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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
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Just downloaded.
Waiting anxiously to return to base to install it. Thank you once more Rubini. ![]() |
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#77 | |
Pacific Aces Dev Team
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![]() Quote:
the SH3 ocean pixel shader for example: Code:
ps_1_1 tex t0 texbem t1, t0 mad t1, t1, c0.w, c1.w dp3_sat r0, v0_bx2, t0 lrp r0.xyz, r0.w, c0, c1 lrp r0.xyz, v0.w, t1, r0 + mov r0.w, t0.w // approximately 6 instruction slots used (2 texture, 4 arithmetic)
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#78 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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Wow, the game looks fantastic now.
Good work Rubini, it's the next mod for my "must have" mods set. |
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#79 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
Don´t forget that it can be enabled at any tyme. Just enable it and download your last saved game, then you are ready to go. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#80 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
And about shadows, any hope?
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#81 |
Lieutenant
![]() Join Date: Jan 2008
Location: Netherlands
Posts: 263
Downloads: 68
Uploads: 0
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Thanks Rubini, very nice addition.
![]() I confirm that you can install mid patrol and it seems to work fine in combination with MEP (20 km atmos).
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#82 |
Pacific Aces Dev Team
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I thought it was a shadow shader but it is only assigned to crew models and do some kind of bump-mapping
![]() what I am trying to do is to replace the shaders with new ones which are configurable from the outside.
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#83 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,520
Downloads: 110
Uploads: 0
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^
![]() Already download it and install it! Great mod ![]() ![]() |
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#84 |
In the Brig
![]() Join Date: May 2013
Posts: 96
Downloads: 1
Uploads: 0
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Great work Rubini, as always!
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#85 |
In the Brig
![]() Join Date: May 2013
Posts: 96
Downloads: 1
Uploads: 0
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One suggestion: can you make the DL link bigger or stand out? Its hard to find in the OP.
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#86 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Done!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#87 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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really nice rubini
![]() working fine in my 20km environment ![]() only suggestion/feedback would be if you can make them thicker/darker/fuller.....more visible, in some sunlight conditions i cant see the clouds very well even though they are there in the sky |
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#88 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
Thanks by your feedback. I´m waiting for these type of comments, I mean, what ppl think about how clouds/fog must be: more discrete or more intense at first? If you have some knowledge about S3D, please, open this scene.sim and change all horizon clouds (cardeal points) Global opacity from 0.2 to, lets say, 0.5. Save and reenable the mod. This will make the horizon "clouds" much more intense/darker. The "central_clouds" can have the same modification too if you like it. And if you did it, please, let we know what are the result. Just don´t forget to try your "new" more intense clouds/fog also at night and other wheathers states to really make sure that they will also fit well on these environments. I opted for more discrete fog/clouds as the first release because I guessed that it could fit better the majority of diferents environments on sh3 community. But I also like more a "bit more intense" one. Another thing to think about is that as the mod is "all or nothing" a more intense/darker colors can make the mod a bit tedious and repetitive. Yet another piece to count on is that the clouds becomes more intense after some minutes (sometimes 10 minutes). Let me know yours results and thoughts on the matter. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#89 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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I'm in the process of recooking my mod soup as NYGM just changed a little bit so I haven't yet played with these clouds anywhere else but the mission with vanilla. But it does look stunning
![]() I'm very much looking forward into playing this with MEP and in a campaign ![]()
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#90 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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I need the help from few beta testers for the new version with "real" clouds. It´s also as simple mod as this version 1.0. What you need to do is just enable the mod and play the game, SM or your actual campaign, don´t matter, it will not affect anything, just eye candy.
I should like to know about FPS drops or not, colors, opacity, if it fit or not various environments, how it behaves in sunrise/sunset/night and dusk, etc. If you can help, please contact me by PM, but, please, only if you really can test it. ![]() Thanks!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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