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-   -   [REL] Living breathing Ocean (https://www.subsim.com/radioroom/showthread.php?t=119064)

leovampire 09-03-07 08:26 PM

For those of you waiting for my new reflections mod
 
to have a fix for the sea foam textures made by Seeadler if you feel comfortable enough using the mini tweeker and the scene.dat file go to the drop down tab SEA FOAM and work with these 2 sets of figures until you find something to looks good to you! Sorry I am not even done with my tweeking of it so I am not posting anything until I like my own numbers.

TextureScale
MaskTextureScale

Just work with the numbers slowly no big jumps or you will miss change effects and never get it right.

Canonicus 09-03-07 10:21 PM

Well, I tried tweeking these in small increments and so far...no effect.
Doing all the necessary things when using minitweeker, like removing COPY file, etc.

Checked results in saved patrols and also in new patrols...same results..no change to sea foam textures.

Am I doing anything wrong, Leo?

leovampire 09-03-07 10:25 PM

the scene.dat file shows instant results
 
so no need to worry about the save part.

Just for ha ha's set the textureScale to 120 for starters then work from there.

Hope that helps a bit Canonicus

I havn't had sea foam in the ocean for days in real life time so I am at a stand still for further work on it until I get some in my own game.

I promise to list changes for the sea foam texture as soon as I get the chance to work on it further.

Just remember one thing this game is designed to give you best visuals from Bridge level camera views so you will only get the sea foam to look okay up to a certain amount of viewing range until it starts looking funny because there is a termendous amount of detail work that Seeadler put into it all so things show up faster in distance shots. Where as the original textures almost all looked totaly alike in texture so they blended in better for distance shots.

Canonicus 09-03-07 11:15 PM

Well this is begining to frustrate me a little. I don't seem to be able to effect ANY changes...I even tried making the TextureScale-120 as you suggested and I see no changes at all. ( I suppose that doubleling that value would make some difference...right?)

I've never encountered a problem with the scene file before as all the changes for LBO I manually inputed with no problems. I can't seem to figure out why it doesnt want to take the changes to Sea Foam.

I'm baffled.

leovampire 09-03-07 11:24 PM

are you doing it like it is a mod and applying it
 
Using JSGME? For example I leave the mod folder open to the mod I am working with and minimize it. Then I make a folder on my desk top to work with mini tweeker. Then I disable the mod make some changes then copy and paste the new changed scne.dat file to the file in the mod folder then open up JSGME and apply it. I start the game look for the changes then shut the game down and disenguage the mod and make more changes then copy and paste and apply the mod again and restart the game.

Does that make any sence to you at all? I have a good eye to notice the slightest change which helps a lot but it is a long slow process when it comes to environmental effects unlike just making a new dds file and seeing a color change and what not. You have to look for the slightest detail difference at every angle of the camera spectrim and each camera view available outside of the sub.

If you don't close JSGME every time you enable and disable a mod and do not disable the mod before you make a change you won't see a change because JSGME dosn't refresh it's self unless it is shut off and restarted each time.

leovampire 09-05-07 12:25 PM

I have an update for you on the sea foam textures
 
Digital Trucker numbered each of the files for the sea foam that would be visable in his game to see each texture in the game how they work and where they show up when. Aparently just one texture is used for the entire surface of the ocean then the others play over the top of that 1 texture end result the quilt work effect.

So this is where the problem is comming into play in the distance shots with the camera view's and sea foam patch texture problems.

Time to see if there is a file in the game that can be adjusted to fix this that is a master control for the sea foam textures.

But thanks to Digital Truckers inovated idea in localizing it we now have a better place to start looking for a fix.

simonb1612 09-05-07 06:30 PM

A quesion & suggestion
 
Have you (as in all of the great modders that have worked so hard to improve the game), looked into adding a tide feature to LBO? I ask because it seems that the game allows for lunar phases in the graphics. If this is realistically generated, then could a tide algorithm be created and linked to the lunar phases (generating spring and neap tides) I think that this would really add a level of realism, especially if we could observe low / high tide in some of the harbours we get sent to (obviously this would be a big mod).:hmm:

ReallyDedPoet 09-05-07 06:43 PM

Nice to here the foam issue is being worked on, the stuff looks really good, realistic, in the right conditions.

Great work here as usual LV ( and your supporting cast ) :up::up:


RDP

leovampire 09-05-07 07:09 PM

simonb1612
 
If the game had started being built with the world and ocean first and have everything revolve and evolve after that those are things that might have been possable but as it stands right now I do not think the game is capable of creating those effect's. There would be a lot more setting's for the moon and a ton more for the ocean so seeing they are not there I doubt it could be done.

And thanks reallydedpoet

I am starting to rely on others a lot more with tallent's I don't have and it is helping a lot. 2 3 and 4 minds are always better than 1 when it comes to finding problems and doing extensive work that involves so many files and comming up with new idea's.

And more testers that have been out on the ocean doing their job's in the Armed Service's and Civi's ship work. And their input is very valuable seeing they have seen all of this stuff for months and years to compair life experiences with the in game look of things.

simonb1612 09-05-07 07:45 PM

No problem, just keep doing the magic you all do:rock:

dc1962 09-08-07 04:49 PM

I'm not sure I got this mod right
 
I''m confused about how to install this. Can I just down load the mod that contains the new scene.dat, or do I have to download it and then make all these changes using the mini-tweeker? I also not sure how you modifiy the scene.dat file becuase the mini tweeker only will modify .txt files?! Help! What am I missing here?

leovampire 09-08-07 04:51 PM

dc1962
 
download this:

http://files.filefront.com/Living+Br.../fileinfo.html

and then paste it in the mod's folder for JSGME and just activate it and you are all set no changes needed.

dc1962 09-09-07 07:11 AM

Thanks!
 
Got it--very impressive. Once again Subsim comes to the rescue

piak 09-10-07 04:15 AM

!!!!!!!!New_camera_Mod !!!!!!!!!
thank you! СПАСИБО !!!!!!!

Navarre 09-10-07 04:59 AM

Does anyone else have a wobbling effect of the water in front of the sub? You can see it at moderate speed from the bridge. It looks like the wave tops jumps up and down in faster speed (like as you are in time compression) but only the bow waves, on the side and stern the waves are moving smooth.


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