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Making the map screen look more like JMCIS or JOTS
Morning all,
Is anyone aware of an option (documentd or debug) that allows you to turn the background texture off in the Map screen? I prefer the more asture look of the systems I used while in the service (namely JMCIS and JOTS) which used solid colors to represent the land/seas areas. I checked the configuration options as well as the .ini file and didnt see anything that would allow one to set any display prefs for the map screen. Being able to load vector data overlays (ala topographic contour lines, political boundaries, city names, etc) as an option would be a nice to have while im dreaming as well. *chuckle* Brian |
you already know about <shift> + <i> ?
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Try shift+I key shortcut. It modifies type of ice display on map. It can look better to you. But that's all.
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Thanks,
I did notice the show/hide (Shift + I ) ice coverage option but I assume that wont help for non artic areas? I will try that option when I get home later to see if it will give the look im after but I'm not hopefull. |
You can actually cycle through 3 modes but which affect only the sea covered areas:
a) depth relief + sonar conditions - (ice info off) b) depth relief - (sonar condit. off) + ice info in % c) (depth relief off) - (sonar condit. off) + ice info sat view C. should be what you are searching for. If there is no ice you have just 'flat-deep' blue. :ping: |
There is no sonar condition displayed anywhere on the map anywhere in the game. What more, sonar conditions are same all over the map, except for depth effects.
Where did you get this hoax from (again) ? It keeps getting back again and again :|\\ Default map show depth map with 3d relief shading. That's all. |
Quote:
Cheers OS |
I have that from the old battlefront forum. First time hear it otherwise. So what is the difference between the two modes with depth shading (which are always there - even if there is no ice at the map at all)?
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The shades of blue shows depth: 50m, 100m, 250m, 500m, 700m, 1000m and 2500m.
I know no excpetion to this color scheme. This is combined with 3d relief which modifies color by 'lighting' it from north. |
But what about this:
http://pictransfer.de/uploads/dwnavs...6d6a8d6jpg.jpg map Sea of Japan - Yokohama (normal) http://pictransfer.de/uploads/dwnavs...143cfb5jpg.jpg map Sea of Japan - Yokohama (brightness+contrast manipulated with photoshop) http://pictransfer.de/uploads/dwnavs...e2ddfc1jpg.jpg map Northsea - Jadebusen Wilhelmshaven (normal) http://pictransfer.de/uploads/dwnavs...ac02afbjpg.jpg map Northsea - Jadebusen Wilhelmshaven (brightness+contrast manipulated with photoshop) The manipulation is only to make it better visible online. Check out for yourself. I'm shure you have allready set up your .gamma in dw.ini. Of course. |
Well that would mean you should get the same color or at least close to it for the same depth category ... for example 500m. So just to suit my curiosity I fired up DW and took a look with one GIUK quick mission. Good place because it has both deep and shallow places. The short of it is that the same depth category can colorwise range from deep blue to light blue.
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I remember that one. OKO came up with it but retracted it later.
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There are 2 kinds of shading mixed together.
1) Depth shading - uses specific shades of blue, deeper means darker. It has SHARP transitions at depths stated above. 2) Slope shading - based on slope direction. Slope which goes down toward north is bright, slope down toward south is dark, east/west is more or less neutral. Uses SMOOTH transitions. Because these two combine you can see two places with same depth having different color. You can see the slope-shading alone if you use shift+I once. You can't unfortunately see depth-shading alone, only in combination with slope-shading. But it is easy to check that those sharp depth-borders always occurs at given depths. |
I've not seen any evidence that the map shading has anything to do with sonar conditions... and I've looked for it.
That doesn't mean it's not there, it just means I haven't been able to find it. :) Cheers, David |
Yeah .. same here .. I'd be glad to be wrong. I value high any complexity.
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