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Old 10-25-05, 05:50 PM   #46
Marhkimov
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@ everyone who downloaded my mod,

if you are using a visibilty fix (rulle34's, Manuel Ortega's, etc.), the weather will not work correctly. From what i am hearing, you won't be able to see rain or fog (I don't know the exact side effects for sure, but I know they are weird).




WHAT SHOULD YOU DO ABOUT IT?

In the meantime, you can use a .DAT extractor and extract my tga's and insert them into the dat's of the mod of your choice. That should work...

Here is a Dat Extractor if you need it:
http://rapidshare.de/files/6715467/D...tract.rar.html



Thanks, and a long term solution is in the works.
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Old 10-25-05, 06:42 PM   #47
Hartmann
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Nice

I have this mod installed...

16_km_visibility_mod_RWR_Moon_fix_Clear_water


It means that i have to extract the dat files and overwrite the files of the mod ?

Perhaps is the time of a big Merge of mods in a Enviroment pack or something because there are some different mods with possible incompatibilities.
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Old 10-25-05, 06:42 PM   #48
gdogghenrikson
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Quote:
Originally Posted by marhkimov
@ everyone who downloaded my mod,

if you are using a visibilty fix (rulle34's, Manuel Ortega's, etc.), the weather will not work correctly. From what i am hearing, you won't be able to see rain or fog (I don't know the exact side effects for sure, but I know they are weird).




WHAT SHOULD YOU DO ABOUT IT?

In the meantime, you can use a .DAT extractor and extract my tga's and insert them into the dat's of the mod of your choice. That should work...

Here is a Dat Extractor if you need it:
http://rapidshare.de/files/6715467/D...tract.rar.html



Thanks, and a long term solution is in the works.
could you explain this in more detail?
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Old 10-25-05, 06:55 PM   #49
Marhkimov
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Ok, I'll try to make things a little more clear...


1) Extract the TGA's from my DAT files (the DatExtractor program has a built in readme, so use that to help you).

2) Then using my TGA's, insert those into the corresponding DAT files of your desired visibility mod (Rulle34's, M. Ortega's, etc.).

Done!



Quote:
Originally Posted by hartmann
It means that i have to extract the dat files and overwrite the files of the mod ?
Actually, you'll be extracting the TGA's from my files, and overwriting the TGA's of the other files... but if you want my reflections and skies, then my TGA's are what you want. Those textures are responsible for fixing the sky and water reflections... In packing them into the visibility DAT's, you will have both mods combined.


Quote:
Originally Posted by hartmann
Perhaps is the time of a big Merge of mods in a Enviroment pack or something because there are some different mods with possible incompatibilities.
You read my mind... I got a bunch of us modder-dudes together and am currently trying to get a long term fix working.





***So, if you guys can't follow these simple steps, then you'll just have to wait a while...
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Old 10-27-05, 03:56 AM   #50
kriller2
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I have tried this mod yesterday and I think that the way the sun reflects in the water is not realistic there should be more bright reflections in the water (see screenshots), but night water looks very good


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Old 10-27-05, 04:26 AM   #51
Marhkimov
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Quote:
Originally Posted by kriller2
I have tried this mod yesterday and I think that the way the sun reflects in the water is not realistic there should be more bright reflections in the water (see screenshots), but night water looks very good


Believe me, it is difficult to strike a balance between more or less reflection.

But despite that, I totally agree with you. If I could make the reflections look exactly like your pictures, I would, but I don't think that I can. The problem stems more from SH3, than from me. Lemme see if I can better explain myself...

The reflections in your pictures are very vibrant and intense, especially the sunlight that is DIRECTLY below the sun. That is something that cannot be replicated in SH3... I have made the reflections as white and bright as possible, but even so, in SH3, the reflections simply don't look anywhere near as intense as your pics. So, since I can't get that luminous intensity, adding a larger reflection would not be quite as effective as you might believe.


So instead, I decided that it would be better if I used my artistic license to make something up that would look nice. IMOH, I don't think I did such a bad job of B.S.'ing the reflections. I imagine that you'd probably see the same exact thing if you were to watch a Hollywood movie. And in some of my screenshots, I am reminded of some scenes from U-571 (bad movie, but hopefully everyone can agree that the visuals were stunning).


Thanks to everyone for taking the time to try out my textures,
-Marhkimov
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Old 10-27-05, 06:22 PM   #52
coronas
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I have an ATI 9200 Grafic Card; with this new visibility fix mod, the black triangles bug is gone!
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Old 10-27-05, 06:23 PM   #53
coronas
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Thanks for the amazing work!!!
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Old 10-27-05, 06:26 PM   #54
Marhkimov
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The simplest things always make for a more encompassing experience! You're welcome!
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Old 10-28-05, 06:22 AM   #55
rulle34
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Nice mod marhkimov
I will merge in these DAT's in to the 16 km vis mod. Then I hope someone could make the cloudfix into the scene.dat in 16km vis mod too.
Then we have a really nice mod ready for merging into the Environmental mod
What do you think of that? :hmm:
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Old 10-28-05, 08:17 AM   #56
Kpt. Lehmann
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Quote:
Originally Posted by rulle34
Nice mod marhkimov
I will merge in these DAT's in to the 16 km vis mod. Then I hope someone could make the cloudfix into the scene.dat in 16km vis mod too.
Then we have a really nice mod ready for merging into the Environmental mod
What do you think of that? :hmm:
Yes! Yes! Yes! Please do! This is great idea in case Seeadler, has a hard time making 16 km cloudfix. Will you allow us to download your version in the meantime Rulle34?
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Old 10-28-05, 09:21 AM   #57
Redwine
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Just so good !!

But it is posible to increase the night visibility, not spotting range, i am refering at my own visibility, the gamma of the screen ?

I can see the horizon line, very very soft now, but i am still in a hard darkness.

I can see the ship wakes if they are so near, but cant see any ship silouete.

Thanks in advance.
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Old 10-28-05, 09:26 AM   #58
Marhkimov
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If you are using my LIGHT NIGHT mod, then that is probably as light as it should be. Any lighter and you begin to see weird anomalies in the sky, such as pixelated splotching. If someone were able to fix this, then we could have lighter nights.
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Old 10-28-05, 09:36 AM   #59
Redwine
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Quote:
Originally Posted by marhkimov
If you are using my LIGHT NIGHT mod, then that is probably as light as it should be. Any lighter and you begin to see weird anomalies in the sky, such as pixelated splotching. If someone were able to fix this, then we could have lighter nights.
Thanks Marrhkimov..... any way i am aiming ships looking at their fluo wakes wichs are a little bit visible when the ship is near.
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Old 10-28-05, 02:03 PM   #60
Kpt. Lehmann
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by rulle34
Nice mod marhkimov
I will merge in these DAT's in to the 16 km vis mod. Then I hope someone could make the cloudfix into the scene.dat in 16km vis mod too.
Then we have a really nice mod ready for merging into the Environmental mod
What do you think of that? :hmm:
Yes! Yes! Yes! Please do! This is great idea in case Seeadler, has a hard time making 16 km cloudfix. Will you allow us to download your version in the meantime Rulle34?
Bump! :P
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