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Old 07-21-10, 02:24 PM   #1
SteelViking
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Default [TEC] Underwater effects

Recently, I have been messing around with the underwater effects. I have found some interesting stuff. For instance, I was able to increase the time that bubbles coming from the sub last(so that they actually rise a good way, not just go a meter or less and disappear). I also found the controllers for caustics on underwater objects like rocks, but I have been unable to find the controller for the caustics on the sea floor. I was able to adjust the controller for the rocks to make the caustics look much more realistic and I would like to do the same for the sea floor.

If anybody knows what file controls the caustics for the sea floor, or if anyone would like to try and find it I would greatly appreciate the help.
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Old 07-21-10, 03:11 PM   #2
Capt Jack Harkness
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Can't help there but I have a related question: Can you get rid of the wavy, rippled underwater camera effect? It always bugs me when games throw in an effect like that for eye candy; just throw on some goggles and stick your head in a swimming pool, the view doesn't ripple!
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Old 07-21-10, 03:18 PM   #3
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Originally Posted by Capt Jack Harkness View Post
Can't help there but I have a related question: Can you get rid of the wavy, rippled underwater camera effect? It always bugs me when games throw in an effect like that for eye candy; just throw on some goggles and stick your head in a swimming pool, the view doesn't ripple!
Ahh, you don't like that.....but it's so pretty Just kidding, it is unrealistic.

Actually, I think I have seen a controller for that effect while I was looking for the sea floor caustics. Let me check back through some files, it would probably be as simple as just deleting the controller for it.
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Old 07-21-10, 03:30 PM   #4
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Cool; I remember the RFB guys deleting it in SH4 (or maybe it was one of the environment mods... ) and it made quite a difference to me, that and dropping the underwater visibility to a hundred meters or so (which seems oddly difficult to do in SH5).
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Old 07-21-10, 03:38 PM   #5
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Cool; I remember the RFB guys deleting it in SH4 (or maybe it was one of the environment mods... ) and it made quite a difference to me, that and dropping the underwater visibility to a hundred meters or so (which seems oddly difficult to do in SH5).
As part of my work under water, I have made a new color filter as I did not think that Atlantic Water 1.1 was dark enough. As a result, your visibility is reduced a pretty good deal, still not as much as I would like, but better.
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Old 07-21-10, 03:45 PM   #6
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Originally Posted by SteelViking View Post
Actually, I think I have seen a controller for that effect while I was looking for the sea floor caustics. Let me check back through some files, it would probably be as simple as just deleting the controller for it.
If it follows along from SH4, then it'll be a pixel shader effect instead of a controller, but if there's a controller for it, great.
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Old 07-21-10, 04:15 PM   #7
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If it follows along from SH4, then it'll be a pixel shader effect instead of a controller, but if there's a controller for it, great.
Actually, I am starting to think that I saw it in an .fx file from the shader folder. But now I can't figure out for the life of me what file I merged it with to actually get to it in Goblin. What I really need to do is start getting more sleep so I don't forget stuff like this


Found a problem with making any changes to the particle generators on the sub though. TDW's exhaust mod already makes changes to the .fx files for all the subs. So, if I do anything with the bubbles, it would not be compatible with his mod.
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Old 07-21-10, 04:45 PM   #8
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Quote:
Originally Posted by SteelViking View Post
Found a problem with making any changes to the particle generators on the sub though. TDW's exhaust mod already makes changes to the .fx files for all the subs. So, if I do anything with the bubbles, it would not be compatible with his mod.

Thats a shame, longer lasting bubbles would be nice.
Any chance TDW would allow you to use his .fx files as a base for your changes .
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Old 07-21-10, 04:54 PM   #9
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Thats a shame, longer lasting bubbles would be nice.
Any chance TDW would allow you to use his .fx files as a base for your changes .
I have not asked him, I have been too busy trying to find where the heck the controller for the sea floor caustics is.
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Old 07-21-10, 04:58 PM   #10
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Quote:
Originally Posted by SteelViking View Post
Actually, I am starting to think that I saw it in an .fx file from the shader folder. But now I can't figure out for the life of me what file I merged it with to actually get to it in Goblin. What I really need to do is start getting more sleep so I don't forget stuff like this


Found a problem with making any changes to the particle generators on the sub though. TDW's exhaust mod already makes changes to the .fx files for all the subs. So, if I do anything with the bubbles, it would not be compatible with his mod.
You mod his .FX file and your good to go.
If there is a problem doing this?
You create your fixes and create a patch file release.
A patch file release will only add information to an existing file.
There by walking around Copyright as you did not distribute
the base files.
The user is now responseable for the Copyright crap as they would be altering the files.
Not you.
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Old 07-21-10, 09:20 PM   #11
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Ok, so here is some of what I have been messing with(I won't call it working, because I am not putting much time into this project).



As you can see, I have reduced the visiblility range by reducing the light in the color filter. And, you can see that I have greatly increased the distance the bubbles travel on the far right. But, I can't figure something out. If the bubbles have a backdrop, be it the sub or the surface of the water, they look great, but if it is just empty water they become very blurry. I have been trying to get rid of this problem, but no luck yet. Maybe someone else can figure it out.

For anyone wondering about how I increased the distance the bubbles travel:
-Open Goblin
-Open NSS_Uboat7b(or any sub type)
-Merge NSS_Uboat7b.fx
-And in the scene tree find: FX_Bubbles_Dummy_03(or any of the numbers)
-Under the particle generator controller, go to BitMapParticles/Entry/Life and increase the number however far you wish.
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Old 07-21-10, 09:27 PM   #12
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Would it be possible to creat a set of MicroBubble (that looked like steam or preasure venting) linked to any dive command so it would look like Ballast Tanks are flooding/venting. Visible while surfaced...
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Old 07-21-10, 09:29 PM   #13
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I have a "SH5_clear_underwater.7z" on my hd and this removes the depth of field ?? effect. (Not shure). I use it and no dof. I don't know where i download it.

Gruß.

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Old 07-21-10, 09:57 PM   #14
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Quote:
Originally Posted by TheBeast View Post
Would it be possible to creat a set of MicroBubble (that looked like steam or preasure venting) linked to any dive command so it would look like Ballast Tanks are flooding/venting. Visible while surfaced...
Yeah I think that might be possible depending on where the ballast tank vents are. You see, there are a TON of nodes all along the deck for deckwaves/water drain all along the boat, so we could easily stick a particle generator on any of them. Then we would just have to figure out what settings would be the best to get it to work realistically.

@Echolot, could you post a link to the thing that you are talking about so I can take a look at it?
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Old 07-21-10, 10:18 PM   #15
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Quote:
Originally Posted by SteelViking View Post
Yeah I think that might be possible depending on where the ballast tank vents are. You see, there are a TON of nodes all along the deck for deckwaves/water drain all along the boat, so we could easily stick a particle generator on any of them. Then we would just have to figure out what settings would be the best to get it to work realistically.
How about linking the effect to the Tanks Flooding Sound Controller. That way when you select any dive command, the effect starts when the sound starts.
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