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Old 08-12-08, 11:49 PM   #211
W_clear
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I have just finished testing PE4, the whole, very good.I believe PE4 that most of people will be like.
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Old 08-13-08, 01:29 AM   #212
W_clear
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I think the color of the underwater PE4 unrealistic. These different times of the screen shot for you reference.
-----------------------------------------------------------------------------------------------------
9:00 12:00 15:00


17:00 18:00
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Old 08-13-08, 02:56 AM   #213
Nisgeis
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Quote:
Originally Posted by DeepIron
Guys, 60M would be exceptional visibility with an almost completely calm surface, no clouds and fairly deep water as in open ocean. Even a slight wind like a Force 1 (causes small ripples) can reduce visibility by up to 40% from the surface...
The way the engine builds up what you see is to take all the different elements of the scene and layer them all together, so for example you have the different parts that make up the water: refraction layer, which is everything crystal clear through the water; the reflection layer, which is everything that is reflected, like the sky; the foam layer; the wake layer; the Fog layer; there's a specular highlight part and a sun diffuse colour part. All of these parts are blended together using linear interpolation to adjust the colour of the water. So at 60 meters, although the sub would be just visible, there would be the reflection and specular highlights on top of the refracted underwtaer part, all interfering with what you can see, so it wouldn't be a crystal clear picture at 60m, it would be barely visible.

But if it looks wrong, we can change it, after all the hardest part is getting it to change and work, after that it's easy .
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Old 08-13-08, 03:41 AM   #214
kriller2
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Quote:
Originally Posted by W_clear
I think the color of the underwater PE4 unrealistic. These different times of the screen shot for you reference.
-----------------------------------------------------------------------------------------------------
9:00 12:00 15:00


17:00 18:00
Hi Wclear, thanks for testing. Your colours looks strange, there should be a green light from the above so that the submarine get alot more green reflecting.

Have you enabled lightshafts and post process filtering? - this is important to see the new effects :hmm:
Allso you should enable the "#3_PE4_c_Submarine_Stock_caustics_rolllpitch_deep er" to see the new underwater bubbles from the submarine.

BTW: here is my inspiration for the underwater part of the PE4:
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Last edited by kriller2; 08-13-08 at 04:33 AM.
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Old 08-13-08, 04:56 AM   #215
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Quote:
Originally Posted by W_clear
I have just finished testing PE4, the whole, very good.I believe PE4 that most of people will be like.
Thanks my friend, if not people have a very good alternative in EE 4.7.
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Old 08-13-08, 05:54 AM   #216
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Kriller, I had clouds on my last patrol. I like'em! The rough seas look great and my S class did not do the flying sub. It all looks great.
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Old 08-13-08, 07:02 AM   #217
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@Nisgeis
do you know why some objects can't be seen through the transparent water, especially torpedos and plants?
:hmm:
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Old 08-13-08, 07:39 AM   #218
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PE4 has a greatest strengths ,it is ------- compressed time does not affect the shape of the waves.
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Old 08-13-08, 09:04 AM   #219
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Quote:
Originally Posted by vickers03
@Nisgeis
do you know why some objects can't be seen through the transparent water, especially torpedos and plants?
:hmm:
I never really thought about it, so haven't looked. The game engine knows when the camera is underwater or not and uses two sets of rendering techniques for above and below water. The above water renderer renders a refracted scene of what is below the surface, plus the waves, plus the ships on the surface. I would imagine that the above water renderer knows not to render objects with a negative height origin, simply to reduce the load. Even rocks that should stick up out of the water are not rendered above the surafce, so there is some sort of culling going on.

Ships are rendered on the refracted scene, so some objects are drawn if they are below the surface. The only difference between the ships and the rocks is that there are different controllers on them in the .dat and .sim files etc to tell the game what to do with them. As the engine renders submarines and ships, but not torpedoes, plants and rocks, there must be a controller responsible for whether the object is drawn if it is underwater. My best guess would be that it was the unit_ship and unit_submarine controllers.

I'll have a look tonight, if I finish the transparency. Try adding the unit_ship controller to the torpedo and see what happens. Don't balme me if you get a blue screen of death though .
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Old 08-13-08, 01:56 PM   #220
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OK, Kriller's got the code for the increased transparency mod to try. I've been having terrible trouble with SH4 1.5 not responding to what nHancer is telling it to do. I've been getting the white outline round the submerged parts of the submarine that I have seen other people post about. I can only assume this is because SH4 is using its poor graphics choices, whilst ignoring nHancer - e.g. no anti aliassing. As I'm getting this problem in stock, I'm going to assume that the code I have given Kriller, which also gives me a problem, will be alright on his, if he doesn't get the white outline on stock, like I do.

Anyone else get the white outline on submerged parts? Anyone have a fix? As far as I rememeber, 1.4 didn't do this.
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Old 08-13-08, 02:06 PM   #221
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FWIW, I abandoned nHancer and just favor using the nVidia control panel. I don't know why, but I was getting some artifacts and glitchy framerates when I tweaked with nHancer. Just setting the graphics parameters using the control panel, along with whatever you guys are doing to the shaders and texture files is getting me good frame rates (around 30-32 fps, stock was 21-25 fps) on the 7600GS AGP 256M card I use.
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Old 08-13-08, 03:13 PM   #222
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Quote:
Originally Posted by Nisgeis
Anyone else get the white outline on submerged parts? Anyone have a fix? As far as I rememeber, 1.4 didn't do this.
I have been experiencing that glitch since 1.4 stock. I still get those white lines with PE and EE. It only seems to happen when in shallow water. I don't notice the lines in deep water.
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Old 08-13-08, 04:11 PM   #223
kriller2
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Default WIP new water transparency by Nisgeis

ship from above water:


Sub from above water high and looking down, the sub is at 120 ft on this picture:


Sub seen from the periscope:
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Old 08-13-08, 04:11 PM   #224
Nisgeis
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Quote:
Originally Posted by Syxx_Killer
Quote:
Originally Posted by Nisgeis
Anyone else get the white outline on submerged parts? Anyone have a fix? As far as I rememeber, 1.4 didn't do this.
I have been experiencing that glitch since 1.4 stock. I still get those white lines with PE and EE. It only seems to happen when in shallow water. I don't notice the lines in deep water.
Thanks for the feedback DeepIron and Syxx_Killer.

Stupid Silent Hunter. Now I'm going to have to stay sober long enough to find a fix.

Kriller says that it's a stock thing too. Now, whilst it probably isn't a secret that I am probably the MOST unobservant person in the SH community, which is a bit worrying, seeing as I work mainly on graphics, but does everyone have this problem with the white lines on the side closest to the camera?

I could perhaps find a fix, if it's a stock problem.
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Old 08-13-08, 04:16 PM   #225
Nisgeis
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Quote:
Originally Posted by kriller2

Sub from above water high and looking down, the sub is at 120 ft on this picture:
To me, that just looks awful with the white pixels. Is that stock? I rellay don't remember ever seeing it like that, except for SH 1.5.
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