![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Black Magic
![]() |
![]()
from the readme.txt file included:
Water reflections intensity varied by available sunlight by TheDarkWraith v1.0.2.0 This mod will vary the intensity of reflections on the water based on available sunlight To install: unzip straight to MODS folder. Enable via JSGME v1.0.2.0 available here: http://www.mediafire.com/?c92ibdbvxc9ggd2 I was watching the new let's play series and saw the reflections on the water with the fog (even though he couldn't see the ship). Thought to myself no way!! This has to be fixed. Took me all of 20 mins to do. Now with fog level 1 you will be able to see the reflections sort of. Fog level 2 you will not be able to discern the reflections from far away (as you get closer it will become somewhat discernible). The reflections themselves are 'fogged out' as fog level increases and distance from unit increases. I'm out of the country (USA) still on work (in China currently!). I hope someday the US quits trying to be the world's police ![]() Enjoy the mod. Don't know when I'll be able to log back in ![]() Last edited by Webster; 10-14-13 at 02:39 PM. |
![]() |
![]() |
![]() |
#2 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() ![]() |
![]() |
![]() |
![]() |
#3 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
|
![]()
Thanks man, but now I can't cheat anymore :p
|
![]() |
![]() |
![]() |
#4 |
Ocean Warrior
![]() |
![]()
Wow!
![]() Thank you TDW! Glad you don't forget us.. hope see you soon again ![]() Never thought that's so simple.. just 1 edited file.. PS: maybe you'll find a time to read this threads - http://www.subsim.com/radioroom/showthread.php?t=207093 http://www.subsim.com/radioroom/showthread.php?t=208159 something wrong with the game engine.. more mods = more unexplained CTDs.. when it happens error screen says it's VC++ error, but this is a nonsense..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#5 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
|
![]() ![]() ![]() |
![]() |
![]() |
![]() |
#6 |
Machinist's Mate
![]() Join Date: Sep 2013
Posts: 126
Downloads: 477
Uploads: 0
|
![]()
Water reflections on really cloudy days were something that had been bothering me for a while. Thanks for making this.
|
![]() |
![]() |
![]() |
#7 |
Bosun
![]() Join Date: Sep 2011
Posts: 64
Downloads: 173
Uploads: 0
|
![]()
Thanks !
I'll test tonight ![]() |
![]() |
![]() |
![]() |
#8 |
Frogman
![]() Join Date: Apr 2005
Posts: 308
Downloads: 724
Uploads: 0
|
![]()
Thanks so much, TDW, once again you did another must-have mod (who will be able to cheat with reflections, now
![]() ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#9 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
|
![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#10 |
Black Magic
![]() |
![]()
v1.0.1.0 released. See post #1
water reflections strength changes based on clouds level also now for you US citizens I apologize for wasting your tax dollars on this ![]() |
![]() |
![]() |
![]() |
#11 | ||
Navy Seal
![]() |
![]() Quote:
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
#12 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Aw! I had just finished merging your changes into DynEnv's version of waterPS.fx
![]() Quote:
![]() A couple of questions: Do long range reflections also dim on sunny weather, or we still need to adjust ship reflection controllers' LOD distances? Are reflections fading proportionally to ambient luminosity? They shouldn't be visible at all during dark nights ![]() Quote:
Quote:
![]() |
|||
![]() |
![]() |
![]() |
#13 | |
Black Magic
![]() |
Quote:
We're waiting for something to happen over here. I don't have anything to do until something happens so I've been killing time working on this. This new version varies the intensity of ALL reflections on the water based on available sunlight ![]() ![]() I asked for a thread title change to Webster and Neal so that the title reflects what this mod is about. ![]() |
|
![]() |
![]() |
![]() |
#14 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
DynEnv v2.9 - Water Reflections Decrease with Fog and Clouds by TDW v1.0.1.0
I've just finished going back, for the third time now, over my merge of DynEnv's and WRDWFAC's shader settings. As far as I can judge with (very limited) knowledge of python, there shouldn't be mistakes. Dowload link below (full credits to TDW):
http://www.mediafire.com/?hdt2micfay09ypa Two alternative versions in the pack: one for use with DynEnv's Main Mod, the other compatible with the DynEnv - Clear Water Surface optional mod. They are JSGME ready. Enable either of them after its corresponding DynEnv's mod. Since TDW's recent tweaks are already merged into my edit, installing Water reflections intensity decrease with fog and clouds by TheDarkWraith v1.0.1.0 is not required. Since we are at it, I will remind you that DynEnv Base Mod's water shaders were edited for decreasing foam opacity, and that the Clear Water Surface submod (also deviced in coolaboration with TDW) is required for making dat ships visible underwater when camera is above water. Enabling the regular version of WRDWFAC on top of the latter mods is possible, but it would break the functionalities descibed above. I won't update Dynamic Environment's REL page with download link to my merges until I get confirmation that they work. I wait for your feed-back guys ![]() |
![]() |
![]() |
![]() |
#15 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
|
|