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[REL] Fix for glowing water around objects in SH4 1.4
I thought that the glow would look better if it wasn't so intensive as it is...so it had to be tuned down a bit...hope you can see the difference in these pictures...
-Before- http://i215.photobucket.com/albums/c...oox/before.jpg -After- http://i215.photobucket.com/albums/c...toox/after.jpg And here's the FIX , JSGME ready. Hope you enjoy, skippers:up: Jake |
Neat! Gonna grab this for when I finally install the new patch (read: ROW is 1.4-ready) :up:
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Nice quick fix!:yep: Thanks much!!:up:
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I kinda like the look of Cherenkov radiation around my sub. Gives me a feeling the plants are working fully. Oh wait, these are diesle boats, not Nukes.
In truth, unless stopped a vessle in the water is surounded by a "barrier" of froth, and at night this froth is of a greenish color especially in the propwash. Sh4 got this kinda right, but your mod should help. |
Great work Jaketoox! :up: You have many talents. Have you heard anything from Leo? - I am abit worried, haven't heard anything for almost a week now.
Kriller |
No i have not heard.......i guess (and hope) that he's just busy with ROW, and in good health..
Jake |
@ jaketoox
Thank you!:up: |
"Patch v1.4:
... CHANGES: ... · Improvements to Water rendering ..." Return to 1.3 ... ? With my video card i have no "intensive glow" ... |
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i want to lose the brightly glowing outlines too but am reluctant to undo any water rendering changes as well....... tough call. |
There are only few lines added by devs in this file compared to stock 1.3 file;those lines are also only differences between 1.3 and 1.4 for this file. What i changed there is marked as red. My opinion is that you will not lose any other water rendering improvments by using this mod... glow is not removed, only made it less visible.
//[ser] Increase opacity near intersections to make water edge more visible float shallowfactor = saturate(1/(depthlength*40 + 1)); //[ser] Attempt a pseudo-antialiasing by decreasing opacity smoothly near zero-depth shallowfactor = saturate(shallowfactor - pow(shallowfactor,4))*1.25; depthlength = saturate(depthlength/maxDist + shallowfactor); //[ser] Simulate foam at shallow depths Color.xyz = Color.xyz*(1-shallowfactor) + shallowfactor*0.3;//*(AmbientColor.xyz + (AmbientColor.x+AmbientColor.y+AmbientColor.z))*0. 25*2 Jake |
Thx Jake! Only problem is when I load this up , for some weird reason my FPS goes down, took it off and things are back to normal....... guess im stuck with the chernobyl effect around my subs :cry:
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BTW is there anyone else having FPS drop?? Jake |
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EDIT PART 1 : Ok, took out your ROW New Seafoam which I was using and put your fix back in and that seemed to do the trick, problem is, I really like your ROW Seafoam jake, so i'd rather have the radioactive glow now and again than lose the seafoam file, oh well.... |
..what comes to my mind now,when you have nvidia card...is there any chance that you have transparency AA setting on in your card's settings?...just a thought..
Jake |
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ya, turn it off, i don't think that you lose anything if you try it.....let me know if it was helping...i'll be here some 30min, then i'll go to sleep....
Jake |
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...glad you got it working:up:..good night..
Jake |
Hi, just reading this and I have never seen sea foam, the sea is always just blue except for the wakes, also early morning the sky has no stars (still rigged for red), and now that I think of it I haven't seen any clouds.:-?
http://i66.photobucket.com/albums/h244/Reecehk/SH42.jpg http://i66.photobucket.com/albums/h244/Reecehk/SH41.jpg I went out for over a week on the patrol & weather & sea texture never changed & no clouds in this whole time, is this correct? PS. the glowing edges around the boat are gone, works well, thanks. |
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Jake |
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