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-   -   [REL] SH5EnvMod Water less transparent, night a bit more dark (https://www.subsim.com/radioroom/showthread.php?t=165714)

Captain von Keldunk 04-24-10 07:33 PM

Quote:

Originally Posted by Kromus (Post 1372449)
Open hdr_underwater.cfg under /filter/ColorCorrection/ and edit "ColorBalanceG=0.0" for greenish water

Yes "ColorBalanceG=0.0" to 0.5 and change "ColorBalanceTone=1" to 0. and "PhotoFilterIntensity=1.0" to 0.0..like in this pic:DL
......................................:woot:...... ...............................
http://www.subsim.com/radioroom/pict...pictureid=1893

Captain von Keldunk 04-25-10 06:56 AM

V3.0Multi
 
Hello This is my Sh5 Enviroment mod
V3.0 Multi :woot:
This version has additional mod, GreenUnderWater, enable it after
Sh5EnvMod3.0 if you like Greenish underwater. Submarine folder removed
from mod. Env color files remade in a new way. :salute:
FF link http://www.filefront.com/16247017/Sh5EnvMod3.0Multi.7z
Subsim link
http://www.subsim.com/radioroom/down...=1796&act=down

7thSeal 04-25-10 08:14 AM

Thanks for the tip on changing color, got it pretty close. :up:

http://img121.imageshack.us/img121/9...2507492101.jpg
http://img402.imageshack.us/img402/5...2507593354.jpg
http://img341.imageshack.us/img341/3...2508064456.jpg

Captain von Keldunk 04-25-10 08:33 AM

Green underwater
 
WOW that looks good.:yeah:

ddrgn 04-25-10 02:43 PM

Hi CVK,

The waves look really nice when viewing from the conning tower but through scopes they move really fast. Any way to slow them down for all sea conditions?

Kromus 04-25-10 04:44 PM

Quote:

Originally Posted by ddrgn (Post 1373192)
Hi CVK,

The waves look really nice when viewing from the conning tower but through scopes they move really fast. Any way to slow them down for all sea conditions?

In "SeaParameters.cfg" try to tweak "SeaSpeed=". Bigger numbers = faster waves.

Captain von Keldunk 04-25-10 09:45 PM

Sea speed
 
"Any way to slow them down for all sea conditions?"@ddrgn @Kromus.
:DL I will look at it for next update, maybe after patch 1.2 :salute:

Captain von Keldunk 04-27-10 10:02 PM

Thank for fixing first post EDIT button
 
To subsim management :DL
Thank for fixing first post EDIT button :up:

Rolf Eschke 04-28-10 08:22 AM

Thanks,that looks Good !
Regards
Rolf

Captain von Keldunk 04-28-10 12:50 PM

V3.1Multi is out
 
V3.1Multi:DL
Env color files tuned, sea speed reduced a bit.
FF link http://www.filefront.com/16291523/Sh5EnvMod3.1Multi.7z
SubSim:woot:
http://www.subsim.com/radioroom/down...=1814&act=down

7thSeal 04-28-10 09:00 PM

Good work as always Captain, btw thanks for adding the green tint option with the download... copy and paste is much quicker than manually making the changes with as quick as you crank out the newer versions. :DL

PL_Andrev 04-29-10 09:37 AM

I've not bought SH5 yet beacouse wait for critical patch for game, so cannot check your mod...
Few question:

1. At the polar and sub-polar regions is "polar ningt" or "polar day" effect.
Is, or will this effect be implemented in mod?

2. At the 'night' screens I saw that the water was lighter than air. If the night is “black” why the water is dark blue or green with better visibility than air?
Is, or will underwater color be depend form air color / day time?

3. Foam color, whitecaps is always white. It should be depended form light power at night.
Is, or will underwater color be depend form air color / day time?

4. The big problem for uboat commanders on hot waters was bioluminescence (the lighting trace at hi-spped).
This trace had long-time life. Is possible to add this effects to tropical night effects?
Color of this effect (long time exposure photo): http://en.wikipedia.org/wiki/File:Bi...lagellates.jpg

Captain von Keldunk 04-29-10 12:06 PM

questions
 
Quote:

Originally Posted by Antar (Post 1377211)
I've not bought SH5 yet beacouse wait for critical patch for game, so cannot check your mod...
Few question:

1. At the polar and sub-polar regions is "polar ningt" or "polar day" effect.
Is, or will this effect be implemented in mod?

2. At the 'night' screens I saw that the water was lighter than air. If the night is “black” why the water is dark blue or green with better visibility than air?
Is, or will underwater color be depend form air color / day time?

3. Foam color, whitecaps is always white. It should be depended form light power at night.
Is, or will underwater color be depend form air color / day time?

4. The big problem for uboat commanders on hot waters was bioluminescence (the lighting trace at hi-spped).
This trace had long-time life. Is possible to add this effects to tropical night effects?
Color of this effect (long time exposure photo): http://en.wikipedia.org/wiki/File:Bi...lagellates.jpg

Hello Antar :DL
1 "polar ningt" or "polar day" = I do not know, of implementing = maybe in future.
2 water was lighter than air = many issues involved, banding, visibility of ships, fog, etc.
3 whitecaps is always white = visibility issue day time.
Underwater = day/night = yes.
4 bioluminescence = maybe in future.

Captain von Keldunk 05-01-10 03:55 AM

V3.2Multi is out
 
Hello This is my Sh5 Enviroment mod:DL
V3.2Multi
ReducedSunSize mod added, enble after Sh5EnvMod3.2. Some env color files fine tuning.
.FF link http://www.filefront.com/16323833/Sh5EnvModV3.2Multi.7z
Subsim link
http://www.subsim.com/radioroom/down...=1816&act=down
-------------------------------..-------------------------------------

furby 05-01-10 05:23 AM

thank you so much for sorting the sun size :rock:...great mod and keep up the good work :salute:


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