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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
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Does anyone know how to mod the hdr_underwater.cfg file in data\filters\colorcorrection?
I've done some searches and found some old mods that you can't download anymore but still haven't found a solution to this. I use North Atlantic Green 1.1 but am still dissatisfied with the level of clarity and brightness underwater. I play full realism and don't think you should be able to see too much beyond the bow of your uboat through the periscope when submerged. The parameters in hdr_underwater are below. Anyone have any idea which settings to lower or higher to make the water more cloudy and darker? Especially at night, the water should be almost black. [ColorCorrectionFilter] Gamma=0.7 Brightness=0.7 Saturation=1.0 Contrast=1.0 LevelsInputBlack=0.0 LevelsInputMidtone=0.85 LevelsInputWhite=0.87 LevelsOutputBlack=0.0 LevelsOutputWhite=1.0 ColorBalanceR=0.0 ColorBalanceG=0.6 ColorBalanceB=0.0 ColorBalanceTone=1 HueColor=FFFFFF00 HueOpacity=0.0 PhotoFilterColor=6DA9A200 PhotoFilterIntensity=1.0
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#2 |
Samurai Navy
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Don't know about which settings to change but have you tried naights underwater mod? Its affected by depth and night, one of the darkest that I've used. Download is toward the bottom of first post and there is more screenshots on the last page of the thread.
![]() http://www.subsim.com/radioroom/show...tures+interior |
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#3 |
Ocean Warrior
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try this..
sobers_realistic_underwater_FX2 - http://www.subsim.com/radioroom/down...o=file&id=2750
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#4 |
Seasoned Skipper
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Thanks guys. I have looked at both of those but didn't really take to them. Sober's is good but too blurry when looking through the scope in my book. Naights is also good but if changes fog settings so I didn't want to add something that might interfere with FX update fog settings or even with stock fog settings because they are tied to spotting distances.
I just want to be able to decrease brightness and add a little bit of fuzziness/haze that really cuts out detail on objects more than a boat length away.
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#5 | |
Samurai Navy
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![]() Quote:
Anyways, if you come up with one you like post some pics for us to see... I'd be glad to give it a try myself. ![]() |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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#7 |
Ace of the deep .
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Do the underwater values in the scene dat do anything ? S3D tool maybe .
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#8 | |
Navy Seal
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![]() Quote:
I am inclined to see UpLight and DownLight parameters as the light filtering underwater and reflected by submerged bodies. Easy to test it, by changing their colors. More interesting are imo the Zmin/Zmax fog properties. In stock game and in DynEnv they are both set to 0 (no underwater fog?) ![]() Two other parameters that could modify the underwater visibility individually for each climate zone/cloud coverage/time of the day are UnderwaterUpAlpha and UnderwaterDownAlpha settings (data/Env/EnvColors_*.cfg), but tweaking/testing all of them would be such a PITA ![]() |
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#9 | |
Seasoned Skipper
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![]() Quote:
![]() I've got it so the water is darker but now I want to make it cloudy. The clear water looks beautiful in the game but it just isn't realistic.
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#10 | |||
Navy Seal
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LevelsOutputBlack lets you to set how dark will be the darkest pixel rendered on screen. 0 means black and 1 white. LevelsOutputWhite is the same, but for bright output. In other words, values respectively higher than 0 or lower than 1 reduce the contrast between the darkest and the brightest part of the image, and unsimmetrical settings will also affect its general luminosity. LevelsInputBlack and LevelsInputWhite are a bit trickier to understand. In a nutshell, they determine how many pixels of the unfiltered image will have the darkest/brightest outputs after filtering. Another way to see the above settings is as if they were thresholds: let's give the darkest possible output, as set with LevelsOutputBlack, the value 0, and the brightest one, similarly defined by LevelsOutputWhite, the value 1. Between these two extremes, there are various shades of grey. LevelsInputBlack is the threshold in the above scale, below which dark greys are rendered as the darkest possible grey in the filtered image. Likewise, LevelsInputWhite is the threshold above which light greys are rendered as the brightest possible grey. Both these settings work to detriment of mid tones, and they have the effect of increasing output contrast. Unsimmetrical settings will also affect its brightness. Finally, LevelsInputMidtone works in a similar way to gamma, thus affecting mid tones brightness. I believe that a value of 0.5 will make the output brightness to increase linearly between LevelsOutputBlack and LevelsOutputWhite. Values close to 0 will make the brightness function into a concave curve, thus reducing the luminosity. Viceversa, values close to 1 will result in a convex function, and higher luminosity. Quote:
![]() Please keep us informed if you find anything interesting about them Quote:
![]() I am still not satisfied with the high underwater visibility of DynEnv realistic version. If you manage to increase underwater fog I might be interested into including you settings in it. Or, if you prefer, you could release them as a separate mod. I am sure many would appreciate it ![]() |
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#11 | |
Seasoned Skipper
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#12 |
Canadian Wolf
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Be interested in seeing how this turns out. In SH3 there is an option in SH3 Commander that does this for you, it is a nice effect
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#13 |
Navy Seal
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#14 |
Ace of the deep .
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Silent Hunter 5\data\Shaders\HDR\DOF_PS
Try adjusting this . |
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#15 |
Seasoned Skipper
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Thanks. I'm on the road now but will check it out when im back this weekend
Checked this file. This is all I see. Not sure what values to edit: #include <data/shaders/hdr/common.inc> float2 g_focalDistance : register(c0); struct PS_IN { float2 Tex0 : TEXCOORD0; }; float4 main( PS_IN In ) : COLOR { float depth = tex2D(tex1, In.Tex0).r; float interp = saturate( abs( depth - g_focalDistance.x ) / g_focalDistance.y ); float3 color = tex2D(tex0, In.Tex0).rgb; //return float4(depth, depth, depth, 1); //return float4(interp, interp, interp, 1); return float4(color, interp); }
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Last edited by Dignan; 02-23-13 at 05:34 PM. |
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