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Old 03-17-08, 10:13 AM   #19
3Jane
Ace of the Deep
 
Join Date: Sep 2006
Location: York. Northern England.
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Quote:
Originally Posted by CB..
cheers all


3jane the envcolour files AFAIK are not affected by the 8/16k changes...although again AFAIK it is possible to adjust the sea etc colours from within the scene.dat
so this will depend on the mod used..but on the whole the two tings are pretty seperate

one interesting thing you can try from within the scene.dat is to adjust the rate at which the game tiles the cloud textures...so you can shrink and enlarge the area covered in a single "tile"..and this radicaly effects the cloud display..
that's fun to experiment with..that coupled with the fact that the cloud texture files are named specificaly in the scene.dat "could mean" an unlimited number of new custom cloud textures could be added to the game..


here's an example scene.dat to try where i have edited the tile from the shown 12 to 11 as an experiement....also included is increased visability/reduced range fogging and increased sunlight intensity

http://www.ebort2.co.uk/files/sh3_fogmod2.zip

by renaming the reference in the scene.dat from Nori00 and Nori01.tga to Nori02 and Nori04.tga etc etc etc in a copied new scene.dat and then using a program such as SH3 commander and sh3 weather etc to "swop" these new scene.dats in before you launch the patrol..
you could just do this by "swoping" in the new cloud textures but by using custom scene.dats etc you could also change the sunlight cloud tiling and many other factors to really randomise the sea/sky scape for each new patrol...
Excellent, thank you
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