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Old 04-14-10, 03:35 PM   #1
Nisgeis
Ocean Warrior
 
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Quote:
Originally Posted by kylania View Post
Odd, I'm seeing gradient lines in the "preview pic" for that mod.
I think that's down to it being a jpeg. The actual in game shot may be clean. I don't know for sure though.
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Old 04-15-10, 11:16 AM   #2
Captain von Keldunk
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gradient lines

I found out that reducing gradient lines affect fog and other visual stuff.
so I had to make a compromise. Also my mod do not change sun, moon. gradient lines. my latest V2.3 has whitecaps.
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Old 04-15-10, 11:27 AM   #3
panosrxo
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I fixed gradient lines by disabling visible nodes in sky environmental file. But that turned off stars, sun and moon but not their light reflexions and shafts. So I believe the problem has to do something with the lights or the 3d dome...
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Old 04-15-10, 11:45 AM   #4
Captain von Keldunk
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Quote:
Originally Posted by panosrxo View Post
I fixed gradient lines by disabling visible nodes in sky environmental file. But that turned off stars, sun and moon but not their light reflexions and shafts. So I believe the problem has to do something with the lights or the 3d dome...
Good luck with with your gradient line work
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck
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Old 04-15-10, 12:00 PM   #5
panosrxo
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Quote:
Originally Posted by Captain von Keldunk View Post
Good luck with with your gradient line work
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck
thanks, I will do my experiments
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Old 04-15-10, 12:47 PM   #6
Decoman
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I am sure I asked about this in some other thread, but does anyone know if it is possible to use a real 16 or 32bit HDR texture as input?

As oppossed to the regular LDR 8bit textures.
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Old 04-15-10, 01:05 PM   #7
panosrxo
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Quote:
Originally Posted by Decoman View Post
I am sure I asked about this in some other thread, but does anyone know if it is possible to use a real 16 or 32bit HDR texture as input?

As oppossed to the regular LDR 8bit textures.
The sky in SH5 doesnt use textures, it is just rendered using colors.
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Old 04-15-10, 01:04 PM   #8
Seeadler
Pacific Aces Dev Team
 
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Quote:
Originally Posted by Captain von Keldunk View Post
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck
Yes, that is the place where the sky gradient is generated.
SH5 used in contrast to his predecessors for the gradient not a texture.

The pixel shader generates here a color for each pixel in dependence to his height in the sky. A linear interpolation ( lerp() ) between top and bottom color values is used. The input values comes from the EnvColor_???.cfg's
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Old 04-15-10, 03:52 PM   #9
7thSeal
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Quote:
Originally Posted by Captain von Keldunk View Post
I found out that reducing gradient lines affect fog and other visual stuff.
so I had to make a compromise. Also my mod do not change sun, moon. gradient lines. my latest V2.3 has whitecaps.
One of the first things I noticed with your mod is the big reduction of gradient lines. The only time I see them slightly is on clear blue skies looking straight up above me, even then they're only slightly visible and its not to often that I'm looking straight up.

Now if somebody can get a grip on the ones showing while underwater using free cam for screenies.
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