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Don't forget implement CCIP enhandced camera 2.0 (or newest). That camera is very cool, but isn't implemented at Manuel Ortega Visibility mod.
Pls, implement this camera too, I hope ;) Thx |
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SeeAdler, Ortega, Redwine... from what I can tell based on reading 22 pages of playtesting reports on the visibility mod thread... is that the 16 Km visibility mod is more dependable/stable in effectiveness/results.
I'd love it if the 18km visibility mod could meet the same criteria. Mr Ortega, I mean no offense and I can only imagine the amount of work you have already done. There are too many visual distance increasing mods and the need for standardization is becoming apparent. Everyone is going in different directions and I am sure that the visibility modders are rather tired of fixing the problem. ...but we are so close... with only paper-thin walls separating concept from realization. THIS MOD CAN BE DONE! :yep: It is only a matter of getting everyone talking at the same table. Don't panic at what may LOOK like a mountain in the way. We need Jungman, Rulle34, and possibly Gammel to speak here as well... It is very important that we hear from them.[/i] |
Hi guys,
Great idea, a lot of work! I guess that ideally is important (if possible) to make the mod with options to the people make your own adjusts. Like the water 'visibility' in SH3Cmdr. I want to know about the night visibility side effects too (excuse me If I miss something here... :D ). Are this issues already fix? Rubini. |
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At the moment, the problem is putting the basics together to make this mod a reality. To define the direction that needs to be taken, we need to blend SeeAdler's Cloudfix, the visibility mod, Marhkimov's corrected water-sun reflections, and cloud/moon tga files. (Which visibility mod we use must be agreed upon first, and a few key modders with hex-editing skills would have to work together.) All other elements like water murkiness, sounds, camera mods, etc. can either be added later with ease, or are totally separate mods that would remain unaffected by the "Atmosperic" mod. |
Not to sound smug here, but v 1.01 of Improved U-Boat includes nearly all these fixes:
Rulle34 - '16km visibilty' fix Manuel Ortega - '16/18km visibility' fix Jungman - various 'sensors & setting' fixes oRGy/Ortega - fixed moon size What needs to be integrated are the cloud dome uvwrapping fix and markhimov's new reflections. So you can start with the IuB version as a base if you want. |
An essential bit of the problem that needs to be understood is that the mods in question share files that need to be cohesively hex edited.
Only the initial mod designers can do this since they are the ones who understand the changes made to the respective mods. Without their help, the Atmospheric mod is doomed to be broken from the start. Hopefully Jungman, Rulle34, and associates can hash this out here soon. |
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I cant understand. I will give you lot of thanks if you can explain. Thanks in advance. Quote:
Finally i obtain, the Ortega's Vis. Mod, no fog, 18Km, with increased underwater visibility, increased spotting range, with Sky fixed and sensors file with 60 degrees and 200m, plus the improved night vision and reflex from Marhkimov. |
Redwine, in this thread : http://www.subsim.com/phpBB/viewtopi...9588&start=525
It appears to me that the visibility mod team changed directions away from the 18 km version and switched to the 16 km version for a variety of reasons. Please forgive me for making a general statement... but it is very difficult to answer your question because of the mass of information on that thread. However, if you have solved the problem and put together the files in such a way that you can still see clouds and the moon/stars... By alllllll means! Please put them together and upload them to rapidshare or other source so we can use this mod sir. If you have solved the problem... you are a HERO if you share the solution. :up: |
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Now what we have to do is the same, only we will make subtle improvements and make sure that each piece of puzzle fits exactly right. Since I can't hex edit and do all of the really complicated modding, I don't know which files will unintentionally cause problems to the other files... So that's why we need all of the modders to really get together on this one. The real problem with the last 'Visibility Thread' (you know, the one that reached 22 pages!) was that no one really worked together. And after 22 pages, look at what we got: some beta mods :-? ... It would be a shame if we didn't learn from that experience... Our goal here, IN THIS THREAD, should be to actually release a mod... a real mod. :up: |
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Funny how you EXPECT complication where there may not be any. |
Whow.... i cant believe, did i made some thing good :D
Kpt. Lehmann : I follow the line of that topic from the first day, i attempt to pick up all i can from that topic. I understand it is so long, but i can remember why 16Km is better than 18Km. Any way even 18Km is poor value for a theoretical clear day. In a theoretical clear day with no humidity in the air, the top of the mast of a WarShp must to be visible beyond the horizon at about 35 or may be 40 KM. For that i choice the original Ortega's value. No problem to share the files.......... but what files i must to pack ? The same into visibility Mod ? Any one more ? I will make a pack. marhkimov : I think so, it works, because following your instarutions i extract your .tga's and insert them into my SkyColors files and now i can see the horizon at night in example in the Scapa Flow Mission. I was unable to see anything at night before, any way you can check that to ensure your modifications are working fine. Best regards, Red. |
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data\Scene.dat data\cfg\Sensors.cfg data\cfg\AIsensors.cfg data\library\Sensors.dat data\env\SkyColors_Arct.dat data\env\SkyColors_Atl.dat data\env\SkyColors_Med.dat Can anyone else confirm this? I am currently not at MY computer... |
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