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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

gap 04-24-14 03:53 PM

Quote:

Originally Posted by sober (Post 2200612)
Actually the middle one was using North Atlantic Green 1.1 mod and gap said don't use it because it breaks the Dynamic environment mod color setup . So I stopped using it long ago :yep: You can see the HeightColorFactor in action giving the trough of the wave some depth by making it darker .

You cannot enable North Atlantic Green on top of Dynamic Environment, but you can replace DynEnv's color settings with the ones of North Atlantic Green, if you prefer them.
North Atlantic Green should only affect underwater colour anyway :hmm2:

Sjizzle 04-24-14 05:04 PM

Quote:

Originally Posted by gap (Post 2200868)
You cannot enable North Atlantic Green on top of Dynamic Environment, but you can replace DynEnv's color settings with the ones of North Atlantic Green, if you prefer them.
North Atlantic Green should only affect underwater colour anyway :hmm2:

i have tested now and change only the underwater color

gap 04-25-14 11:00 AM

Quote:

Originally Posted by Sjizzle (Post 2200882)
i have tested now and change only the underwater color

Under some circumstances, underwater color can get partly visible through the surface. Anyway, as I said before, I am pretty sure that those screenies were taken with DynEnv enabled. Activate the main mod with neither of the 'no murky water' patches, stay in the Baltic, and towards the sunset you will get about the same colours as seen in the pictures below :up:

I have no idea about the wave mod used though.

vdr1981 04-26-14 08:59 AM

Quote:

Originally Posted by sober (Post 2200288)
[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections
FresnelPower= applies to water reflections
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= Drag coef. introduced to the vessel when it hits large wave, O-no drag, 1- shiping goes nowhere...
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent .
TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency .
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.c...lour-of-water/
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible

Small digression...

Volkier 06-14-14 05:27 AM

Ok, I have to say that I'm blind. Re-read the main post three times now, and all I see are the 'patches' and add-ons "to be enabled after the main mod", but I can't seem to find that "main mod" anywhere at all. :help:

Defiance 06-14-14 05:50 AM

http://www.subsim.com/radioroom/down...o=file&id=3975

From downloads, link should work i hope

:up:

Sokolov 07-12-14 03:16 PM

Hi, where i can change water colours? and what program i need, pls help me.

Echolot 07-12-14 04:36 PM

Quote:

Hi, where i can change water colours? and what program i need, pls help me.
data\Env\EnvColors_xxx.cfg

Texteditor like notepad.exe

:salute:
i.e.

Quote:

WaterLightColor=71ACF500
WaterDarkColor=9141F00
UnderwaterFogColor=1F354000
UnderwaterUpColor=71C2B00
UnderwaterUpAlpha=0.500000
UnderwaterDownColor=1141700
UnderwaterDownAlpha=0.800000
WaterTintColorMulti=C0C9D100
WaterFoamFilmColorMulti=7EAB9700

Sokolov 07-12-14 07:18 PM

But how i'll know what is colour what?

Echolot 07-13-14 03:09 AM

Quote:

But how i'll know what is colour what?
Do a internet search for "color code".

You mean the color code, the region, time of day?

Or this:

Quote:

WaterLightColor=
WaterDarkColor=
UnderwaterFogColor=
UnderwaterUpColor=
UnderwaterUpAlpha=
UnderwaterDownColor=
UnderwaterDownAlpha=
WaterTintColorMulti=
WaterFoamFilmColorMulti=
?

When I would start to experiment with it, I would do that without installed environment mod.

TheBeast 08-12-14 08:11 PM

Water to clear when viewed from above
 
I like this MOD with a few exceptions

Contrast is to bright - Used Sobers Contrast to fix
Underwater is to clear - Made new Impurity.dds to fix
Water is way to clear when viewed from above water surface.

@Gap
I made a new Impurity.dds for DynEnv 2.9 with no Artifacts or other junk floating in water.
You can add to MOD no credits required.

What can be done so water surface is not so clear?:confused:

DynEnv v2.9 - Impurity v1 light No Artifacts.rar
Underwater view distance is approximately 300m depending on Weather and Light.

Regards!
TheBeast

mikaelanderlund 08-13-14 03:45 AM

No Artifacts or other junk floating in water. Thanks! :up:

:salute:

VIIC_Commander 03-28-15 02:28 AM

Everything is grey/green
 
Wow this must have been hard work to do this Mod. I have only one problem, when in bad weather every thing is over bright and I cannot even see to walk on my own sub. Everything is grey/green. inside the sub it looks right.

Thanks again for all the hard work that make SH5 a nice sim.

gap 03-31-15 08:01 AM

Quote:

Originally Posted by VIIC_Commander (Post 2301599)
Wow this must have been hard work to do this Mod. I have only one problem, when in bad weather every thing is over bright and I cannot even see to walk on my own sub. Everything is grey/green. inside the sub it looks right.

Thanks again for all the hard work that make SH5 a nice sim.

As far as I can remember, you are the first user reporting such a problem. Could be a mod incompatibility, or an incompatibility with your GFX card. :hmm2:

For a start try posting your mod list and a screenie showing the problem. They might help tracking it down. :salute:

Silent Steel 04-01-15 03:59 AM

Or even uninstall you GPU driver and download a new one
:hmmm:


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