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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Aug 2019
Location: Patroling the south pacific
Posts: 321
Downloads: 75
Uploads: 0
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I have had some success at tweaking my sub mechanics, adding diesel smoke etc.
One thing that has been plaguing me is fixing the interim wakes the sub creates at speed. Not the Bow Wake, nor the Stern Wake. I'm talking about the darker wake that fans way out like christmas tree branches from the sub on both side. Its a file and a filter, but I cant seem to figure out whoch. The texture files in Misc are my targets, but so far not one I touched has made any change in game, so I'm not finding it. Any clue would help. Thanks |
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#2 |
CTD - it's not just a job
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There is a node link relationship between the SubName.dat and the SubName.val, and you might just be wanting to noodle with the "GeometryShipWake" in the val, which links to the Node:SumName_ShipWake in the dat file. Not the 2x front wakes, not the 1x rear wake, but the node in the middle of the boat... at least, that's what it sounds like you're after. I'm not sure if you're after "darkening" it? For me, that is a black box area of the game, and all I'm good at doing with it is CTDs - besides the fact that the wake is a resource eater...
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"...and bollocks to the naysayers" - Jimbuna |
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#3 | |
Chief
![]() Join Date: Aug 2019
Location: Patroling the south pacific
Posts: 321
Downloads: 75
Uploads: 0
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![]() Quote:
So far I found a direct correlation of GeometryShipWake with the WakeHM.dds texture file. I've built Normal textures before (-Normal- meaning water transparency) and I have the necessary 3d software. I've altered the WakeHM.dds file enough that its not as dark as it was. The depth alpha layers where incorrect, or maybe set too deep based on the creators tastes and graphics card. Todays modern gpu card interprets the data way too much so it looks fake and not like a mid wake at all. At least to me. Now with the texture file set, i'll be playing with the val and dat to see what I can come up with. |
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#4 |
Chief
![]() Join Date: Aug 2019
Location: Patroling the south pacific
Posts: 321
Downloads: 75
Uploads: 0
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So far I havent found the spots to alter water as in the whole ocean, reflectivity. It seems to glass like.
Any tips in where to find that. I'm hoping not to have to alter filter files, but I am getting close to finding it and it seems to point in that direction. Comparing improved environment, real enviroment and TMO mods water seems like its all filter, but I may be wrong here. |
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#5 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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Skirich;
I may or may not get what you're trying to change in your first post, but I remember when I was put off by the wake the sub made; it was just too huge and unrealistic... I went into the Graphic Settings and unchecked the 3d Ship Wakes and, much to my delight, the resulting wake looked much more realistic. |
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#6 |
Chief
![]() Join Date: Aug 2019
Location: Patroling the south pacific
Posts: 321
Downloads: 75
Uploads: 0
|
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I was able to get a really nice wake and water.
I had to modify the wake texture, the shipval, and tweek TMO’s clearwater filter. I was about to upload them here but it won’t let me. So I’ll make a mod with some snapshots tomorrow and upload for anyone wishing a fix for those dark wake bands. |
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#7 |
CTD - it's not just a job
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Sounds nice. Send Onkel Neal a PM and request file upload privileges. My main trouble with uploading is landing my mod in the correct folder... Sailor Steve has had to help me there...
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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