SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Really environmental 4.0 MOD for 1.5-Addon (https://www.subsim.com/radioroom/showthread.php?t=133388)

AVGWarhawk 03-21-08 10:14 AM

Quote:

Originally Posted by W_clear
Quote:

Originally Posted by AVGWarhawk
Well W_clear, I ran this mod through all the weather. Rain and .................................phics engine renders movement. 15 meter winds are too much as the sea around the sub is just hills and mountains of water. As a result, I get the flying sub effect. Reduced troughs between waves with 10-12 meter winds helps reduce the flying submarine issue.

Here you are."Smaller wave of wind speed of 15 meters ",Hope you like it.

Download llink:
http://files.filefront.com/Smoll+wav.../fileinfo.html



Great I will install:up:

AVGWarhawk 03-21-08 10:30 AM

Quote:

Originally Posted by Ducimus
Quote:

The reason is, the submarine only moves very little up and down but really stays stationary on your screen. The sea around the sub moves thus giving the effect of a submarine moving threw the water. This is how the graphics engine renders movement.
I found the first applet on at this URL:
http://id.mind.net/%7Ezona/mstm/phys...d1/wave3d1.htm

The best example of how waves are in SH4.

The sub.. resides on the blue square or plane. Thats the "rail".


Exactly, the scene moves around the boat creating the illusion of movement. If the wave troughs are too large you get the flying boat. The only way I see to handle this is reduce the 15 meter typhoon winds to around 10-11 meters.

Vorkapitan 03-21-08 12:19 PM

In any language....."That's IMMERSION",那是浸没, :smug: それは液浸である :D
Quella È IMMERSIONE :up:
ETC.
"FANTASTIC" 意想不到 :rock: :rock:

THANK YOU! 简体中文版

JOE






capt_frank 03-21-08 01:06 PM

Quote:

Originally Posted by AVGWarhawk

Great I will install:up:

Please let us know how this compares with the larger wave version...

Thanks!

Charlie901 03-21-08 01:43 PM

Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by Charlie901
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by Paajtor
Quote:

Originally Posted by WhiskeyBravo

One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.

Maybe it's because there is NO lightshafts-file in this mod?
Read here...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.

To solve this problem simply remove the shafts.dds file, (found in the Misc folder), from the environmental 4.0 mod folder prior to installing it.

This will clear up the night sky and you will still get underwater lightshafts.

Cheers!


Nope, it totally removes light shafts underwater if I do this. Just like disabling from the graphics menu. :down:

Well , in my experience,I still had underwater lightshafts when I removed the shafts.dds from the mod prior to install.
It seems to me that the only result would be that the stock shafts.dds file would be used, instead of the one provided in the mod.

Of course, if you removed shafts.dds from the SH4 Data file, you would'nt get any lightshafts at all, as you say.


If I'm removing the Shafts.dds file from the mod won't the game still use the stock shafts.dds since there is nothing overwriting it?

It seems that my problem is with the "Stock" shafts.dds file as when it's active I have the stripped clouds and when it's deleted I have no shafts at all. :down:

Charlie901 03-21-08 03:00 PM

Quote:

If meet such a question, please change:

SH4/Data/Shardes/Lightshafts/LightShaftsPS.fx

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.004;
// -----------------------------------



TO


#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.001;
// -----------------------------------__________________



Actually, this works perfectly!!!!

No stripped clouds and underwater light shafts look great. :up:

Thanks

Paajtor 03-21-08 05:53 PM

Maybe it's a good idea, to include this tweak in your next version?

W_clear 03-21-08 06:00 PM

Quote:

Originally Posted by Charlie901
Quote:

If meet such a question, please change:

SH4/Data/Shardes/Lightshafts/LightShaftsPS.fx

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.004;
// -----------------------------------



TO


#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.001;
// -----------------------------------__________________



Actually, this works perfectly!!!!

No stripped clouds and underwater light shafts look great. :up:

Thanks



If you wang to underwater light shafts lookwell,you need change:

SH4/Data/Shardes/Lightshafts/UnderLightShaftsPS.fx

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.03;
float fadeScale=8;
// ------------------------


TO

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.008;
float fadeScale=8;
// ------------------------

W_clear 03-21-08 06:01 PM

Quote:

Originally Posted by Paajtor
Maybe it's a good idea, to include this tweak in your next version?

Right.;)

clayman 03-21-08 06:41 PM

Great work W_clear ... very, very immersive! Thanks!!! :up: :up: :up:

M. Sarsfield 03-21-08 07:08 PM

Quote:

If you wang to underwater light shafts lookwell,you need change:

SH4/Data/Shardes/Lightshafts/UnderLightShaftsPS.fx

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.03;
float fadeScale=8;
// ------------------------


TO

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.008;
float fadeScale=8;
// ------------------------
Good info to have. After I made the first change to the data file, the underwater shafts looked more like aurora borealis under water.

Charlie901 03-21-08 10:37 PM

Quote:

Originally Posted by M. Sarsfield
Quote:

If you wang to underwater light shafts lookwell,you need change:

SH4/Data/Shardes/Lightshafts/UnderLightShaftsPS.fx

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.03;
float fadeScale=8;
// ------------------------


TO

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.008;
float fadeScale=8;
// ------------------------
Good info to have. After I made the first change to the data file, the underwater shafts looked more like aurora borealis under water.


Care to share a screenshot? :yep:

juanchez 03-22-08 05:53 AM

A couple of questions here. Sorry if they have been posted before. I don't recall seeing any response on them.

Is it posible to use this awesome mod with TMO? Is there any version of TMO without ROW files so we can use both TMO and Environmental mod together?

Has anybody tried this mod with the American campaign? Does it look as good as in the german one?

Thanks in advance.

Ducimus 03-22-08 10:41 AM

Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


edit:
Quote:

Originally Posted by juanchez
Is it posible to use this awesome mod with TMO? Is there any version of TMO without ROW files so we can use both TMO and Environmental mod together?


Have you run TMO lately? I asked W_clear earlier if it was ok to encorporate his enviormental mod, and he said it was ok.

Liddabit 03-22-08 01:51 PM

Is it possible to decrease the frequency of fog conditions? I don't think the hot summer in the pacific should have constant fog worse than any patrol I ever had in the north sea in SH3 :P 3 patrols through the summer and not once did I have visibility farther than 1500 yards, and most times I had visibility of 350 feet! whenever I found a sonar contact.

The mod is absolutely beautiful and the fog is great, the frequency just seems a bit overboard.


All times are GMT -5. The time now is 09:35 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.