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-   -   [REL] New SHIV Scene for 16k & 8k Atmosphere versions. (https://www.subsim.com/radioroom/showthread.php?t=116282)

Adriatico 06-09-07 08:34 AM

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 )

Reece 06-09-07 08:10 PM

@ 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:

Adriatico 06-09-07 09:03 PM

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!

Reece 06-10-07 12:09 AM

The wave states are from calm (1) to stormy seas!:yep: If that is what you meant!

Adriatico 06-10-07 02:11 AM

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...?

Adriatico 06-10-07 07:04 AM

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 ?

GT182 06-12-07 12:07 PM

Another Sweet mod Reese...thanks mate. :up: ~S!~

rulle34 06-12-07 04:34 PM

Great work Reece:up: Many thank´s

Reece 06-13-07 12:24 AM

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.:)

dcb 06-13-07 05:00 AM

Quote:

Originally Posted by Reece
What happens is if this number (default for 8k = 1000) is increased is that the size of the grid seems to get smaller
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:

Hi Reece
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.

Reece 06-13-07 05:28 AM

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

rik007 06-15-07 10:16 AM

Quote:

Originally Posted by Reece
@ adriatico, the reflective settings are exactly the same as in the SHIII version, one thing that has been brought to my attention is that SH3 Commander settings may be causing some problems with the SHIV version, if this is so there is nothing I can do about that except to say don't use this feature in SH3 Commander.:-?

For those who wish to play around with the settings you will need minitweaker and this updated scene.dat txt file:
http://www6.rapidupload.com/d.php?file=dl&filepath=37127
The settings to tweak are as follows, stock shown.
General Environments Data:
ReflBias = (SH3 = 0 SH4 = 1)
ReflDeformation = (SH3 = 0.7 SH4 = 0.35)
Wave State 1:
Amplitude = (SH3 = 0.8 SH4 = 0.035)
FresnelCoef = (SH3 = 5 SH4 = 6)
Wave State 2:
Amplitude = (SH3 = 0.26 SH4 = 0.035)
FresnelCoef = (SH3 = 5 SH4 = 6)
Wave State 3:
Amplitude = (SH3 = 0.22 SH4 = 0.04)
FresnelCoef = (SH3 = 5 SH4 = 4)
Wave State 4:
Amplitude = (SH3 = 0.15 SH4 = 0.09)
FresnelCoef = (SH3 = 6 SH4 = 3)
Horizon:
ZMax = (for 8k = 1000 for 16k = 2000)
The setting that causes a black sky is:
General Environments Data:
LightColor = (any change from this up or down causes the problem)

@ Rik007, try playing around with the ZMax settings, may also want to change:
General Environments Data:
EarthRadius = 800000

Before modding backup your files & please note that a file "Copy of Scene.dat" will be created in the data folder after modding, this file must be removed or deleted otherwise SHIII will use this over the newly edited file!:yep:
Please post your findings for others to compare & share.
Cheers.

Hi Reece,

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

Reece 06-15-07 09:53 PM

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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