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-   -   attn: RULLE34, MANUEL ORTEGA, SEEADLER, JUNGMAN, & MARHK (https://www.subsim.com/radioroom/showthread.php?t=85903)

Kpt. Lehmann 10-26-05 12:24 PM

Quote:

Originally Posted by Redwine
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.

Ahhh HA!!! From what I can tell.... the critical file that we can't screw up is the "scene .dat" file... I think that it is possible that all other files needing to be modified... probably don't need hex editing at all.

The scene.dat file is the only file modified by SeeAdler's Cloud Fix mod.

The following rapidshare link appears to be the final version of the 16km vis-mod compiled by Rulle34. The readme certainly sounds as if it is a completed project as well.

http://rapidshare.de/files/6207495/1...water.rar.html

Regarding spotting distances... yes 16 Km is not realistic... but is certainly better than 8 km... Apparently pushing it beyond 16 km causes more problems the further you go.

more to follow I hope :up:

Redwine 10-26-05 12:44 PM

Here the "Blend" i am using........... i do not put the Nori .tga files, i think so they had not influence into the mod..... only in the aspect of clouds.

http://rapidshare.de/files/6793960/Blend.zip.html

please, back up yor files carefuly, do not take bad if you dont like my settings, i am looking for good ones only, but with these settings i have a good balance betwen to be killed and survive....

please Marhkimov, check if your mod woks as it is suposed.

We need to check all mods functions, may be i loss some functionality and i do not see it yet....

PD: no moon mod in use yet.

Best regards, Red.

Kpt. Lehmann 10-26-05 01:31 PM

Thank you RedWine!!! :up:

I believe Marhkimov is also going to put together a version tonight as well.

NOW WE ARE COOKING! :sunny: :sunny: :sunny:

As long as we can keep the sensors changes and snorkel fix by Jungman... All will be good.

I think may be best if we put together a version based on Rulle34's final vis-mod release as well... to ensure we retain the most current sensor fixes. (link available two posts up on this thread)

:rock: :rock: :rock:

oRGy 10-26-05 02:36 PM

BTW, in my experience, AIL's clouds don't go really well with the vismod. The game default look ones seem to look better - they tile more seamlessly.

PS Lehmann, was that comment of yours a few posts above aimed at me and if so what did it mean??

Kpt. Lehmann 10-26-05 02:51 PM

Quote:

Originally Posted by oRGy
BTW, in my experience, AIL's clouds don't go really well with the vismod. The game default look ones seem to look better - they tile more seamlessly.

PS Lehmann, was that comment of yours a few posts above aimed at me and if so what did it mean??

Stop. Before you get offended. You totally misunderstood me.
Please read the posts again.

oRGy 10-26-05 03:07 PM

Huh? Well, its just not very clear, at least to my tired eyes.

Anyway feel free to use stuff from IuB in order to save reinventing the wheel as it were, was the gist of my post, hope no-one minds.

rulle34 10-26-05 03:26 PM

Hello everyone!
I must say that I was flattered by being asked for :P . Well I have been away in work for a while and now Im back home again.
Just want to explain my silence in this thread.

First I like this initiativ to make an environmental mod. Great idea :up: Im always for devlopment.

Then I want to say that my part in the 16 km visibility mod is just to mix some files and suggest new values for hexediting. All hexediting has been done by Jungman. And the files in use was from Manuel Ortegas visibility mod.
Then I have tested out some values mixed some files and put some work in trying to keep this work together so it continues. I really like this mod but I dont want to take full credit for other modders work.

The reason I asked Jungman to change the value to 16000m was based from my playtests. Originally crew reported ship spotted at a distance I couldn't see the ship or smoke my self. The distance I could start to see the smoke was around 16000m. So why not have a distance where crew reported "ship spotted", and I could aslo see it when raising my binoculars. From this point of view the 16km visibility mod was born and started to develop. All testing the latest time was to get some nightspotting values that was more or less realistic. Note that this was avarage figures from playtesting. I also want to say that I then used Rub mod that was set to 20km spotting only in clear weather (If I remember right).

In the 16 km visibility mod I use Ails cloud mod, orgys moon fix, with water fixed by Jungmann, Beery's new sky/env colours and RWR warnings adapted for 16 km visibility by Jungman and my settings in sensors.cfg. I have also made a sensors.dat file with Fubars new IX skin merged in. That I haven't released yet, but If someone wants it I can of course upload it.

So the 16 km mod is of course free to use in this project and I really like the idea. :up: Will of course help and contribute as much as I can.

ps. Glad to see you back in the forum again Manuel Ortega

Krieg-Schwein 10-26-05 04:20 PM

I haven't read evry word in this post But I saw my mod mentions at the begining! and you can use it if you want! the mod is 2048 X 2048 in size! I could make it smaller if you need it to be!

Kpt. Lehmann 10-26-05 05:18 PM

Quote:

Originally Posted by oRGy
Huh? Well, its just not very clear, at least to my tired eyes.

Anyway feel free to use stuff from IuB in order to save reinventing the wheel as it were, was the gist of my post, hope no-one minds.

No problem... I'm tired too. All I was saying is that sometimes when a problem LOOKS complicated... we expect the answer to be complicated too.

You cleared things up and made things simpler in a way. This is GOOD! :arrgh!:

Marhkimov 10-26-05 06:22 PM

So far, these are the main files that I have included to our big Atmospheric Pack. I have also given some reasons as to why I did or did not choose to include them:



I am using all of the files from Manuel Ortega's newest visibility mod, except for these two files:

data\library\sensors.dat
I am not using sensors.dat because Rulle34 has a newer version in his visibility mod, which I believe jungman has updated.

data\library\cameras.dat
I am not using cameras.dat because I prefer to use CCIP's movie style cameras.




These are also files from Manuel Ortega's visibility mod, but I have made my own personalizations to them:

data\scene.dat
Using SH3Cmdr, I have changed the murkiness to factor 7. Also, the clouds have already been fixed by Seeadler.

data\env\SkyColors_Arct.dat
data\env\SkyColors_Atl.dat
data\env\SkyColors_Med.dat
I have imported my own sea & sky TGA's into these files.



I use this file exactly as Manuel Ortega has provided:

data\cfg\sensors.cfg



These files I have added on my own, because I believe they are relevant and therefore needed:

data\library\sensors.dat
Taken directly from Rulle34's visibility mod.

data\library\AI_Sensors.dat
I will have to ask jungman as to what exactly does this file do, but I am guessing that it has something to do with AI radar/snorkel/sonar detection. I took this from one of jungman's sensor packs...





I have tried and tested this combination of files, and as far as I can tell, there are no complications. But maybe you guys might see something that I have missed. Here are some questions to think about:

Does anyone notice anything that will not work? anything incompatible? any problems?

Have I erroneously changed a value that would mess something up?



Here is a test version that you can try out:
http://rapidshare.de/files/6806095/A...Test1.rar.html
---READ THE FINE PRINT--- this is just a TEST version. Do NOT believe that everything works as is. Only download this if you know how to install these files, because I do not feel like answering a bunch of newbie questions.

and don't forget to post your comments, ok?? :lol: :lol: :up:

Kpt. Lehmann 10-26-05 06:45 PM

testing now....

Rubini 10-26-05 06:48 PM

Roger. :up:

Rubini.

Redwine 10-26-05 06:57 PM

Quote:

Originally Posted by marhkimov

data\scene.dat
Using SH3Cmdr, I have changed the murkiness to factor 7.

Thanks a lot, i will try it :up:

...but what is it ? what is murkiness ? :hmm:

Marhkimov 10-26-05 07:03 PM

murkiness means nothing other than the translucency/transparency/density of the water.

In other words, it means how far you can see when underwater.


1 means you can see almost nothing.
20 means you can see pretty damn far.
18 is SH3 default, I think...
4 is RUb???


As for me, I like 7. :up:

Hartmann 10-26-05 07:38 PM

Quote:

Originally Posted by rulle34
The reason I asked Jungman to change the value to 16000m was based from my playtests. Originally crew reported ship spotted at a distance I couldn't see the ship or smoke my self. The distance I could start to see the smoke was around 16000m. So why not have a distance where crew reported "ship spotted", and I could aslo see it when raising my binoculars.

Yes .. i have this mod installed 16 km with Moon and Clear water ,and the spotting range is at the limit,when i have a repport i only see the ship after of 1 minute or so, only a faint smoke column. with 18 or more could be worse. and could have repports of invisible ships .

Quote:

Originally Posted by Redwine

...but what is it ? what is murkiness ? :hmm:

Redwine.. murkiness es la falta transparencia del agua cuando estas sumergido, o sea ..que se ve turbia o oscurecida. ;)

Translation: Redwine murkiness is the fog that you can see when you are underwater.


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