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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Soundman
![]() Join Date: Aug 2007
Location: On dry land, in Copenhagen
Posts: 142
Downloads: 39
Uploads: 0
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Here's a request then: W_Clear I'd love a version of your mod with less fog. I Think visibility is a bit too low even in light fog. Any way you could do this? I don't have a clue when it comes to modding.
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#62 | |||
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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#63 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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Looks bloody brilliant!!
![]() ![]() ![]() ![]() ![]() BTW, since he worked on fog, is the volumetric fog still an akwardly FPS killer? |
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#64 |
Torpedoman
![]() Join Date: Mar 2006
Location: MA. US
Posts: 112
Downloads: 41
Uploads: 1
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Thank you W Clear,
Your work adds a great deal to this game. |
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#65 | |
Lucky Jack
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#66 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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SH4/Data/Shardes/Lightshafts/LightShaftsPS.fx ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #include <data/Shaders/LightShafts/common.inc> float4 main( PS_IN In ) : COLOR { // ----------------------------------- float4 rayColor=float4(0.8,0.9,1,1); float scale=0.1; float opacity=0.004; // ----------------------------------- TO #include <data/Shaders/LightShafts/common.inc> float4 main( PS_IN In ) : COLOR { // ----------------------------------- float4 rayColor=float4(0.8,0.9,1,1); float scale=0.1; float opacity=0.001; // ----------------------------------- |
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#67 |
Lucky Jack
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Well W_clear, I ran this mod through all the weather. Rain and limited visablity looks good and realistic as it can be. I cruised through 10 meter wind with mist and haze that limited visiblity as well. Looks good to me and I like it. I cruised through calm seas and clear skies. Visibilty was great. I could see for miles. Hunting very easily. Looks and feels realistic to me. Then I sludged through 15 meter winds with fog and rain. I blew cookies all over the bridge from the swells. I was wet to my very core and the fog/mist just made hunting miserable. Good job
![]() However, I think 15 meter winds need to be reduced. The reason is, the submarine only moves very little up and down but really stays stationary on your screen. The sea around the sub moves thus giving the effect of a submarine moving threw the water. This is how the graphics engine renders movement. 15 meter winds are too much as the sea around the sub is just hills and mountains of water. As a result, I get the flying sub effect. Reduced troughs between waves with 10-12 meter winds helps reduce the flying submarine issue.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#68 | |
Rear Admiral
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http://id.mind.net/%7Ezona/mstm/phys...d1/wave3d1.htm The best example of how waves are in SH4. The sub.. resides on the blue square or plane. Thats the "rail". |
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#69 | |||
XO
![]() Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
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Nope, it totally removes light shafts underwater if I do this. Just like disabling from the graphics menu. ![]() |
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#70 |
Medic
![]() Join Date: Oct 2007
Posts: 164
Downloads: 124
Uploads: 0
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Will this work with 1.4 or only 1.5? And if it will not work with 1.4 than are you planning a 1.4 version? Thanks.
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#71 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#72 | ||
Medic
![]() Join Date: Oct 2007
Posts: 164
Downloads: 124
Uploads: 0
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#73 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Download llink: http://files.filefront.com/Smoll+wav.../fileinfo.html |
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#74 |
Ace of the deep .
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Try compressing it again and re upload it . unexpected end of archive . Cheers .
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#75 | ||||
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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![]() Quote:
It seems to me that the only result would be that the stock shafts.dds file would be used, instead of the one provided in the mod. Of course, if you removed shafts.dds from the SH4 Data file, you would'nt get any lightshafts at all, as you say. Last edited by Canonicus; 03-21-08 at 09:06 AM. |
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