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Old 03-30-10, 03:23 PM   #91
tonyeh
Bosun
 
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Love the mod, but have to agree. The underwater colour of the Atlantic is waaaaay too blue. Light blue and bright.

Should be a darker blue and more opaque.
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Old 04-06-10, 02:58 PM   #92
rik007
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He tonyeh, have you ever whatched some wildlife documentaries shot at the atlantic??

I added v0.9 with a flat sun fix.
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Old 04-07-10, 08:05 AM   #93
R3D
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loving this mod witht he fix now, cheers rik.

as for the blue i thing it's abit too Blue, the atlantic has a rather horrible green look to it in the north and a visual distance sometimes of almost nothing xD.

but im fine with it.
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Old 04-07-10, 01:17 PM   #94
sergei
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Thanks for v0.9 Rik007.
Your environment now looks perfect on my machine
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Old 04-07-10, 10:46 PM   #95
UltimaGecko
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I guess I'll nitpick first:
The Atlantic visual distance and color seems to be a bit more representative of the Carribean Atlantic than the North Atlantic...but I seemed to have the same underwater color with the Arctic options as well. The distance specifically seems a little extreme (it's possible to see your sub cruising along the surface 50m down); Commander's opacity settings didn't seem to influence that either.

I'm encounter a darkened faces bug too, but I think it's from a crew-related mod and not this one.


Otherwise, it looks exceptional. The waves look very good. Plus my con tower usually manages to actually stay above the surface of the water now. Overall the problems are pretty minor.
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Old 04-07-10, 10:55 PM   #96
rik007
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Glad to see you all enjoy it. The dark faces is a stock bug which cannot be fixed by modding. Just don't stare at it and you will not notice it in anymore.
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Old 04-08-10, 06:31 PM   #97
UltimaGecko
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The new version 0.9 seems to have problems with the 20km version. My sky looks like this:


I'm guessing due to the sun halo effect behind the clouds. I tried it with the GWX 20km unofficial loaded first and without it loaded at all and it turns out like that either way. The normal version seems to work without the glitch, though.
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Old 04-08-10, 06:40 PM   #98
comet61
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Default shimmering

Yup..I'm having the same exact problem. I loaded the 0.09v 20km and I had a shimmering horizon and sky...not to mention blocked (Whiteout) out chunks of ocean at a distance. I reverted back to the 8/16km version. Tried tweaking my NVidia setting to no avail. Bummer.....
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Old 04-09-10, 06:50 AM   #99
rik007
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I will look into it. Did not test the 20K version before releasing.
Not too difficult to repair as I had that before.
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Old 04-10-10, 02:30 AM   #100
rik007
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As you may have noticed I fixed it. 20Km should be fine!
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Old 04-10-10, 03:44 AM   #101
comet61
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Default 20km version

Yes indeedy!! Looking awesome!! I have a good 20km horizon, no flat sun and great water environment and no video glitches.

Job well done Rik007!!

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Old 04-28-10, 08:32 PM   #102
timmy41
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I tried both the 16k and 20k atmosphere versions of .9 and the water looks excellent, but for some reason it ends after a 5 by 5 k square with my viewpoint always at the center. From the tower, this isnt a problem at all. but when I use external camera to get pictures, the water beyond the square is replaced by a generic gray or land, and it looks very ugly.
This was not a problem with standard GWX3, where the water would be present all the way to the horizon in a good detail.
Is there an in game setting I may have missed, or is this an inherent characteristic of this mod? Can it be fixed?
Without it I can not take nice shots or very much enjoy the view from the sky.
Example of standerd water.
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Old 04-28-10, 10:07 PM   #103
timmy41
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Bergen docks looking west

GWX3 with 16k atmosphere


GWX3 with ShV water v.9 16k atmosphere
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Old 04-30-10, 02:48 AM   #104
rik007
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To put it simple: More detailed distance implies that the squary nature of the game engine is amplified. I didnot design it with an outside view objective as number one priority, so just do not stare at it and you will be fine.
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Old 05-01-10, 12:53 AM   #105
timmy41
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Quote:
Originally Posted by rik007 View Post
To put it simple: More detailed distance implies that the squary nature of the game engine is amplified. I didnot design it with an outside view objective as number one priority, so just do not stare at it and you will be fine.
oh, so its unavoidable?
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