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-   -   [REL]ROW Pacific Environments 3.3 (https://www.subsim.com/radioroom/showthread.php?t=133365)

Wilhelm Heidkamp 03-29-08 03:41 PM

Thank you for this mod. Very much.

One question: where is the old sticky thread of ROW? I can't find it now.

Where is the valid link to ROW sound mod v.9? And the rest of ROW mods?

I'm missing anything I suspect... :hmm:

kriller2 03-29-08 03:54 PM

The row sounds mod is on this page #1 under the light fog fix.

Most of ROW is included in this mod (only the ones not compatible with other mods and the addon are left out), so you wont have to worry about it being compatible with NSM4, TM, RSRD, RFB EE4 etc.

Subsim moderators moved the ROW sticky to the mods sticky.

MONOLITH 03-29-08 03:55 PM

Quote:

Originally Posted by kriller2
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.

Yes, I have seen that.

Does that also control seafoam I suppose? And since that is a manual color setting, you went through and intentionally matched the wake color to your skycolors, is that correct?

kriller2 03-29-08 04:08 PM

Quote:

Originally Posted by MONOLITH
Quote:

Originally Posted by kriller2
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.

Yes, I have seen that.

Does that also control seafoam I suppose? And since that is a manual color setting, you went through and intentionally matched the wake color to your skycolors, is that correct?

:yep: there allso is a texture controling how much the water should reflect the sky (and in which colours) at different times and how much / shape of the reflection called reflex_pac.tga thats where the magic is hidden (and hard work..) If you can match the colours of the reflections and shape with both the sky texture and match the colours in the envatl.dat, you are on the right track.

Wilhelm Heidkamp 03-29-08 04:29 PM

Quote:

Originally Posted by kriller2
The row sounds mod is on this page #1 under the light fog fix.

No. I click the link is there but I'm redirected to the main post again. None download link that I can see... the others two, work (Rapidshare and FileFront), but the sound doesn't... or maybe I'm doing anything wrong...:shifty:

Thank you again.

PD: Why Moderators didn't leave the original ROW thread as sticky? It was incredible! At least I downloaded all files and I have a back up of them.

kriller2 03-29-08 04:32 PM

Quote:

Originally Posted by Wilhelm Heidkamp
Quote:

Originally Posted by kriller2
The row sounds mod is on this page #1 under the light fog fix.

No. I click the link is there but I'm redirected to the main post again. None download link that I can see... the others two, work (Rapidshare and FileFront), but the sound doesn't... or maybe I'm doing anything wrong...:shifty:

Thank you again.

PD: Why Moderators didn't leave the original ROW thread as sticky? It was incredible! At least I downloaded all files and I have a back up of them.

Here you go:
http://www.subsim.com/radioroom/show...ffects+version

I have corrected the link on page #1.

Wilhelm Heidkamp 03-29-08 04:43 PM

Quote:

Originally Posted by kriller2

Here you go:
http://www.subsim.com/radioroom/show...ffects+version

I have corrected the link on page #1.

Thank you Sir!!

MONOLITH 03-30-08 05:51 AM

Quote:

Originally Posted by kriller2
If you look here : "weather types(3)/(0)/colors(8)/(4) and (5) you will see this "ShipWakeAboveWaterColour" this controls the colour of the sub/ship wake above water.

there allso is a texture controling how much the water should reflect the sky (and in which colours) k.


Okay, here is the issue with the mountain dew seafoam and wakes.

The issue is not the 'wakeabovewater' setting.

The issue is directly the result of the "SunLightColor" setting. The SunLightColor setting addresses the RGB value (in hue and intensity) of the area immediately around the sun orb, and the reflections in everything the light touches.

In both PE2 and W_Clears, these RGB values have been adjusted and cranked up to give that really strong sunset/sunrise coloration in the sky directly around the sun.

Works great for that purpose, but it has the side of effect of intensifying the saturation of everything that the light touches (and is reflective).

Notice here the intensity of the yellow around the sun, almost makes the circle of the sun dissapear (this creates the artificial sun glare for ATI users).Notice the yellow carries over too strongly to the seafoam/wake...

http://www.mayhemonstrings.com/Images/sun2.jpg


now look after I set the SunLightColor to an RGB value of white; the sun orb is now clearly visible, and the seafoam is back to reflecting the white color..... All I did was swap the yellow to white.


http://www.mayhemonstrings.com/Images/sun1.jpg



Now, I was hoping there was a seperate setting for "reflectivity of the seafoam" sort of thing, but have not found one. The reflex_pac doesn't help, because I restored it to stock and it did not correct the mountain dew foam reflection.


Now, there is also the SunSkyInfluence setting, which I believe may reduce the 'width/spread' of the SunLightColor effect, but have to test that. That may limit the amount of yellow seafoam, will find out later. I think it will only end up making the sunsset effect in the sky smaller though.

The only way to reduce the overcolorization of the wakes and seafoam appears to be lowering the intensity of the SunLightColor RGB values, which would also have the adverse effect of reducing the beautiful sunset intensities.

I'm going to try to experiment with a combination of lowering both the SunLightColor and the SunSkyInfluence levels and try to strike a balance/compromise.

kriller2 03-30-08 08:03 AM

Hi Monolith.
THank you for investigating this. I allso found out it had something to do with the sunlight yesterday, now we have to investigate how to:
1. Keep the nice sunsets so that the sunlight reflects on the submarine with the right colour (I think the red/yellow light hitting the submarine and anything else creates a very nice effect)

2. Try to keep the above, but slightly decrease it so that we have white foam.

I spend weeks trying to create those sunsets and sun rises looking at pictures and testing, so I am a bit exhausted now and will try to relax and not mod sun rises / sun sets for a while so if you find a workable solution let me know :yep:

DrBeast 03-30-08 10:14 AM

Kriller2: I have good news and some not so good news...
Good news: with the test files you sent me, the slowdown when I zoom the camera close to a hit ship is pretty much gone! Even with Particle Density cranked all the way up, I lose 3-4 FPS at worst, which is fine by me.

Bad news: if I install ROW Special Effects (including the particles.dat file you sent me), the slowdown is back with a vengeance! I have to dive into the zones.cfg file and start chopping off effects left, right and center. I think I'll start with removing any effects pertaining to fire and leave the others (explosions, oil slicks), which leads me to a question:
Are oil slicks controlled in particles.dat, too? When I installed your fixed file and ran it with ROW Special Effects, I didn't notice any.

All in all, we're in a good track, methinks :yep:. Now, if you could be so kind as to tell me which variable controls visual range in foggy weather in scene.dat, I'll be very grateful...or never mind, I'll browse around a bit, I remember there was talk about that in another thread. If I can't find it, I'll be back ;)

Meridian 03-30-08 10:37 AM

Took this pic on a test mission earlier in light fog, that sun just doesn't look right when it's behind clouds.

http://img.photobucket.com/albums/v2...older/0001.jpg

DrBeast 03-30-08 10:41 AM

Quote:

Originally Posted by DrBeast
Now, if you could be so kind as to tell me which variable controls visual range in foggy weather in scene.dat, I'll be very grateful...or never mind, I'll browse around a bit, I remember there was talk about that in another thread. If I can't find it, I'll be back ;)

Found it. Ducimus to the rescue, of course: here it is

swdw 03-30-08 11:07 AM

Quote:

Originally Posted by Meridian
Took this pic on a test mission earlier in light fog, that sun just doesn't look right when it's behind clouds.

Interesting- that's almost exactly how it looks with a similar cloud layer to me.

If the couds at a higher elevation are similar to fog in thickness, you wind up with a halo of glare and nothing else. If it gets thicker, it blocks out the glare and you see the shape of the sun (solar disc). If it gets thinner, you go back to seeng the solar disc and halo. I think PE2 does an excellent job of modelling this.

Meridian, check out these real pictures. I'm posting the links as I don't have permission to create an image link.

http://bp2.blogger.com/_B8D0VRevLTc/...0/102_3047.jpg

http://www.art.com/asp/sp-asp/_/pd--..._PoIpu_USA.htm

http://www.johnallsopp.co.uk/webcam200701180955.jpg

In these pics, the sun looks very much like what you posted. I could take several screenshots in PE2 of varying sun glow in different cloud layers and then go through the web and find matching photos for each one. Or I could stand on my back porch when the weather conditions are correct and do the same thing.

Kriller does his homework. I only argue with him when I have photographic evidence to back me up. Which he'll tell you I've done;):D, so I don't automatically assume everything is realistic.

swdw 03-30-08 11:12 AM

RFB PE2 conflict- how to solve
 
If you are using RFB and you go to install PE2, you'll need to do this until the next release of PE.

Deactivate PE2, browse to the Silent Hunter Wolves of the Pacific\MODS\Pacific Environments 2\Data\ and delete the Menu folder.

Reactivate PE2. Kriller said he accidentally included that folder in the PE2 mod. I checked and deleting the folder will not affect PE2. However, leaving that folder in place blows out the HUD and all of the topredo panel work done for RFB.

(posted this in the RFB thread too kriller)

DrBeast 03-30-08 11:26 AM

Quote:

Originally Posted by swdw
If you are using RFB and you go to install PE2, you'll need to do this until the next release of PE.

Deactivate PE2, browse to the Silent Hunter Wolves of the Pacific\MODS\Pacific Environments 2\Data\ and delete the Menu folder.

Reactivate PE2. Kriller said he accidentally included that folder in the PE2 mod. I checked and deleting the folder will not affect PE2. However, leaving that folder in place blows out the HUD and all of the topredo panel work done for RFB.

(posted this in the RFB thread too kriller)

Doing this, however, will get rid of the new background images in Torpedo Loadout and Crew Management. Unless they're part of RFB already (I've never checked that mod...sorry swdw and RFB Team!).

Anyway...who says troubleshooting is all dull, boring and tedious business? Well...it is, but sometimes you get rewarded with some really beautiful screenshots!

Here's one from testing PE2 with ROW Special Effects and some test files kriller2 sent me:

http://i215.photobucket.com/albums/c...050624_890.jpg

And here's one without ROW Special Effects:

http://i215.photobucket.com/albums/c...054216_578.jpg


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