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Old 03-31-10, 04:10 PM   #1
reaper7
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Quote:
Originally Posted by urfisch View Post
hmmm...normally the sky gradient was a tga file...512x512 px...
Maybe its still there somewhere, if ya find it let us know and I'll try creating a better alpha channel.
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Old 03-31-10, 04:56 PM   #2
reboot
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Quote:
Originally Posted by reaper7 View Post
Maybe its still there somewhere, if ya find it let us know and I'll try creating a better alpha channel.
Is it the file referenced in this post?
http://www.subsim.com/radioroom/showthread.php?t=165752
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Old 03-31-10, 05:40 PM   #3
reaper7
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Quote:
Originally Posted by reboot View Post
Is it the file referenced in this post?
http://www.subsim.com/radioroom/showthread.php?t=165752
Ok here's the texture files from the folder as listed in the Thread. First is the SH5 .DDS file that the sim may be using. I would take it the the first 2 boxes are for Night and Day as these are the alpha layers. The rest are for the different sky textures placed over the alphas.
They are Dark blue and light blue in colour, but the Alpha layer is switched on hence the red colour.

Here you can see the terrible banding effect in the Day time Alpha.



Heres the Sh3/4 type .TGA (Which is 4 times larger in file size but has less compresion). As you can see there it is a hell of alot better regarding the banding.



Now its being posted on that thread that the Sim may not be using these files. And any results for replacing the better one for the more compressed version is a placebo effect. That may be true, then again untill someone can confirm that is not the case.

Anyway back to the above, I guess the TGA version could be worked on to improve the Alpha channel. This could then be saved in the 8.8.8.8 format .dds file for better results.
That is if we can improve the Alpha and get smoother results.

I am currently working on this in regards to the glass effect in my Mod above as I want to recreate the same effect I'm getting with the glass in Photoshop to be the same that I get with the alpha channel in the Editor.
Once I get that figured out the same could be done here.
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Old 03-31-10, 06:17 PM   #4
reaper7
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Default Hi reboot can you try this out.

@Reboot

Hi I had another look at them files and did up a quick fix to the graphics.

Here's the original:


As you can see the alpha would not be the main problem of the banding, but the sky texture themselves. The transistion between some of them go in jumps eg dark blue then medium blue the light blue.

So I redid a quick replacement to improve the jumps between bands.
Here's the result:


But I have noway to test this at the moment, away from home for a couple of days.
And because of DRM can't get into SH5 to test

Have uploaded the replacement file here if you can test for me and give me feedback on results. If Ok I'll release officialy after tweaking abit.

http://www.subsim.com/radioroom/down...o=file&id=1695


EDIT: Hi Reboot going over that thread it looks like this will have no efect as they files are not used to render the sky scenes.

Last edited by reaper7; 03-31-10 at 07:11 PM.
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Old 03-31-10, 07:25 PM   #5
reboot
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Quote:
Originally Posted by reaper7 View Post
@Reboot

EDIT: Hi Reboot going over that thread it looks like this will have no efect as they files are not used to render the sky scenes.
Just tried it and no difference
Oh well, it was worth a shot. Thanks.
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Old 04-01-10, 05:50 PM   #6
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Quote:
Originally Posted by reaper7 View Post
@Reboot

Hi I had another look at them files and did up a quick fix to the graphics.

Here's the original:


As you can see the alpha would not be the main problem of the banding, but the sky texture themselves. The transistion between some of them go in jumps eg dark blue then medium blue the light blue.

So I redid a quick replacement to improve the jumps between bands.
Here's the result:


But I have noway to test this at the moment, away from home for a couple of days.
And because of DRM can't get into SH5 to test

Have uploaded the replacement file here if you can test for me and give me feedback on results. If Ok I'll release officialy after tweaking abit.

http://www.subsim.com/radioroom/down...o=file&id=1695


EDIT: Hi Reboot going over that thread it looks like this will have no efect as they files are not used to render the sky scenes.

I myself called test these textures and made changes on it but I think what has not used anything in SH5. I think being a little twisted, which are a residue of old games bind to property rights to pass SH, like many other textures present in the files of SH5. I think we should change the config files in this Silent Hunter 5 / data / Env to FIND the solution to the problem.
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Old 04-03-10, 09:50 AM   #7
urfisch
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thanks for the update...will give it a try!
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Old 04-03-10, 05:53 PM   #8
reaper7
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I'm running ino brick walls everywhere with SH5. I have most of the dials working at this stage, but some refuse to do anything.
Eg the Straight run and the Torp Impact angle just stay at there default values.

These are the values I've set up for the dials I created on the TDC Page:

[Dial84]
Name=reaper7_Torpedo_Straight_Leg
Type=20; DIAL_TORP_STR_RUN
Cmd=Set_torpedo_straight_run
Dial=0x3B200001
CrtVal=0x3B200003
NewVal=0x0
DialVal=20,340
RealVal=0,12500; meters
Circular=Yes
CmdOnDrag=Yes

[Dial89]
Name=reaper7_Torpedo_Impact_Angle
Type=21; DIAL_TORP_2ND_GYROANGLE
Cmd=Set_torpedo_2nd_gyroangle
Dial=0x3B2D0001
CrtVal=0x3B2D0002
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes

Now I've noticed also if I set the stock dials that are on the TDC page to be used onscreen instead (I have them set ouside the Page Dispaly so only my created ones show onscreen) that they do not show up onscrenn at all.
Its as if the Devs have removed them from the game altogether.
All stock dials show onscreen except for these 4:

1. Straight Run
2. 2nd Gyroangle
3. Leg
4. Pattern angle

Can anyone else confirm this (If so the Full TDC is broken).

If this is the case it there any workarond for geting the values for Straight run and the Torp Impact to my created dials?




Last edited by reaper7; 04-03-10 at 06:39 PM. Reason: Added Pics of the Problem
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