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Old 05-19-11, 07:35 PM   #421
Captain Can
Soundman
 
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hey stoianm, i tried out this mod today, all i can say is hats off to you man.
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Old 05-20-11, 03:38 AM   #422
urfisch
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thanks a lot for your intensive work in this!!!

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Old 05-21-11, 08:35 AM   #423
tonschk
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The Water Surface SPECULAR Reflection effects of SH5 are Amazing, thank you Stoianm



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Last edited by tonschk; 05-25-11 at 04:58 AM.
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Old 05-21-11, 10:24 AM   #424
sarkhumar
Watch
 
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just starting using this mod 2.1... but I can say 'shallow waters' is tremendous....very nice and realistic....

by the way.... is FLOOR (optional) included in 2.1 ?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Spanish
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
NewUIs_TDC_6_5_1_Real_Navigation
NewUIs_TDC_6_5_1_U-Jagd_Chrono
Church's SHV 1.01 Keyboard Commands v1.1
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
AOB slide ruller for TDW UIs and MO by stoianm
Critical hits 1.1 Torpedos
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.5
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally TDC Help v2
gap - HD 1 deg Scope Bearing v 1.0
SOAN - ship data
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Lite Campaign LC 1.2
Black_Skin_albrecht
Nauticalwolf's_Torpedo_Textures_v1.2
Radio_Gramophone_Skin
TDC Graphics by Naights v1.0
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Das Boot Crew Mod For SH5
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Sounds V2.1
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Old 05-21-11, 10:53 AM   #425
LtzS_Petersen
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Is the Atlantic blue Water Mod needed with this Mod?
And i have in the Baltic Sea no kind of blue, did i something wrong?

Thats what i want at sunny Days:

Cap Arkona

I tried your big Waves, its a really good Experience for my young Crew.
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Old 05-21-11, 11:29 AM   #426
stoianm
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Quote:
Originally Posted by sarkhumar View Post
just starting using this mod 2.1... but I can say 'shallow waters' is tremendous....very nice and realistic....

by the way.... is FLOOR (optional) included in 2.1 ?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Spanish
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
NewUIs_TDC_6_5_1_Real_Navigation
NewUIs_TDC_6_5_1_U-Jagd_Chrono
Church's SHV 1.01 Keyboard Commands v1.1
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
AOB slide ruller for TDW UIs and MO by stoianm
Critical hits 1.1 Torpedos
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.5
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally TDC Help v2
gap - HD 1 deg Scope Bearing v 1.0
SOAN - ship data
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Lite Campaign LC 1.2
Black_Skin_albrecht
Nauticalwolf's_Torpedo_Textures_v1.2
Radio_Gramophone_Skin
TDC Graphics by Naights v1.0
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Das Boot Crew Mod For SH5
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Sounds V2.1
No it is not included... like this your mod soup is ok
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Old 05-21-11, 11:30 AM   #427
stoianm
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Quote:
Originally Posted by LtzS_Petersen View Post
Is the Atlantic blue Water Mod needed with this Mod?
And i have in the Baltic Sea no kind of blue, did i something wrong?

Thats what i want at sunny Days:

Cap Arkona

I tried your big Waves, its a really good Experience for my young Crew.
he he ... you will have like this in big waters.. in general near lands we putted uppeling phenomen...the water color is diferent depends by regions... so you will have starting from gren, gray, cold blue, light blue etc - you do not need to install atlantic bluer water color after this mod... i do not recomand to install after this mod any other env mod
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Old 05-21-11, 01:33 PM   #428
LtzS_Petersen
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O.k., i use only 2,1 now. Tried the Calais-Test Mission, looks really nice.
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Old 05-22-11, 09:55 PM   #429
Caustic
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Thanks for this mod. It evolved the game into the detailed nautical simulator that it was intended to become.
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Old 05-23-11, 11:57 AM   #430
HWO
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Hi Stoianm!
I´m new here on the forum but I´m not new to the Silent Hunter series and modding in general, even though I´ve mostly modded the (Rome) total war series textures for my own taste and in accordance with history.
First of all thanks to you and Gap for a wonderful mod, it makes the game so much more immersive!
My questions are; is it somehow possible to increase the number of rainy days in the Atlantic or is totally hardcoded in the exe? Secondly what climate do the landmasses (the bluish areas) have, because I noticed when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures so I added the temperate ocean textures from the Kielcanal to the Elbe and voilà - winter. So, do bluish temperate landareas only have summer ingame?

mul---355;umesc mult! (I don´t know if that is right, my romanian isn´t exactly good, although I can understand some with my spanish knowledges!)
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Old 05-23-11, 01:47 PM   #431
Magic1111
Silent Hunter
 
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Quote:
Originally Posted by HWO View Post
when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures
...because in Hamburg is not often snow, more rain....
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Old 05-23-11, 03:12 PM   #432
gap
Navy Seal
 
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Hi HWO,
thanks for your report. Answers to your questions below:

Quote:
Originally Posted by HWO View Post
is it somehow possible to increase the number of rainy days in the Atlantic or is totally hardcoded in the exe?
It is hardcoded. Some months ago h.sie created an external application that tweaks the weather generation algorythm for SH3 (http://174.123.69.202/~subsimc/radio...177507&page=14), but AFAIK noone managed to do the same for SH5.

Quote:
Originally Posted by HWO View Post
Secondly what climate do the landmasses (the bluish areas) have, because I noticed when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures so I added the temperate ocean textures from the Kielcanal to the Elbe and voilà - winter. So, do bluish temperate landareas only have summer ingame?
interesting. Can you tell me what did you modify exactly? I think I overlooked some side effects of our method for creating a complex weather, but hopefully a fix for them is going to be possible!
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Old 05-24-11, 02:45 AM   #433
Pintea
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Hello,

Congrats for the mod stoianm, you really worked hard for it !

Noticed one thing however: on the shore, the water transparency is deeper than the underwater terrain is rendered (is only rendered to ~30m depth when you're outside the water).
So you get those ugly "holes" here and there through the water.

There two solutions:
1. modify the water shader to not clip the underwater terrain anymore.
2. decrease the transparency depth.

Of course, if no one's bothered by it you can keep it the way it is
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Old 05-24-11, 02:55 AM   #434
SteelViking
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Quote:
Originally Posted by Pintea View Post
Hello,

Congrats for the mod stoianm, you really worked hard for it !

Noticed one thing however: on the shore, the water transparency is deeper than the underwater terrain is rendered (is only rendered to ~30m depth when you're outside the water).
So you get those ugly "holes" here and there through the water.

There two solutions:
1. modify the water shader to not clip the underwater terrain anymore.
2. decrease the transparency depth.

Of course, if no one's bothered by it you can keep it the way it is
I would really appreciate it if someone would look into this. I would myself but I have too much on my hands. It is important for imported ships, as we do need tuned up transparency to see the imported ships underwater when viewed from above.
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Old 05-24-11, 05:08 AM   #435
stoianm
Ocean Warrior
 
Join Date: Dec 2010
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Quote:
Originally Posted by Pintea View Post
Hello,

Congrats for the mod stoianm, you really worked hard for it !

Noticed one thing however: on the shore, the water transparency is deeper than the underwater terrain is rendered (is only rendered to ~30m depth when you're outside the water).
So you get those ugly "holes" here and there through the water.

There two solutions:
1. modify the water shader to not clip the underwater terrain anymore.
2. decrease the transparency depth.

Of course, if no one's bothered by it you can keep it the way it is
Hi Pintea,

Yes this is because of the water pixel shader as you suposed ... it is apear only when is sun outside and the water is not so deep like you noticed.. i do not know manny things about this pixel... if you unninstall the Dynamic Envirnment SH5 Shallow Waters you will not have that side efect
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