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Old 04-15-11, 07:27 AM   #76
Dignan
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Hey Stoianm,

Do we need to have Real Environments loaded for your mod to work?

Also, does this change visual ranges in fog? I found sometimes that environment mods that change fog distances mess up the visual ranges. For example, an AI escort might be able to see you long before you see it because the fog graphics were changed but the sensor files were not changed to correspond with it.
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Old 04-15-11, 07:34 AM   #77
stoianm
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Originally Posted by Dignan View Post
Hey Stoianm,

Do we need to have Real Environments loaded for your mod to work?

Also, does this change visual ranges in fog? I found sometimes that environment mods that change fog distances mess up the visual ranges. For example, an AI escort might be able to see you long before you see it because the fog graphics were changed but the sensor files were not changed to correspond with it.
I will build this mod now as an stand allone mod... no absolutly need another env mod in front of my mod
About the fog range you have right... the problem is that i have like 8 diferents versions of the mod... and i use like 4 diferent versions for the fog distances... so will be a nice ideea to keep a good balance with the AI... in all versions i used as base the sober&stoianm fog mod v16 and i reworked a bit... as i know so far in that version is a good balance between AI and visual fog distance... but i will consult sober in this problem and i will make new adjustments if is necesary... sober is better than me in this things between fog and AI
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Old 04-15-11, 11:44 AM   #78
stoianm
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This mod changed from [REL] to [WIP]... we want to create a ENV mod for sh5 not for eye candy only but also to be as close as posible to the weather and oceanic conditions all around the EARTH...so it is a huge amount of work to do... we will release the mod after we will make long tests to be sure is stable... untill then i will inform you about the things that we done and the things that we work on it

WATER, UNDERWATER COLORS AND VISIBILITY

We work to add the Upwelling phenomenon:

Upwelling is an oceanographic phenomenon that involves wind-driven motion of dense, cooler, and usually nutrient-rich water towards the ocean surface, replacing the warmer, usually nutrient-depleted surface water. The increased availability in upwelling regions results in high levels of primary productivity and thus fishery production. Approximately 25% of the total global marine fish catches come from five upwellings that occupy only 5% of the total ocean area. Upwellings that are driven by coastal currents or diverging open ocean have the greatest impact on nutrient-enriched waters and global fishery yields.

See this map the we working on it:



If you are looking for example at the red zones near UK... this is one of the areas where we will add the Upwelling phenomenon - i create a new envcolors.cfg for those zones where the water will be murky green and the underwater less visibility


We splited for r example the Temperate area in 3 zones.... to have a more dinamic weather and also a more dinamic water, underwater, sun etc color changes like in reality... look at this map on the Temperate zone for example:



As you can see there is a red color zone, a yellow color zone and a zone where the red alternate with yellow at each pixel: When you will be with your Uboat in red zone you will have in game the Temperate cfg ... in the yellow zone you will have the Temperate_A cfg... and when you will be in the color where yelllow is mihed with read at each diferent pixel ... the water, underwater etc... will change related to where you move in that zone.. so will be very unstatic... and you will experience nice changing colors that are close to reality

The same thing we want to do for Polar and Tropical


WEATHER

We try to make the weather colse that how the weather is on the earth... for example take a look here:



In the picture you can observe in the Tropical zone that are 2 horizontal lines: one is gray and one is white.

In the gray zone we will put only the summer time... is very hot and is not much rain... so there we will use a weather tropical.cfg with only the summer season on it

In the white zone we will put only tropical winter time... is almost raining all the time... like this we will use for that an weather tropical _A.cfg with only the winter time on it... so you will travel on a zone where you will not have rain... and to a zone where is rain all the time almoust - like in reality


WIND

We try also to control the wind strenght to be as close as posible to the reality... for this we use thd wind scale from here:




And from here we inspire about wind strenght distribution on the climat zones:



How we do that... very simple... so lets pic up a zone... lets say a zone colored in yellow... in that zone we will use an weather temperate.cfg and inside this one on the summer season we will have an min and max for wind strenght... and if we look at wind scale the wind in summer must be aroun 6-7 m/s ... tha we will put in that cfg min limit 1 and max limit 7 ... when you will be in that area in summer time you will not have wind more than 7 m/s ... and so one for each zone... for example in polar in winter time we will put the wind at min 10 max 15


TEMPERATURE

Also we try to follow the water temperature... but here we did not choosed yet how we can mix this with the other parameters



I dunno for sure if we will use this one


So, as you can see there is a huge amount of work.. i think that maybe we will have like 200 colors combinations and we must to pay attention because from these files we can have CTDs in game if an area is not well matched in cfg files from tga file... I am not 100% sure that we can make the mod so realistic and so complex... but i already almoust finished a mod that is nice and stable but not so complex... is this one after we will test is not stable than i will release the one wich is a little bit mor simple.


UNDERWATER

I spoked with Vanilla and he promised me that maybe he will add layers to undersea plants like he try to do for crew... like this we will have also a very nice underwater sea

Last edited by stoianm; 04-15-11 at 12:13 PM.
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Old 04-15-11, 12:38 PM   #79
Rongel
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Wow! That's a lot of information. This all sounds very interesting, thank you for your efforts already and take your time finishing the mod

What about the compatibility with W_Clear's Enviroment mod? I really like the most recent version of W_Clears's work, especially the new "transparent" clouds, sometimes the view is almost breathtaking. So can we have both mods working together? I would really like to have the enviroment graphics from W_Clear and enviromental functionality from your mod, is it possible? Of course somethings will be overwritten, but "best of both worlds" situation would be great.
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Old 04-15-11, 12:47 PM   #80
Rongel
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Quote:
I sendet to w_clear an PM... i will make a stand allone mod and also i like some dds files from w_clear and some parameters... if he will agree that i can use these files in my stand allone mod i will use... if not i will use diferent textures... and also i will make a version compatible with the w_clear mod also
Thanks, sounds perfect!
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Old 04-15-11, 12:49 PM   #81
stoianm
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Originally Posted by Rongel View Post
Wow! That's a lot of information. This all sounds very interesting, thank you for your efforts already and take your time finishing the mod

What about the compatibility with W_Clear's Enviroment mod? I really like the most recent version of W_Clears's work, especially the new "transparent" clouds, sometimes the view is almost breathtaking. So can we have both mods working together? I would really like to have the enviroment graphics from W_Clear and enviromental functionality from your mod, is it possible? Of course somethings will be overwritten, but "best of both worlds" situation would be great.
I sendet to w_clear an PM... i will make a stand allone mod and also i like some dds files from w_clear and some parameters... if he will agree that i can use these files in my stand allone mod ... if not i will use diferent textures... and also i will make a version compatible with the w_clear mod also

EDIT: BTW... i need your help also... i know you are good with sound files... what do you say about to create some nice wav sounds for the environement... like for example thunder, wind, rain, etc... i have all the sounds in my mind... what do you say?
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Old 04-15-11, 01:04 PM   #82
Rongel
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Quote:
EDIT: BTW... i need your help also... i know you are good with sound files... what do you say about to create some nice wav sounds for the environement... like for example thunder, wind, rain, etc... i have all the sounds in my mind... what do you say?
Now I'm ! Well it would be nice to contribute! Right now I have an awful flu and can't work but if I have time next week I think I could help if its not too big task. You could PM me all the details and I see what I could do. Maybe you could send me later also the beta version of the mod, so I can test the sounds in action.
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Old 04-15-11, 01:05 PM   #83
stoianm
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Originally Posted by Rongel View Post
Now I'm ! Well it would be nice to contribute! Right now I have an awful flu and can't work but if I have time next week I think I could help if its not too big task. You could PM me all the details and I see what I could do. Maybe you could send me later also the beta version of the mod, so I can test the sounds in action.
Sounds great
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Old 04-16-11, 02:38 AM   #84
stoianm
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I took out the submarine sim files as UHS has updated these already for the pitch and roll mechanic......
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Old 04-16-11, 12:31 PM   #85
stoianm
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Default undersea

UNDERSEA


I imported some nice effects from undersea roks to undersea plants via gr2... now i have a nice and better view of the underwater.... and sober reworked a bit the texture for undersea plants - this is where you can see how is BEFORE and AFTER:





To have a better undersea in our SH5 game i need the help of a good 2D artist that can make a dds like 2048x256 or maybe 4096x512 and to really use the resolution of the texture in game. It is only 1 dds file that must to be reworked called seabed01.dds.... maybe we can add some extra little fish (few not to many), some diferents plants (smaller and bigers) and some shells ... etc

So maybe the modders that have skills in photoshop like Naights, Church subsim, Bowfinss287, Ilyustrator ... maybe one of you can help me with this dds file please.

best regards
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Old 04-16-11, 03:21 PM   #86
MiTon
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Thx for working on the underwater flora, my friend!

As a sportsdiver, the look of the underwater world of SH5 has always been a shock.

It's still a far way to look at least a little bit realistic but the better resolution is already a good start.

Is it possible to stop the wabbeling for some of the plants?


regards


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Old 04-16-11, 03:29 PM   #87
stoianm
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Quote:
Originally Posted by MiTon View Post
Thx for working on the underwater flora, my friend!

As a sportsdiver, the look of the underwater world of SH5 has always been a shock.

It's still a far way to look at least a little bit realistic but the better resolution is already a good start.

Is it possible to stop the wabbeling for some of the plants?


regards



MiTon
what means wabbeling... i do not know what means... if you explain me maybe i can fix this
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Old 04-16-11, 03:45 PM   #88
tonschk
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Thank you Stoianm , the underwater have now much better look
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Old 04-16-11, 03:47 PM   #89
sirbum69
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Quote:
Originally Posted by stoianm View Post
what means wabbeling... i do not know what means... if you explain me maybe i can fix this
Moving from side to side...The sway that some plants do in the water. Which actully is caused by the current of the water, but some plants may be heavier then others and shouldnt sway as much...

As well as small plants close to the sea floor...
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Old 04-16-11, 03:52 PM   #90
stoianm
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Quote:
Originally Posted by sirbum69 View Post
Moving from side to side...The sway that some plants do in the water. Which actully is caused by the current of the water, but some plants may be heavier then others and shouldnt sway as much...

As well as small plants close to the sea floor...
i need a new gr2 for that i think... maybe when vanilla will make a better ideea i can stock the plants to the ground... until now i did not suceded to make this... there are some parameters in undersea.sim... i played with these parameters - but i can not see changes in the game
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