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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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If you were using Dynamic Environment v 2.1, you can enabled the new version any time ![]() |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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By that I take it you mean I wouldn't have to start a new career? And yes I do have the Dyn Env v2.1 mod installed right now. Just uninstall 2.1 and install 2.9 in the same lines where 2.1 was?
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#3 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() The naming of DynEnv's submods have probably misleaded you into thinking that they apply to different wind ranges, and that they can therefore be enabled together. I and stoianm could have actually called them "normal version", "very high waves version" and "high waves with abnormal frequency version". They all, especially the last two, are sort of experimental, as they try to address a limitation of the game engine (which limits the wind speed to max 15 m/s) by increasing dramatically wave strenght leawing wind speeds unaltered. The settings of the three of them are found in the same file, and enabling more than one would mean that only the one enabled last would be applied. On the other hand, their merging into one file, would require a delicate averaging/finetunig of parameters from different version applying to the same wind speeds, rather than a simple copy/paste process. Waiting for a proper wave mod, I suggest you sticking to one of the following: - breeze version (as included in DynEnv's package); - gale version with Fifi's improvements (available as an external download at post #1); - sobers wave mod (also available from post #1) Quote:
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#4 |
Gunner
![]() Join Date: Mar 2006
Location: Romania , Bucharest
Posts: 91
Downloads: 86
Uploads: 0
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installed the mod, everything looks ok but underwater i see lots of white textures, what did i miss?!
LE: installed the critical update and everything is fine ! nice graphics ! nice mod! 10/10 !!!! |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() Since you are enjoying the mod so mutch, you might be pleased knowing that it was started as a solo project by a country mate of you. I take the occasion for praising (once more) our friend stoianm and all the subsim buddies who have contributed to it! ![]() ![]() |
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#6 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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A Big Thank you to Stoianm
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What we do in life echoes in Eternity |
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#7 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Stoianm - he is the man!
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#8 |
Ace of the deep .
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[SeaType #]
WindSpeed= the wind speed that each sea type applies to ScaleX= main wave width. In game units? (1 unit = 10 m) ScaleY= main wave height ScaleZ= main wave length ScaleNormal= ? BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?) BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?) NormalSharpness= ? BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?) BumpStrength= bump map sharpness? FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?) FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?) FresnelBias= applies to water reflections FresnelPower= applies to water reflections LargeWavesArmonics= max number of large waves travelling in a string (?) LargeWavesCoef= ? SeaSpeed= how fast waves are travelling compared to wind speed (?) WaveChoppinessFactor= self explanatory ReflectionIntensity= self explanatory ReflectionDeformation= self explanatory TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent . TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency . SpecGlossiness= specular reflections glosiness SpecIntensity= specular reflections strength SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.c...lour-of-water/ UnderSpecGlossiness= ? UnderSpecIntensity= ? ExtraSpecGlossiness= ? ExtraSpecIntensity= ? ExtraSpecSpread= ? HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible Last edited by THE_MASK; 04-23-14 at 06:19 PM. |
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#9 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you sober. Please keep your comments coming
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#10 | |
Navy Seal
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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