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Old 08-13-08, 04:26 PM   #226
kriller2
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Quote:
Originally Posted by Nisgeis
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.
Yes it's a shame, I have allways had this :hmm: If you can make this bug go away alot of people would be very happy...
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Old 08-13-08, 05:24 PM   #227
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Quote:
Originally Posted by kriller2
Quote:
Originally Posted by Nisgeis
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.
Yes it's a shame, I have allways had this :hmm: If you can make this bug go away alot of people would be very happy...
I forgot to mention that I get the white lines while submerged no matter what the depth of water is. If that issue could be fixed I would be the happiest person on the forums! It has always drove me crazy.
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Old 08-13-08, 05:29 PM   #228
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Quote:
Originally Posted by kriller2

BTW have you been experiencing any problems running pe4 with RFB?
Going through the files, when the next RFB release comes out, we'll have to release a set of subs for use with PE4.

There are a number of modifications to the boats beyond graphics that will be lost. If these changes are lost, then it will mess up the play balance in RFB and cause a number of the new damage mods and others to be lost.

So I'm going to work on combining the changes so there will be a folder with the combined files that can be used with PE4.

Haven't checked out any other possible confilcts yet.
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Old 08-13-08, 05:34 PM   #229
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Originally Posted by Syxx_Killer
I forgot to mention that I get the white lines while submerged no matter what the depth of water is. If that issue could be fixed I would be the happiest person on the forums! It has always drove me crazy.
Is that no matter what the depth of water under the sub was? The lines I have seen are only visible between 0 and 25 m (depth os the submarine) in the stock game, where you can still see the submerged submarine and the lines are always on the side that the camera is on. E.G. if the camera is on the starboard side of the sub, the starboard parts of the sub will have a white outline, but the port side will not. It's quite pronounced around the railings. is that what everyone else sees? I swear I am the most un-observant person ever.
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Old 08-13-08, 06:37 PM   #230
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Yes, that is what I am seeing. In shallow water if I am surfaced, I will see white lines around the bottom half of the sub, especially the stern areas. When submerged near the surface where I can see the sub with the camera there will be those white lines, mostly around the railings like you mentioned.

On a similar subject, is it possible to get rid of that light outline around the sub that appears at night (as well as other ships)? I think this was introduced with 1.4 actually. That has been annoying me as bad as the white lines mentioned above.
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Old 08-13-08, 08:53 PM   #231
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Try downloading Nvida Tray (AKA NVTray), and using it to set your AA. It's a small application that sits in your taskbar and lets you manually set the basic things, like level of AA, AF, etc., without opening the Nvidia control panel. I've found that setting a profile in the Nvidia control panel for SH4 does nothing, but forcing AA with NVTray makes a big difference.

http://nvtweak.laptopvideo2go.com/
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Old 08-14-08, 08:51 AM   #232
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Originally Posted by kriller2
a submarine can be seen very deep in the water when looking at it from above, especialy in the pacific if the water is calm you should be able to see a submerged submarine from f.ex. 30 - 60 meter.
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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...

I've been a scuba diver for 20+ years and only experienced visibility approaching 60M only a few times from the surface on exceptionally calm days with little plankton bloom. Visibility is even worse as you get closer to the coastal areas due to increased turbidity from along shore currents and sediment run off from land masses.

Don't get me wrong, I'd love to see the visibility model closer to realistic but again, I think you estimate is a little optimistic.
I totally agree with DeepIron

Quote:
Originally Posted by kriller2
Sub from above water high and looking down, the sub is at 120 ft on this picture:
120ft are 40 Meters?? I think this is too much.
I can only imagine such views in very clear (mountain) lakes. I dived in the philippines this summer and we did not have any visibility like this. Maybe with perfect circumstances you see a silhouette.

€: Am I right that horizontal view is nearly the same as vertical view in real life? Ok, 40m visibility in the water IS possible, but rare, so it should be the ultimate limit (looking from above).
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Old 08-14-08, 10:18 AM   #233
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I agree. I usually argue for clarity in the water, since I've seen the bottom from the bridge of a destroyer when it was well over 100 feet deep.

BUT...at extreme angles I think reflection kills clarity. I don't think the bow of the sub could be seen like that from the periscope. It's a tough question, since I guess it's one or the other. Clear so you can see the cool sights in external views, or not clear so the periscope doesn't become a magic mirror, seeing all and knowing all?
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Old 08-14-08, 11:37 AM   #234
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Quote:
Originally Posted by Sailor Steve
I agree. I usually argue for clarity in the water, since I've seen the bottom from the bridge of a destroyer when it was well over 100 feet deep.

BUT...at extreme angles I think reflection kills clarity. I don't think the bow of the sub could be seen like that from the periscope. It's a tough question, since I guess it's one or the other. Clear so you can see the cool sights in external views, or not clear so the periscope doesn't become a magic mirror, seeing all and knowing all?
I agree with Sailor Steve. Unless my periscope lens is polarized I'd think the reflection would make it impossible to se the sub through the periscope.

Maybe the camera file for the scope could be modified to not see through the water??
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Old 08-14-08, 01:06 PM   #235
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Quote:
Originally Posted by swdw
Quote:
Originally Posted by kriller2

BTW have you been experiencing any problems running pe4 with RFB?
Going through the files, when the next RFB release comes out, we'll have to release a set of subs for use with PE4.

There are a number of modifications to the boats beyond graphics that will be lost. If these changes are lost, then it will mess up the play balance in RFB and cause a number of the new damage mods and others to be lost.

So I'm going to work on combining the changes so there will be a folder with the combined files that can be used with PE4.

Haven't checked out any other possible confilcts yet.
You guys are working on a new sinking mechanism that will surely involve changes in zones.cfg, right? I'll take a good look at that when the new RFB is released and make the necessary changes as soon as I can, so don't worry about that.
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Old 08-14-08, 01:16 PM   #236
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Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by swdw
Quote:
Originally Posted by kriller2

BTW have you been experiencing any problems running pe4 with RFB?
Going through the files, when the next RFB release comes out, we'll have to release a set of subs for use with PE4.

There are a number of modifications to the boats beyond graphics that will be lost. If these changes are lost, then it will mess up the play balance in RFB and cause a number of the new damage mods and others to be lost.

So I'm going to work on combining the changes so there will be a folder with the combined files that can be used with PE4.

Haven't checked out any other possible confilcts yet.
You guys are working on a new sinking mechanism that will surely involve changes in zones.cfg, right? I'll take a good look at that when the new RFB is released and make the necessary changes as soon as I can, so don't worry about that.
Good man, case of your favorite beverage via FedEx!
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Old 08-14-08, 01:26 PM   #237
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Originally Posted by Wilcke
Good man, case of your favorite beverage via FedEx!
Hope FedEx keeps that Guinness cool enough!
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Old 08-14-08, 03:26 PM   #238
Nisgeis
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Quote:
Originally Posted by Sailor Steve
BUT...at extreme angles I think reflection kills clarity. I don't think the bow of the sub could be seen like that from the periscope. It's a tough question, since I guess it's one or the other. Clear so you can see the cool sights in external views, or not clear so the periscope doesn't become a magic mirror, seeing all and knowing all?
Yes, but not quite. If you are directly above the water, then you will see all of the things below, depending on the clarity of the water. As your eye moves from directly above to hozinon and the angle on the water's surface increase, so does the distortion due to refraction and also the amount of reflection incresases, along with a decrease in the amount of light being refracted.

A certain portion of light passes through the water and into the air and a certain portion is reflected back under the water. The steeper the angle, the more light is reflected from the boundary between air and water.

At a certain angle, the light from beneath the water will no longer be refracted through the water to the air and will instead be in total internal refraction, which is where none of the light rays at a steep angle can make it through the boundary layer between water and air and all of the light gets bent back down.

Conversely, the steeper the angle above water, the more light is reflected to your eye from whatever objects there are above the surface. The reflections are blended with the refractions to give a realistic water shader, based on fresnel calculations (calculations about what level of refraction or reflection is taking placed, given the angle of the water and the angle of the eye (camera)).

These things are modelled in SH4, but how well, nobody knows!

Last edited by Nisgeis; 08-14-08 at 03:41 PM.
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Old 08-14-08, 03:28 PM   #239
Nisgeis
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Quote:
Originally Posted by Syxx_Killer
On a similar subject, is it possible to get rid of that light outline around the sub that appears at night (as well as other ships)? I think this was introduced with 1.4 actually. That has been annoying me as bad as the white lines mentioned above.
Can you post a screenshot showing these lines? I have not noticed them myself, but then I'm not very observant.
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Old 08-14-08, 03:32 PM   #240
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Quote:
Originally Posted by extraterrestrial
€: Am I right that horizontal view is nearly the same as vertical view in real life? Ok, 40m visibility in the water IS possible, but rare, so it should be the ultimate limit (looking from above).
No, the amount of light reflected or refracted depends on the angle from the normal (flat) that you are viewing the surface. Looking straight down into a lake you will see further down than if you are looking almost horizontally, in which case you will get much more reflection. Look up 'fresnel' for a quick explanation of why.
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