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-   -   [REL] Water reflections intensity varied by available sunlight (https://www.subsim.com/radioroom/showthread.php?t=208307)

TheDarkWraith 10-14-13 01:50 AM

[REL] Water reflections intensity varied by available sunlight
 
from the readme.txt file included:

Water reflections intensity varied by available sunlight by TheDarkWraith

v1.0.2.0

This mod will vary the intensity of reflections on the water based on available sunlight

To install:
unzip straight to MODS folder. Enable via JSGME

v1.0.2.0 available here: http://www.mediafire.com/?c92ibdbvxc9ggd2


I was watching the new let's play series and saw the reflections on the water with the fog (even though he couldn't see the ship). Thought to myself no way!! This has to be fixed. Took me all of 20 mins to do. Now with fog level 1 you will be able to see the reflections sort of. Fog level 2 you will not be able to discern the reflections from far away (as you get closer it will become somewhat discernible). The reflections themselves are 'fogged out' as fog level increases and distance from unit increases.

I'm out of the country (USA) still on work (in China currently!). I hope someday the US quits trying to be the world's police :shifty:

Enjoy the mod. Don't know when I'll be able to log back in :wah:

gap 10-14-13 02:24 AM

:yeah:

plj 10-14-13 02:26 AM

Thanks man, but now I can't cheat anymore :p

volodya61 10-14-13 02:29 AM

Wow! :yeah:

Thank you TDW! Glad you don't forget us.. hope see you soon again :salute:

Never thought that's so simple.. just 1 edited file..

PS: maybe you'll find a time to read this threads -

http://www.subsim.com/radioroom/showthread.php?t=207093
http://www.subsim.com/radioroom/showthread.php?t=208159

something wrong with the game engine.. more mods = more unexplained CTDs.. when it happens error screen says it's VC++ error, but this is a nonsense..

Echolot 10-14-13 02:49 AM

:sunny:Thank you very much TDW :salute:

Oleander 10-14-13 03:17 AM

Water reflections on really cloudy days were something that had been bothering me for a while. Thanks for making this.

jibouil 10-14-13 04:06 AM

Thanks !
I'll test tonight :)

arnahud2 10-14-13 06:17 AM

Thanks so much, TDW, once again you did another must-have mod (who will be able to cheat with reflections, now :D ?).

:up:

tonschk 10-14-13 07:50 AM

:yeah: Thank you a LOT :sunny: TDW :salute:

TheDarkWraith 10-14-13 09:18 AM

v1.0.1.0 released. See post #1

water reflections strength changes based on clouds level also now


for you US citizens I apologize for wasting your tax dollars on this :O:

Trevally. 10-14-13 09:51 AM

Quote:

Originally Posted by TheDarkWraith (Post 2127813)
v1.0.1.0 released. See post #1

water reflections strength changes based on clouds level also now

:up:


Quote:

for you US citizens I apologize for wasting your tax dollars on this :O:
Ah - I guess no one has told you since you have been away in China - US government has shut down and you are not getting paid anyway - so waste away:O:

gap 10-14-13 10:23 AM

Quote:

Originally Posted by TheDarkWraith (Post 2127813)
v1.0.1.0 released. See post #1

Aw! I had just finished merging your changes into DynEnv's version of waterPS.fx :doh:

Quote:

Originally Posted by TheDarkWraith (Post 2127813)
water reflections strength changes based on clouds level also now

Awesome :rock:

A couple of questions:

Do long range reflections also dim on sunny weather, or we still need to adjust ship reflection controllers' LOD distances?
Are reflections fading proportionally to ambient luminosity? They shouldn't be visible at all during dark nights :yep:

Quote:

Originally Posted by TheDarkWraith (Post 2127813)
for you US citizens I apologize for wasting your tax dollars on this :O:

Quote:

Originally Posted by Trevally. (Post 2127822)
Ah - I guess no one has told you since you have been away in China - US government has shut down and you are not getting paid anyway - so waste away:O:

:rotfl2:

TheDarkWraith 10-14-13 12:57 PM

Quote:

Originally Posted by gap (Post 2127844)
Do long range reflections also dim on sunny weather, or we still need to adjust ship reflection controllers' LOD distances?
Are reflections fading proportionally to ambient luminosity? They shouldn't be visible at all during dark nights :yep:

v1.0.2.0 released. See post #1

We're waiting for something to happen over here. I don't have anything to do until something happens so I've been killing time working on this.

This new version varies the intensity of ALL reflections on the water based on available sunlight :rock: Since this is done in the pixel shader there are some COOL effects from this :D Namely clouds that block some areas of the water will render that area darker than the rest.

I asked for a thread title change to Webster and Neal so that the title reflects what this mod is about.

:|\\

gap 10-14-13 01:14 PM

DynEnv v2.9 - Water Reflections Decrease with Fog and Clouds by TDW v1.0.1.0
 
I've just finished going back, for the third time now, over my merge of DynEnv's and WRDWFAC's shader settings. As far as I can judge with (very limited) knowledge of python, there shouldn't be mistakes. Dowload link below (full credits to TDW):

http://www.mediafire.com/?hdt2micfay09ypa

Two alternative versions in the pack: one for use with DynEnv's Main Mod, the other compatible with the DynEnv - Clear Water Surface optional mod. They are JSGME ready. Enable either of them after its corresponding DynEnv's mod. Since TDW's recent tweaks are already merged into my edit, installing Water reflections intensity decrease with fog and clouds by TheDarkWraith v1.0.1.0 is not required.

Since we are at it, I will remind you that DynEnv Base Mod's water shaders were edited for decreasing foam opacity, and that the Clear Water Surface submod (also deviced in coolaboration with TDW) is required for making dat ships visible underwater when camera is above water. Enabling the regular version of WRDWFAC on top of the latter mods is possible, but it would break the functionalities descibed above.

I won't update Dynamic Environment's REL page with download link to my merges until I get confirmation that they work.

I wait for your feed-back guys :salute:

gap 10-14-13 01:16 PM

Quote:

Originally Posted by TheDarkWraith (Post 2127921)
v1.0.2.0 released.

:doh:

This starts annoying me: I am always a bit too late! :nope: :D

Well done by the way, TDW :up:


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