View Single Post
Old 10-26-05, 11:28 AM   #53
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by Kpt. Lehmann
SeeAdler, Ortega, Redwine... from what I can tell based on reading 22 pages of playtesting reports on the visibility mod thread... is that the 16 Km visibility mod is more dependable/stable in effectiveness/results.

I'd love it if the 18km visibility mod could meet the same criteria.
Why you say.... it is more dependable/stable in reffectiveness/results?

I cant understand.

I will give you lot of thanks if you can explain.
Thanks in advance.


Quote:
Originally Posted by Kpt. Lehmann

To define the direction that needs to be taken, we need to blend SeeAdler's Cloudfix, the visibility mod, Marhkimov's corrected water-sun reflections, and cloud/moon tga files. (Which visibility mod we use must be agreed upon first, and a few key modders with hex-editing skills would have to work together.)
Yes a lot of job blending diferent mods..... at moment i made my own blend, using the last Ortega's Vis. Mod 0.92 no fog, 18km containing Seadler Sky Fix, adding my own underwater visibility settings, and spoting range sttings, using old Jungman Sensors files with some personalized changes, and following the Marhkimov's instructions and tutorial ... i extract and insert his .tga's textures into the scene.dat i am using.

Finally i obtain, the Ortega's Vis. Mod, no fog, 18Km, with increased underwater visibility, increased spotting range, with Sky fixed and sensors file with 60 degrees and 200m, plus the improved night vision and reflex from Marhkimov.
Redwine is offline   Reply With Quote