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Originally Posted by Seeadler
Quote:
Originally Posted by kriller2
I have worked on this mod from time to time, so it's not something that I have made in a week or something, been testing alot of different methods to archive the current results both for colours and reflections and the formula for rendering the waves, but I am very critical and keep on tryin untill the result is like it looks like at a picture from the pacific
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Be in mind that there are different water shaders for each config option (waves on/of, high texture on/off etc.). If it looks fine for one user it must not for the others with a slight different config. The problem here is you cannot change the ocean/wave calculation for all configs in the same way, for some configs it will never work. The formula for the waves is AFIK hardcoded because the result values are one of the input parameters for the vertext shader.
The vertex shader is the one which moves the vertices in XYZ direction to produce the effect of waves. After this the vertext data are transfered into the pixel shader to return a color value for each pixel of a polygon.
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Hi Seeadler,
Okay I will keep it in mind :hmm: have I understood your post correctly that the modfifying of the scene.dat at different wave states, not allways looks the same at different hardware setups? or do you mean editing of the shader files?
The files I have edited is the scene.dat to modify the rendering of the waves and some shader files which controls how the colours looks like with postprocess filtering and offcause the env-files and texture files controling the colours etc.
BTW if you want to help me with getting this mod to be as good as possible, I can send you the latest files and you could take a look at it ?
[QUOTE=Fish40]
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by Kriller2: Allso I would like this mod to work with both TM and RSRD and OM, so still some work.
I hope you did'nt forget RFB
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I will not forget RFB Fish

currently testing the latest with both TM + RSRD + OM..