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Old 02-21-12, 08:27 PM   #31
Dignan
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Quote:
Originally Posted by sober View Post
what i have found best now is

;Submarine player sensors detection parameters
[SensorParameters]
;Visual.
Visual range factor=0.5
Visual fog factor=0.9
thanks. I'll try this
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Old 02-26-12, 09:49 AM   #32
Dignan
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Quote:
Originally Posted by sober View Post
Working on the water next .
Looks nice. I assume you mean you're working on the way the water looks on the surface?
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Old 03-05-12, 07:26 PM   #33
Anita1986
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does the link work?
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Old 03-08-12, 02:46 PM   #34
Raven_2012
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Why are we using stock fog now, what is wrong with sobers best ever fog or the one in the dynamic environment mod?
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Old 03-08-12, 04:03 PM   #35
misha1967
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I think, but I'll let Sober correct me if I'm wrong, that the reason the fog mod is not there at the moment is that DynEnv is being worked on to fix the grey sky problem and, since the best ever fog mod ties into the DynEnv mod, it might need some rework once that job is done.

No point in making further revisions to the best ever fog mod until we know what the final version of DynEnv is going to be like.
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Old 03-08-12, 04:06 PM   #36
THE_MASK
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Quote:
Originally Posted by misha1967 View Post
I think, but I'll let Sober correct me if I'm wrong, that the reason the fog mod is not there at the moment is that DynEnv is being worked on to fix the grey sky problem and, since the best ever fog mod ties into the DynEnv mod, it might need some rework once that job is done.

No point in making further revisions to the best ever fog mod until we know what the final version of DynEnv is going to be like.
I cannot get it right . It needs a fresh mind to give it a go . I took it off so that someone can do there own fog mod and see how it goes . It is just adjusting with notepad and you can adjust on the fly while playing the campaign . You have to use the campaign because i found that adjusting while using single mission gives a diffrent result in the campaign . cheers .
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Old 03-08-12, 06:11 PM   #37
Raven_2012
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Quote:
Originally Posted by misha1967 View Post
I think, but I'll let Sober correct me if I'm wrong, that the reason the fog mod is not there at the moment is that DynEnv is being worked on to fix the grey sky problem and, since the best ever fog mod ties into the DynEnv mod, it might need some rework once that job is done.

No point in making further revisions to the best ever fog mod until we know what the final version of DynEnv is going to be like.
I'm not familiar with the grey sky problem, can you describe it or have comparable screen shots?
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Old 03-08-12, 06:29 PM   #38
pedrobas
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Quote:
Originally Posted by Raven2012 View Post
I'm not familiar with the grey sky problem, can you describe it or have comparable screen shots?
See last pages in the Dynamic Environment thread.
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Old 03-08-12, 06:49 PM   #39
gap
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Quote:
Originally Posted by sober View Post
You have to use the campaign because i found that adjusting while using single mission gives a diffrent result in the campaign . cheers .
Yes, I noticed it too
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Old 04-29-12, 09:32 PM   #40
Husksubsky
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Your v10 folder seem weird Sober..A folder with data documentation AND mods ..and the mods folder contains the same mod with Data , but no documentation.. But anyways thx for Mod.
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Old 10-18-13, 07:36 PM   #41
Bathrone
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Yeah same with version 22 the pathing of the extracted files might be tricky for a novice. Anyway as always use "common sense" when moving files over to the MOD directory and ensure the data folder in the sub directory is the next child down for the mod to be installed OK by the mod enabler
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