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Thanks Reece:lol:
It seems that ReflDeformation is the best part in this new sceen. On a calm sea (naval academy) it loks more natural... What is ReflDeformation = ... in this last file ? What was in last month's one ? (less reflective one...) ( Just noticed... that with new LCD monitor with high contrast - scene.dat looks much more reflective - than with old type of monitor... my previous favorite "scene" suddenly appeared like melted silver ...as I installed new Samsung LCD ) |
@ Adriatico, I really don't want to go through all the settings again to check, have done so many I'm not sure, just load the various scene.dat files & use the appropriate minitweaker txt file. The main thing is to note that "ReflDeformation" is exactly what it says, "reflective deformation" .:yep:
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Its ok...
On a calm sea - less reflection looks better... On medium and large waves - more reflection looks great... (used NavalAcademy missions / Giblartar single mission ) It seems that Refl=0.5 and ReflDeform=0.55 offers some "common ground". Compromaise with sacrified beauty in both weather conditions... I wish I could understand WaveState & FresnelCoef better... The main problem in my search are "juggy" edges on reflection - on darker side of boat, against sun...in a calm conditions. I wish I could soften them without pure ReflDeform increasing... I really miss that pure reflection in all the other weather conditions! |
The wave states are from calm (1) to stormy seas!:yep: If that is what you meant!
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So it means that WaveState 1 would contain the values to experiment - if I have a problematic visuals on calm sea... right?
(WS 2, WS 3, WS 4 should be for other conditions...) What would be the FresnelCoef ? Is it frequency of waves...? |
FresnelCoef:
Ok, I found it...;
Depending on angle that sunlight enters the surface, it is divided in two light beams 1- one part is reflection of the surface 2- the other is deformed light entering the water (absorbed under surface... ) According to clock time (sun input angle) and roughnes (Waves) the ratio of division is changing (resulting angle splits light = reflected% + below surface% ) So remains question: if SH3 FresnelCoef actually :hmm: increases or decreases (softens) reflection intensity ? Or it simply doesn't work at all, in old SH3... any experiences ? |
Another Sweet mod Reese...thanks mate. :up: ~S!~
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Great work Reece:up: Many thank´s
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16k problems & update
Hi, after quite a few more tests I have found that the added command-line in scene.dat (Horizon), added by Der Teddy Bar may well work in SHIV but not in SHIII.
What happens is if this number (default for 8k = 1000) is increased is that the size of the grid seems to get smaller, in the game with NumLock on using numbers pad press the 7 key to view from a higher altitude and look around, you will notice the square grid with blured edges on the horizon, now if you lower the number the sky goes black!:damn: Placing setting back to 1000 for 8k then going to the old method of changing earthsize and in particular the three SkyObject Radius items - sun, moon & stars to a higher value you end up with these objects disappearing!:damn: The closest I can get to a 16k version without upsetting things can be downloaded for anyone to test here: http://www6.rapidupload.com/d.php?file=dl&filepath=37200 If anyone can offer help, those using the 16k version would certainly appreciate it!:yep: Thanks for your patience.:) |
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That's also what I noticed when using your 16k scene.dat mod. I got a small square - equivalent to lowering x and y down to ~1 (from original 5) in a normal scene.dat file. Also there is no moon, as you noticed. Sun & stars are still there. My suggestion is if you could identify the variable that controls the frequency of waves (no. of waves per game grid), 'cause I was unable to find it. If this can be found, then you will be able to set the grid size to a higher value while also increasing the no. of waves, so that the water doesn't look too flat. I've tried something along this path, but to no avail so far. |
Hi dcb, this is done with X - Y - Z in the 4 wave states, X & Y is the sea/wave area & Z is the sea height (educated quess here), if you feel like fiddling here I would appreciate it , I have enough to do at the moment & since I have always used the 8k version I'm not even sure what I'm looking for, another area to test would be Scale & BumpScaleScale in General Environment Data.:D
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I did experiment with different values for ZMax as well as EarthRadius but not to much changed and certainly not improved. Mainly when using the free camera from a higher viewpoint the floating ships is most notable. I think we cannot have them all! do we ? Rik |
As you can gather Rik, in my latest thread:
http://www.subsim.com/radioroom/showthread.php?t=116790 I've given up for now on trying to do a 16k version, too many problems!:-? |
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