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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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Clear, love your work. I've been using your newest work. I am wondering if it is normal to never see the moon. It seems to be absent. All the stars are there, but I have not seen the moon in six patrols. Sorry if this has come up, I did search the thread for "moon" with no success.
Last edited by Soundman; 12-26-08 at 07:41 PM. |
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#2 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
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What other mods are you using? You should be seeing the moon, I can when im using this mod.
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Task Force industries "Taking control of the world, one mind at a time" |
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#3 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Thanks。Do you think as long as they are in the evening you can see the moon?:rotfl:
Last edited by W_clear; 12-26-08 at 08:51 PM. |
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#4 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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One of my biggest pet-peeves with SH4....even SH1 had accurate sun set and rise times, these would have been important when under for a LONG time. |
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#5 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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I'm using TMO with RSRD, the enviromental mod is put in last as it should be. I'll check again at dusk, maybe I just missed it.
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#6 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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I think if you are on patrol in August, it will be met and that the moon
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#7 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
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I'm using TMO, RSRD, and E5.0 and I see the moon lots. In fact, it looks amazing. I too occasionally have the screwed up time thing--dark during daylight hours and light at night. Sometimes it seems to fix itself when I exit and re-enter the game and sometimes I will get a corruupted save (corrupts all three of my saves somehow) and I will need to restart the patrol back at base. I have no idea why that happens. I do not alt-tab out of the game so it's not that.
Last edited by banjo; 12-27-08 at 10:58 AM. |
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#8 | |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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Here's my order: 1] TMO 152 2] RSRDC 3] RSDC Patch 4] EE 5.0 5] Other Clouds 6] Submarine Splash Sound 7] Ships Reflection 8] Depthcharge Sound 9] EE 5.0 Patch 2.0 10] OPCF v1 Yellow TMO 152 11] 3000 yd Bearing Tools 12] Balao Hi Res Weathered The only thing I can figure is maybe the card and drivers I'm using..Nvidia geforce 8600.. Driver version 178.24 |
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#9 |
Watch
![]() Join Date: Apr 2008
Posts: 27
Downloads: 50
Uploads: 0
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Hi all, I have been out of the loop for a long while, just got back into SH4. I have been having the same issue as several of you other gentlemen. I have NO moon at all visable on various patrols and such. I have the same basic mod installs as several of you others do. I am currently using PE4 and have no moon issues, but I really perfer E 5.0 as I noticed that the AI is better and a little more aggresive, they use spot lights and nite flares to look for you. I have noticed that "moon.dds" gets over written several times by these mods. I am basically only using TM 1.55 and RSRDC and I still am having issues. Will there be a further update to this excellent mod? Happy Hunting.
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#10 |
Torpedoman
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Maybe the moon is here...
Hi All and sorry for my bad english
![]() I have no moon so i've changed in E5.0 the values in MoonPS.fx : //return float4(tex2D(MoonTexture, In.Tex0).w, 0, 0, 0.1); //return tex2D(MoonTexture, In.Tex0); //return float4(tex2D(MoonTexture, In.Tex0+0.0).xyz, 0.1); in //return float4(tex2D(MoonTexture, In.Tex0).w, 0, 0, 1); //return tex2D(MoonTexture, In.Tex0); //return float4(tex2D(MoonTexture, In.Tex0+0.0).xyz, 1); and in MoonVS.fx : Out.ProjPos = mul( In.Pos, matWVP); Out.Tex0 = In.Tex0.1; in Out.ProjPos = mul( In.Pos, matWVP); Out.Tex0 = In.Tex0; and now I have my lovely moon!!!! ![]() MoonPS.fx and MoonVS.fx are in Data\Shaders\Sky\ and I have make a little mod for this change. W_clear excuse me ![]() |
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#11 | ||
Pacific Aces Dev Team
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Quote:
that is the right fix! In.Tex0 holds as value the texture coordinate of the moon.dds and is used as input for the vertex shader. The vertex shader must returned this value in the output structure so that afterwards the pixel shader can use it as input and display the texture on the moon model. it seems there were some kind of wrong text replacements, where all 0 were changed to 0.1 ![]()
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-- Vapor-ware is always easier to sell because there's no limit what it can do! |
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#12 | |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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Het guys, thanks for figuring this out for us, but let me see if I understand this correctly....
1) The only correction needed is to change the -- Out.Tex0 = In.Tex0.1; to -- Out.Tex0 = In.Tex0; Is this correct? 2) Quote:
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#13 | ||
Torpedoman
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and #2 leave as is |
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