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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#976 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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#977 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#978 |
Swabbie
![]() Join Date: Dec 2012
Posts: 7
Downloads: 201
Uploads: 0
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Thank you Stoianm and Gap for your quick solution. Good hunting.
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#979 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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In the last few days I have been messing with SH5 vegetation GR2, in an attempt to achieve something similar to what echolot has done with his excellent Small Trees SH5 mod, but without altering tree textures.
The following image shows the results of my tests (click to enarge, but beware large size): ![]() In short, I have scaled stock tree meshes to the following factors: 200, 150, 75, 50, 25 and 12.5%. As you can see, at bigger factors onscreen tree sizes are more or less proportional to mesh sizes. Remember that the game randomizes a bit tree rendering sizes, so don't expect for an exact proportionality. On the other hand, comparing the screenie for stock tree sizes with the ones featuring 75% and 50% reduced trees, you will notice that only tallest trees (the spruces), having bigger meshes than the rest, seem to be affected by the reduction. Furthermore, bigger mesh reduction factors (25% and 12.5%), don't seem to affect significantly rendered tree sizes. Concluding, I think that there is a minimum tree rendering size which cannot trespassed. Trees whose mesh is smaller than this limit, are assigned a standard size value when rendered in game. This standard size is automatically randomized by the game, but cannot be altered by further reducing the meshes. ![]() |
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#980 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thread closed. Please post your remarks on Dynamic Environment in the new thread:
![]() http://www.subsim.com/radioroom/showthread.php?t=202520 |
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#981 |
Chief
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I have a question. I have these installed:
DnyEnv Main mod, DnyEnv Vivid skies, DnyEnv Sound DnyEnv Sea plants, waves & no murky waters. Problem is the sun is soo bright and massive in the sky. Realistically it should be about same size as the moon (that's how eclipses occur lol). So I want to adjust the script SkyPS_SH5.fx but I'm not sure which to change. The problem for me is the sky is so bright and everything gets washed out in it. I understand what you are doing here, trying to create a glare to obscure things. But truth is, a sailor would just put his hand over his eyes, or lower his cap to block it lol. Could you tell me what to change to lower brightness and make the sun smaller please? Same as moon would be nice. In fact be a great option, to allow a different sun. Thanks Venus |
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#982 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thread closed. Please see my answers in the new thread:
![]() http://www.subsim.com/radioroom/showthread.php?t=202520 |
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#983 |
Swabbie
![]() Join Date: Nov 2013
Location: Somewhere, on a Submarine
Posts: 13
Downloads: 9
Uploads: 0
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It sounds really great... Thanks, mates!
Good hunt, ![]() Melechin
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