![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
|
![]() Quote:
![]() Peabody
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
|
![]() |
![]() |
![]() |
#2 |
Eternal Patrol
![]() |
![]()
Well, I've just spent two hours experimenting and testing, and I like it!
@ Peabody: Thanks for the suggestion on JSGME. I'm going to relable what I've done and make several folders, one for Atlantic, Med and who knows what. @ Zel: Special thanks for telling me what I needed to know. There is one thing though - it's the opposite of what you thought. The smaller number is more clear, larger is less. I don't know why, but there it is. Here's what I found: .02 ![]() ![]() .05 ![]() ![]() 1 ![]() ![]() 2 ![]() ![]() 5 ![]() ![]() Any darker than 5 and you really start to lose the boat at periscope depth. I'm thinking I'll experiment with 20 meters and see how that looks, as that's about as deep as a plane should be able to spot you. Maybe 30, so the top of the conning tower will be at about 20. We'll see how it goes.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#3 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
|
![]()
Hi there,
I was looking into the same issue some time ago and wanted to reduce the water clarity (when viewed from the surface). I was quite happy with the result and wanted to make a little release out of it. But because of a lack of time I stopped tweaking it further - and playing too. Here is what I got up until that point: ![]() Also in this thread: http://www.subsim.com/radioroom/showthread.php?t=162424 The change done was to edit the last lines of the main function in the data/shaders/waterTranspPS.fx file like this: (IIRC, can't test right now) Code:
float maxDist = WaterParams.w; //[ser] Increase opacity near intersections to make water edge more visible float shallowfactor = saturate(1/(depthlength*25 + 1)); //[ser] Attempt a pseudo-antialiasing by decreasing opacity smoothly near zero-depth shallowfactor = saturate(shallowfactor - pow(shallowfactor,4))*2; depthlength = saturate(depthlength/maxDist + shallowfactor); |
![]() |
![]() |
![]() |
#4 |
Eternal Patrol
![]() |
![]()
That's interesting. I know so little about the files and what they do that I've never considered trying anything at all, much less the fancy stuff. I keep hoping to learn but I have so many other things I'm doing that I just keep putting it off.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#5 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
![]()
Hmmm, I fixed the white jaggies around the sub in PE4 - are they back again in Real Environment Ichso?
__________________
-------------------------------- This space left intentionally blank. |
![]() |
![]() |
![]() |
#6 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
|
![]()
Hm, do you mean this white rectangle on my screenshot ? That was there for some other reason I do not remember anymore.
|
![]() |
![]() |
![]() |
#7 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
![]()
The white rectangle was probably because of umark.dds being changed and isn't what I'm referring to. It's hard to see in your screenshots, as they have been scaled down, but it appears that there are white pixels around the wires and edges of the sub.
__________________
-------------------------------- This space left intentionally blank. |
![]() |
![]() |
![]() |
|
|