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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#616 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() Which version of Ship Caustics did you install? For Stock or for TM? Try installing the version for TM, even if you don't use that mod, I think that'll eliminate the Camera Out Of Sectors mishap.
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#617 |
Loader
![]() Join Date: Nov 2006
Posts: 87
Downloads: 169
Uploads: 0
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#618 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Happy Hunting!
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#619 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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After some looking while working on a mod, here are some things for kriller and users.
1. Pixelated reflections. If you watch very closely, you'll see the reflections isn't so much pixelated as the "ridges" match the wave motion, and move with the motion. 2. There is an issue with the reflections in fairly calm water when looking through the scope. The reflections have a zigzag look which follows the wave patterns. The issues above are due to the reflectivity of the water being set so high in the mod. Reducing the reflectivity solves these problems but causes many others. This is because the entire environment is developed as a integrated whole. The color schemes, textures, etc all work together. Changing one piece means making changes to others. Guess how I know:hmm: Purple water- Looking good now, but previously, all the water had a purplish cast. After doing what I mentioned in the following link, it relieved the purple ocean look http://www.subsim.com/radioroom/show...138663&page=28 (start at post 551) Next thing that helps is to color calibrate your monitor http://bryce-alive.net/calibrate/ Kriller has mentioned that he and Nisgeis have calibrated their monitors. If you want to get fancy, you can buy a device that mounts on your screen and automatically calibrates it for you ( a cheap one is $110 ![]()
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 09-26-08 at 10:05 PM. |
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#620 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
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I have my mods installed like this.
1 RFB 1.5 2 RSDS V1.5 for RFB 3 RFB patch 4 PE 4 with all the great mods that come with it (high quality bow and stern wakes) 5 ROW sound effects And am haveing no issues with them. ![]() ![]()
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#621 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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kriller and Nisgeis:
I'm not certain if this issue is related to PE4, but I've never seen it before with either PE3 or 4 installed: the crewmen inside the boat have their eyeballs positioned correctly inside their head, but the bridge and AA/deck gun crewmen have their eyeballs now set farther back than they should be inside their head. I checked to see if this issue shows up in stock, and it does not. I noticed a file or two dealing with the eyeballs that PE4 modified, so maybe it has something to do with it.
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#622 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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I have problems with dodgy eyes in stock. It looks like their eyes are too far back in their heads and they also appear to be cross eyed. This affects crewman both inside and outside the sub.
The files you mention that have been changed for eyes - are they the eyeball pixel and vertex shaders? If so, they only deal with the texture and lighting of the eyes, not their actual 3D position. As far as I can tell, the eyes are set by the engine to look at the current position of the camera, so the crewmen's eyes always look at you when they address you with responses or orders. Unfortunately this makes them look like they think I'm going to steal their lunch, as they are always looking sideways at me out of the corner of their eyes. The only thing I can think is making it go wrong is somehow the position of the camera isn't being passed properly to the part that makes the eyes point in the right direction. This may make them go beyond their limits and make them draw inside the skull. What the part that passes the info is, or even if the theory is correct I don't know, but someone said they noticed it had something to do with save/loads in some situations. Someone else said it was to do with the copy protection.
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#623 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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[quote by SWDW]: Next thing that helps is to color calibrate your monitor
http://bryce-alive.net/calibrate/ You aren't kidding!I tried this, and couldn't believe how off my screen was ![]() ![]() |
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#624 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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I had the huge stars thing once. Lasted throughout the current patrol and went away afterwards. Very odd. No idea on a "real" fix or cause though.
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#625 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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#626 |
Helmsman
![]() Join Date: Mar 2007
Posts: 101
Downloads: 14
Uploads: 0
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I have strange bug from time to time. The ocean starts behave like very fast river. Textures move very fast. It happenes when I use time acceleration and than I change it to normal. Game restart didn't help, I had to start mission again. Another strange issue is that ocean textures starts shaking, it looks like I sail on "jelly". Any fixes on these issues ?
My mods: PE4 RFB 1.5 RSRD I have 8800gt card, use 169.21 drivers but I checked with other drivers and it happenes too. Cheers |
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#627 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() Quote:
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#628 |
Helmsman
![]() Join Date: Mar 2007
Posts: 101
Downloads: 14
Uploads: 0
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Ok and what about river effect ? I shouldn't use time acceleration over x1024 too ? If this is true sailing from Pearl to japanesse coasts will take agaes
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#629 |
Navy Dude
![]() Join Date: Sep 2008
Location: REDACTED
Posts: 172
Downloads: 100
Uploads: 0
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I really like the look of this mod overall. The work is fantastic, its obvious a huge amount of effort has gone in to it. There is a but though. I hate to criticise such great work but for me the water is like sailing in paint. Its not transparant enough, sad to say. Everything else about the mod is perfect, I just really dont like lack of transparancy with the water.
Huge thumbs up for everything else though in my book, keep up the great work! |
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#630 | |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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![]() Quote:
Welcome aboard! Do you have the "Environmental Effects" option ticked in the graphics option? I remember someone saying the same thing about lack of water transparancy, but gained it by ticking this option. My only complaint, and I don't think it's because of this mod, but rather something I noticed and commented on from day one of this sim. That is the overall washed out, hazey look of the images as compared to the clear, crisp graphics of SH3. I'm not sure if this is the so called "grainey" look to give the sim a "period" appearance, but I don't care for it. Other then that, I love everything about it. |
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