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Cordialement, Duke of Earl |
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For the sake of this mod, though, we probably should just restrict ourselves to graphical enhancements. But by all means, you may create a new sound mod! I am always in the market for a better sound. Usually I just DL and choose which sound effects I like the best and throw them into my own SH3 sound folder. So go for it! :up: |
Ok, lets wait for other Comments...
If you´ve missed it: http://rapidshare.de/files/5996759/N...d_v2.0.7z.html It´s a kind of Best-Of Pack from existing Soundmods, but in V2 the Most are from me, or even from other Games. The most are remixed, like the Big Explosion which fits very well if a Tanker blows up. Test it and tell me what you think of it - if you want :up: |
Yeah, there are so many sound packs out there...
As it turns out, I did miss yours. Thanks for the DL link. I will listen to them shortly. :yep: |
There is a terrain texture pack at terrapin's site in the mod page. Look for 'Terrain_upgrade_v2_1.rar'
I use it myself, and it would indeed fit the theme of our atmospheric enhancement mod. Although it doesn't conflict with any other files, what do you guy think about adding it? |
Hey, I love sounds too and Nippelspanner has made some AWESOME ones. (check out his new "blur" sound)
However, we have GOT to stay focused on the skeleton of this mod. Flesh and individual bits can be added independantly. What we need to be worried about are the files that require the work of the original designers named on the title of this thread, that cannot be merged without their assistance. Furthermore, adding bits and bobs will only slow things down/ will delay the release of this mod. Why would we want to do that? I am not trying to be a jerk here. I AM trying to prevent the birth of a Frankenstein monster. Let's fit the core pieces together... all the rest is easy stuff to add later. :yep: Guys, the simpler we keep this mod... the easier it will be to work with later. |
Good point Kpt.
Staying focused :huh: |
Me too. :huh:
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Apparently, it is past everyone's bedtime.
All of those modders are snoozing. :zzz: :zzz: :zzz: |
Its okay... we can FOCUS in shifts lol. :huh:
...starting first thing in the morning. |
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also...I don't think we need to put sounds into this mod...there are enough sound mods out there for people to get.......just my 2 cents though |
16km <- :huh:
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http://foto.arcor-online.net/palb/al...6532366266.jpg For a 16km or 18km mod, the diameter of the Clouds.obj in the scene.dat must be adjusted also the diameter of the Sky_color.obj in the SkyColors_Arct.dat SkyColors_Atl.dat SkyColors_Med.dat These OBJ files are the two domes in the SH3 3D world. If only the inner dome (Clouds.obj) is adjusted to a 16km diameter, the clouds will be outside our visible 3D world :rotfl: |
I don't know what changes are done in the 16km mod. But for my 18km mod I had to:
- Resize external sky hemisphere - Resize cloud hemisphere - Increase the dynamic ocean grid to a lot more nodes (if not, the ocean will finish suddenly at half way) - Increase dynamic ocean texture tiling, in order to maintain same texture/wave sizes. - Lower and make bigger the ocean/horizon disc. This is a large disc with a hole in the middle, directly under the dynamic ocean grid. - Change the colors of the disc texture, just for showing less contrast between it and the ocean grid texture. - Increase all the camera far clipping values. Increase the near clipping values, in order to avoid z-fighting. - Change near/far fog values. - Change the distance where sun / moon are. They must be located just between cloud and sky spheres. - Change all values for AI spotting ships to 18km. - Change all values for player spotting (if not, you can't have the enemy locked until game default max distance). - A lot of value changes that I still don't understand what are for, but necessary, and the ones that don't remember. - Testing, testing, testing. :88) As you see, it's not only the sky/cloud spheres... If I had to make it again, surely I don't know how to do it without studying again the whole game render engine, so don't ask me to do it again because I would die... All I can do is answer all the questions about all those mentioned things. I know that my mod works, and the values that it has are working; even I'm scared of touching the files because I could mess it again :P |
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Mmmmhhh............. :hmm: may be for that when i use some SkyColors files, diferent than the Mac Mollo (Ortega's) one i loss the clouds textures ? :hmm: I am using the original Ortega's 18KM file, may be the Sky textures become inside of Clouds textures ? Because are files for a smaller dome or sfere ? :hmm: I am most agree with 18km value, i remember when swiming in the west coast of Cozumel, with my eyes at 4 inches over sea surface.... i can clear spot the radio towers at the other side of the Cozumel Channel, it has 19.5 km wide, and towers may be not more than 30 meters, i was able to watch clear the red and white colours of them. Using a Horizon Calculator, from a conning tower of 4 meters you can spot ( in a teoretical clear day, no humidity, no dustt in suspension) the top of the mast of a Warship of 65 meters as far as near to 40Km. Humidity in suspension in a clear day (light fog) can reduce it down to 20/15km, i think so 18Km is good for me. Best regards, Red. |
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