![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#46 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]() Quote:
i will use for tropical weather min 5 and max 48 and for sub tropical weather min 3 and max 12 ... will be a nice combination ![]() |
|
![]() |
![]() |
![]() |
#47 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]()
Added:
FOG Changed fog to have more immersive fog in normal and high versions.... in light and movie versions the fog is not so heavy I must to rework the clouds and the mod is ready |
![]() |
![]() |
![]() |
#48 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Reason is ACSoft .tga introduces new climatezones, generally narrower and not equally distributed around latitude compared to vanilla SH5 or real environment climatezones.tga. These changes should be reflected in ClimateZones.cfg. Existing Weather and EnvColors .cfg files should be renamed accordingly, in order to correct the change in latitude due to the two different CliamateZones.tga, and of course new ones should be created. Not doing so would bring to the following problems (look at the chart for better understanding): 1) missing climate definitions for some areas existing in tga file as separate red values (question marks in the picture). I don't know how the game engine is going to manage them (possible CTD's?) 2) uncorrect climate for some areas. For instance a big part of Northern Atlantic Ocean (around UK) would be treated like a subpolar (polar_A) area, while in reality it got a temperate climate due to the Gulf Stream or Southern Mediterranean would be a tropical area whereas it isn't. 3) abrupt transition between different climate areas, due to the lack of intermediate zones. ![]() In the next image I show the distribution of climate with the use of the same ClimateZones.tga and ClimateZones.cfg from the same mod (ACSoft) with some slight modifiction done by me (see my previous post): ![]() As you can see, Climate Zones are now at their correct place: - Polar (Northern and Southern) for polar climate. Two seasons; - Polar_A (Northern and Southern) for subpolar climate around the polar circles and Scandinavian Peninsula; - Temperate (Northern and Southern) for cold temperate climate (most of Northern Atlantic below the polar circle and North of Iberian Peninsula); - Temperate_A (Northern and Southern) for middle temperate climate (mostly Atlantic Ocean off Iberian Peninsula and Northern Mediterranean Sea) - Tropical_A (Northern and Southern) for hot-dry temperate and subtropical climate (Southern Mediterranean Sea and Atlantic Ocean between Gulf of Mexico and North Western Africa); - Tropical Northern (actually not northern, as it lays on both sides of the equator) for equatorial hot wet climate (Atlentic Ocean between Caribbean Islands, Brazil, and Gulf of Guinea). If you decide to apply these changes, I'm ready to support you with further information or in any other way compatibly with my modest modding skills. ![]() |
|
![]() |
![]() |
![]() |
#49 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]() Quote:
check your PM ![]() After that i will rework the sub climates zones the files with _A for colors and we can have a very unstatic and immersive water and underwater... right now i used only 3 ARGB colors as base... but i can use 6 ARGB colors as base... the things become more and more interesting ![]() |
|
![]() |
![]() |
![]() |
#50 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]()
I will use now 6 diferent ARGB base colors for underwater... the new underwater color will change between this in game:
Polar ![]() Sub Polar ![]() Temperate ![]() Sub Temperate ![]() Tropical ![]() Sub Tropical ![]() I hope i can make the mod very stable ![]() |
![]() |
![]() |
![]() |
#51 |
A-ganger
![]() Join Date: May 2009
Posts: 76
Downloads: 281
Uploads: 0
|
![]()
I notice that you use my work on "climate zones".http://www.subsim.com/radioroom/showthread.php?p=1411954#post1411954
You made a good choice. I added new climate zones it is possible to create new modder climatic environment. If you have any questions, I'm available. good job. ![]() |
![]() |
![]() |
![]() |
#52 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]() Quote:
The conection between climatezones. tga and the climateszones.cfg was the Gap that explained me how it work in game and he will do this part and he can confirm this also... so to be honest i did not used anny of your files... but you are wolcomed if you want to help Last edited by stoianm; 04-11-11 at 07:49 PM. |
|
![]() |
![]() |
![]() |
#53 | |
A-ganger
![]() Join Date: May 2009
Posts: 76
Downloads: 281
Uploads: 0
|
![]() Quote:
there 's no problem. you can use however you like my work. the important thing is that all players benefit. And I encourage you to continue your very good job of modding. Gap understands the usefulness of new climatic zones. His new climatic zones "realists" (temperate_A Southem, tropical_A Southem, Northem temperate_A) offers you the possibility to create new colors and types of climates and oceans that has not n'exitaient the original games SH5. |
|
![]() |
![]() |
![]() |
#54 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]() Quote:
I just readed your old post... i have a proposition for you... you want to take care for the part with underwater ground... i mean i want to have the botom of the see clear as you made in your mod... the underwater plants, rocks etc... what do you say? |
|
![]() |
![]() |
![]() |
#55 | |
A-ganger
![]() Join Date: May 2009
Posts: 76
Downloads: 281
Uploads: 0
|
![]() Quote:
Unfortunately, as time passed, I lost all my previous work on the flora and seabed. I prefer to work independently. if courage and time will allow me, I would resume my work can be. |
|
![]() |
![]() |
![]() |
#56 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]() Quote:
![]() Last edited by stoianm; 04-12-11 at 08:25 AM. |
|
![]() |
![]() |
![]() |
#57 |
Swabbie
![]() Join Date: Aug 2010
Posts: 6
Downloads: 152
Uploads: 0
|
![]()
Bonjour Stoianm, j'utilise votre mod et pour l'instant je n'ai que du bien a en dire, les changements de couleurs sont spectaculaires et du plus bel effet. Merci pour votre travail et a mon avis nous devrions faire un concours de prises de vues, cela le mérite.
Fred ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#58 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#59 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]()
reworked the clouds... now in heavy fog night time you can not see anymore the clouds... immersive
the problem that we can see tha stars in heavy fog night time i can not fix it credit - ddrgn |
![]() |
![]() |
![]() |
#60 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]()
SOUNDS
Added an optional sound mod - stoianm ENVSH5 sound collection comp MO and Stormys DAS BOOT sound mod - sober, w_clear, stoianm |
![]() |
![]() |
![]() |
|
|