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The opening sequence of Das Boot is very VERY green.
I like the green look of this mod, reminds me of Das Boot. Good work SV. :yeah: |
Lol, the opening sequence of Das Boot is a model in a tank... They never had a real boat for any of the shots.
Anyhow, I suspect this will be another debate without conclusion... Blue! Green! Blue! Green! :haha: |
Model or not, it still looked good, and a darn fine movie:D
And a darn fine mod. Looks great SteelViking |
@SteelViking
[QUOTE=SteelViking;1482802]That sounds like the right behavior, I basically set the generators to randomly produce little bubble clouds. But, the bubbles should look little. Have you installed any mods over my underwater mod that caused a JSGME conflict. If so, you need to disable them, and re-enable my mod last. The little jets of bubbles in stock are completely unrealistic.
No Mods after yours,If this is the way you intended it should be thats fine with me.Thanks for quick responce I know your hard at work on update.:up: |
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With increasing depth underwater, sunlight is absorbed, and the amount of visible light diminishes. Because absorption is greater for long wavelengths (red end of the visible spectrum ) than for short wavelengths (blue end of the visible spectrum), the colour spectrum is rapidly altered with increasing depth and gives a bluish cast. :D ps. what control the underwater colour in the game ? can be changed easily editing files ? |
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Edit: By the way folks, I will not be changing the color underwater. I have seen sea water that shade of green before, and that is exactly how I like it. If you want it differently, just use the method I explained. If you get stuck, and you can't get it how you want, I would be glad to help. |
Hello SteelVikking,
I got a question is this mod compatible with [REL] Environmental MOD 3.6 |
oui parfaitement compatible
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pascal4541, Thanks for reply
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Hi SteelVikking,
I'm using your wonderful Underwater mod.What it bothers me ,are that front wave splashes on sub.They are so unrealistic,that I decided to remove them. I've tried to delete controlers for them in submarine FX file,but everytime I try to save the file(with those controlers removed) Goblin report some lost controlers.When I test in game,everything is ok ecxept sub exhaust which don't work anymore. Please,can you explain to me how did you combine your changes in FX file with DTW exhaust changes? I just want to remove those nasty FX_Nose_wave_Dummies or better how would I change them to look more realistic? It seems that they have no controlers except ObyectCtrlsRef... Thank you in advance.:salute: |
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Anyway, Goblin cannot be used on the .fx files from TDW exhaust mod. It is no fault of TDW's, it is Goblin's problem, because it is not set up to handle the type of nodes that needed to be added in order to add exhaust. Anyway, skwasjer's S3D can do everything that you need. It can open, work with, and save all of TDW's files, and mine without causing any lost controllers. There are several pages on subsim detailing how to use S3D if you do not already. If you have any specific questions about it, feel free to ask. |
Hmmm...Yes,but I can't open .fx file with default S3D editor.Can you explain how did you open .fx file with S3D?:hmmm:
Are there any new upgrades or is version 0.9.9 the latest version of S3D?I read about some SH5 templates for S3D?Is that what I need? Thanks for your help. |
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That should do it. |
http://img121.imageshack.us/img121/2982/screeny17.jpg
Excellent SteelViking...You opened my eyes...I've finally managed to remove those splashes without sacrificing exhaust mod...Thank you again...:salute: |
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