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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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does v4.2 fix the wake problem?
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#2 |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
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No, but the culprit seems to have been located.
It's probably the content in data\Shaders\Wakes. Waiting for fix in 4.3.
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Cheers Uffe |
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#3 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
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Hi Mr TDW
This is a mistake. I wanted to solve the problem of white foam. Wake and foam is to use the same parameters。But no solution, I really hope you can help me,Wake and environmental impact of the bubble are very strong, this has led to a bubble of infection when you set the other colors。 ![]() I do not know can you understand my Chinese English? ![]() Last edited by W_clear; 10-28-10 at 01:13 AM. |
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#4 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
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This is a screen found on SUBSIM:
![]() Is possible to decrease a shadow effect at bad weather? Now the shadow looks like in a sunny day, but this is storm... Storm -> no sun shafts / no sun light -> no shadow
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#5 |
Soundman
![]() Join Date: Nov 2008
Location: Russia
Posts: 147
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Mr. W_clear, please can you made realistic torpedo wakes?
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http://hosted.filefront.com/Unterseeboote/ |
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#6 |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
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lights.cfg conflict brings back ugly halo frames
The Environment mod as such looks brilliant
![]() ...when installed last, it disables the No Damn Bubbles, No Damn Halo Mod or the same No Halo function incorporated in SteelViking's Interior Mod. Those dead ugly halo frames are now back on interfunctioning persons/items, and that totally spoils immersion. ![]() After some investigating I found that it is "lights.cfg" in the Environment mod that causes the ugly halo to return. If I put SteelViking's Interior Mod after the Environment mod, the ugly halo is gone, but I have a feeling that that might have some negative effect on the Environment mod, as SteelViking's lights.cfg overwrites lights.cfg of the Environment mod. Comparing these two lights.cfg files, several differences can be seen, but I don't understand how they work. I guess that for the Environment mod to work properly, no other mod should overwrite its lights.cfg. Is there a way to use the Environment mod in its full glory without the ugly halo? ![]()
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Cheers Uffe |
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#7 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
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#8 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
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ustahl
In W_Clears enviroment file Lights.cfg find: [InteractiveObjectsHighlight] Spread=2 Blend=0.5 ColorR=0.58 ColorG=0.47 ColorB=0.23 ...change parameter blend=0.5 to blend=0.That will eliminate halos on crew without any side effect on W_Clear enviroment mod. Outstanding mod W_Clear and greetings to China. ![]() |
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#9 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
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#10 | |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
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Yes the wake problem is solved because version 4.3 does not include anymore the guilty modification:
"Data\Shaders\Wakes\ShipWakePS_SH5.fx" Quote:
TDW, maybe you can check this ? Shall we use again the set of files TDW made some time ago ? TDW, maybe you can give to W_clear a new set of required files ? ACS |
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