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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Lucky Jack
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It seems that it varied (atleast early in the war) which ports had lights on and which didn't.
On the KTB of Prien's attack on Scapa he writes something that would indicate the there was blackout in effect: Quote:
Quote:
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#17 | |
Watch
![]() Join Date: Mar 2010
Posts: 17
Downloads: 24
Uploads: 0
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![]() Quote:
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#18 |
Watch
![]() Join Date: Jul 2009
Posts: 27
Downloads: 77
Uploads: 0
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Excellent work, subtle difference...looks great!
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#19 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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ya i tried it last night coming into Wilmshaven and the lights are way better like this, more sparse and realistic.
This mod really makes the night time ports and cities look real. Thanks again! |
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#20 |
Watch
![]() Join Date: Mar 2010
Posts: 17
Downloads: 24
Uploads: 0
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Ok dudes, first sorry for the delay, something else came up. I know I promised one of you I'd release a "balanced" version (one where industrial lighting and residential lighting are balanced). But I've decided against it.
Reason: I did it and the result isn't all that obvious, so if I released it, folks would just go "eh? what's the difference?" This is because the windows around the docks are larger and clustered so they'll look a litte brighter no matter what. Plus I feel a bit cheap releasing something that is really just a exposure adjustment of a handfull of textures and calling another seperate release. So that's the scoop. Az. ----------------- EDIT: However I am going to rerelease the entire MOD because I just realised something really stupid on my part. I'm playing SH5 with ENB series D3D9 dlls and my tweaks Includes color saturation reduction among other things. So just now while doing the "balanced" tests I turn off ENB series and lo and behold my actual mod looks nothing like what I thought it did before! IE: That screenshot I posted on my first post ![]() ![]() ![]() So I'm gonna redo the whole thing properly. Will release in a few hours. ARGGGHHHH! Last edited by az; 03-21-10 at 10:11 PM. |
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#21 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Here's an interesting thread about this very thing on the SH3 boards:
http://forums.ubi.com/eve/forums/a/t...3/m/2271061248 Interesting animated gif showing how the lights in the city would silhouette ships and a really great video of Operation Drumbeat. |
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#22 |
Ace of the deep .
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I dunno how you do it but in photoshop i hit adjustments/equalise .
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#23 |
Watch
![]() Join Date: Mar 2010
Posts: 17
Downloads: 24
Uploads: 0
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Well that's embarassing. Well anyway the "PROPER" version is done. It's up on my first post. Should look better for those that don't use ENB Series tweaks. Sorry for the mixup.
P/S: ENBseries btw is a d3d9 "hijack" dll. It's made by Boris Vorontsov. It basicly makes the game use his d3d9 dll instead of Windows. It simply allows a bunch of post effect stuff to be added to a game externaly by the user. Running it while doing my mod cause this problem. ![]() |
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#24 |
Watch
![]() Join Date: Mar 2010
Posts: 17
Downloads: 24
Uploads: 0
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Final one for the mod. Updated to 1.1 cuz I found alpha issue that caused the Proper version to have windows lighting during the day.
See you guys in my next mod. Laters, Az. |
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#25 |
Mate
![]() Join Date: May 2009
Location: Canary Island Spain
Posts: 53
Downloads: 506
Uploads: 0
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Hello AZ, your mod it is more realistic, I like!! thanks, unloading!
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#26 |
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
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Thank you very much, this is very good.
Yes some ports were blacked out on both sides and many not as unloading ships being dangerous work some light must be needed. Several famous examples happened early in the US part of the war when Happy Hunting happened on the East seaboard, ships were back lit like in a shooting gallery and U boat kaiptians were very happy about that.
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Erlaubnis an Bord zu kommen.
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#27 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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