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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#2 | |
Mate
![]() Join Date: Jul 2005
Location: Charlotte, NC USA
Posts: 59
Downloads: 64
Uploads: 0
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![]() Quote:
![]() http://www.subsim.com/radioroom/showthread.php?t=165752 |
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#3 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
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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#4 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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@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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#5 | |
Mate
![]() Join Date: Jul 2005
Location: Charlotte, NC USA
Posts: 59
Downloads: 64
Uploads: 0
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![]() Quote:
![]() Oh well, it was worth a shot. Thanks. |
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#6 | |
A-ganger
![]() Join Date: May 2009
Posts: 76
Downloads: 281
Uploads: 0
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![]() Quote:
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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#7 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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thanks for the update...will give it a try!
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#8 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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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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