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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: |
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. |
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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? |
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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. |
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http://www.subsim.com/radioroom/show...ffects+version I have corrected the link on page #1. |
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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. |
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: |
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 ;) |
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 |
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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. |
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) |
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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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