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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#511 |
Gunner
![]() Join Date: Mar 2006
Location: Romania , Bucharest
Posts: 91
Downloads: 86
Uploads: 0
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i bet he is
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#512 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Desigur
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#513 |
Sparky
![]() Join Date: Aug 2005
Posts: 156
Downloads: 500
Uploads: 0
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This isn't a MOD!.......It's a legend!!!!
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#514 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I am glad you are enjoying this community... legend
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#515 |
A-ganger
![]() Join Date: Apr 2010
Location: AlaBama
Posts: 75
Downloads: 358
Uploads: 0
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Is very good and beautiful now ..
Might i suggest if someone is having FPS issues , Dont be afraid to use the low res patch .. My game looks better than ever with it and antialiasing cranked about 3/4 the way up .. The ocean looks the best ive seen it yet with sobers wave mod and best ever tweaks .. Huge swells that feel like swells .The plastic wrap surface is much better than my last install, but im not sure what differences ive made other than the low res patch ,, if you'r using the reg textures and your water looks a lil wrappy on the surface ,, maybe the low res will fix it ? .. anyways .. Also .. dig it .. I stepped out on the subs conning tower during a hard rain ..For a split second going up the ladder ,, I actually squinted my eyes to keep the rain out .. Thats good stuff i dont care .,later on At some point i made the comparison to Skyrim , And myself felt a sense of accomplishment , at having made my game look like that . I never liked teh huge defractions in teh underwater fx mod .. But stock its way too clear .. And i didnt like the neon green either .,, so i was pretty picky i guess .. This last loadup , which is pretty bare, but a bit more adventurous than last Seems just perfect ,PREFECT i say lol .. , Some refraction , but not overpowering like actually looking underwater with bare eyes . Like with goggles on .. And the green is more subdued ,, much more believable .. Now i install the sea plants . Question ... Can i install all three versions of the seaplants? IE the Forests, posodinia , and the Reefs .?. or do i have to pick one ?.. Im done .. thx for the hard work . enjoying it .. Last edited by scissors; 03-22-14 at 08:04 PM. |
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#516 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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IIRC, main mod's diffraction fx are little stronger than in stock game; high visibility patch, normal version: as in stock game; high visibility patch, high version: almost no diffraction. As for the green color, I think you mean water's color around Balctic and North Sea. That was another tweak by stoianm (he spent weeks looking for the right balance, back in the days when we were working together on the mod) and it is also one of my favorite DynEnv's features ![]() Unfortunately many players use one of the 'no murky waters' patches, thus giving up the effect... Quote:
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#517 |
A-ganger
![]() Join Date: Apr 2010
Location: AlaBama
Posts: 75
Downloads: 358
Uploads: 0
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You know ,The last time i played vanilla , I was pretty impressed with it . For the particular weather that day the water looked pretty good .
Ive decided for what its worth i like it better with the no murky waters, now that ive done a comparison . To me , the cloudy makes the green too strong . Im using the low res patch,clear water surface ,sobers waves ,tweaks,no glaring sunlight because the rays get crazy sometimes,teh moonlight mod v3,and ...ambient settings darker nights , no murky waters . Plus the high res seafloor and plants . which add a lot IMO ..The green isnt as loud with the more transparent water to my eyes .. I know nothing of the Atlantic Btw . One thing , maybe the main thing, Is it allows me to crank my graphics settings up to max with the low res patch , .. And everything still run fairly smoothly . |
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#518 |
Ace of the deep .
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Here they are adjusting the amount of moonlight in the scene from SH4 . How is this adjusted in SH5 ?
http://www.subsim.com/radioroom/showthread.php?t=196108 |
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#519 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#520 |
Ace of the deep .
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[SeaType #]
WindSpeed= the wind speed that each sea type applies to ScaleX= main wave width. In game units? (1 unit = 10 m) ScaleY= main wave height ScaleZ= main wave length ScaleNormal= ? BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?) BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?) NormalSharpness= ? BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?) BumpStrength= bump map sharpness? FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?) FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?) FresnelBias= applies to water reflections FresnelPower= applies to water reflections LargeWavesArmonics= max number of large waves travelling in a string (?) LargeWavesCoef= ? SeaSpeed= how fast waves are travelling compared to wind speed (?) WaveChoppinessFactor= self explanatory ReflectionIntensity= self explanatory ReflectionDeformation= self explanatory TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent . TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency . SpecGlossiness= specular reflections glosiness SpecIntensity= specular reflections strength SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.c...lour-of-water/ UnderSpecGlossiness= ? UnderSpecIntensity= ? ExtraSpecGlossiness= ? ExtraSpecIntensity= ? ExtraSpecSpread= ? HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible Last edited by THE_MASK; 04-23-14 at 06:19 PM. |
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#521 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you sober. Please keep your comments coming
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#522 | |
Sparky
![]() Join Date: Aug 2005
Posts: 156
Downloads: 500
Uploads: 0
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#523 |
Navy Seal
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#524 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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From the water colour, I am 99% sure that those screenies were taken somewhere around the Baltic/North Sea with DynEnv enabled. Difficult to say what wave mod was used though.
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#525 | |
Ace of the deep .
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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