Quote:
Originally Posted by Kpt. Lehmann
Marhkimov and I put a great deal of effort into it last year... and we came close. (or so it seemed)
The price to pay in FPS loss was too great.
Unfortunately, we abandoned the project long enough ago that I've forgotten almost all of what we did.
I DO remember that our very limited success had to do with one of the Fresnel coefficiencies in the Scene.dat file.
In SH3 now... looking up from UNDER the water near the surface you can see much of your sub...
In that respect the possibility of the idea is certainly viable.
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Hmm when you say FPS loss, I guess it's more of a coding issue and thus we can't do anything about it. I mean LOD'ing and such. I don't thing modded underwater visibility (as in LESS) won't change the behaviour of the code that is linked to LOD, meaning that the stock visibility is taken into account, but nothing less, so it renders things all the time, things that you might not see with modded visibilty.
I'd like to experiment myself a bit, could you give me any pointers apart from Scene.dat (how to open that? Pack 3D?)
EDIT: Just did some experimenting with first looking at it in Pack3D to see the values (sadly no way to edit them there, atleast in my version) and then fired up a hex editor to change water opacity and reflection intensity in the EnvData Section, with actually no results. Changing the value for the Fresnel Coeff did result in everything out of a certain range turning pitch black...
I've noticed that the values are all nine strings long, but how do they work? I mean the value displayed for the Fresnel Coeff in Pack3D is 10.0 but in the hex editor it's like 42 00 00 20 00 00 00 00 00 or something which is clearly more than 10 in decimal. Also the opacity value displayed in Pack3D is 3.something E-43 which is incredibly low, and wouldn't that mean that the water's surface should already be see through?
Another thing which annoyed me to no end was, that I couldn't look at the scene.dat in Pack3D after editing the file, which would help greatly.