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Old 04-18-07, 11:06 PM   #1
stabiz
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I didnt see any the last two patrols, and this without fog, but with enviromental effects.
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Old 04-18-07, 11:14 PM   #2
cowboys98
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yeah it looks like this


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Old 04-18-07, 11:23 PM   #3
Skweetis
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Hit ESC, select GRAPHICS OPTIONS and uncheck VOLUMETRIC FOG. While you will nolonger have volumetric fog, your crew will nolonger become transparent.

Cheers.
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Old 04-18-07, 11:24 PM   #4
ironkross
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Quote:
Originally Posted by cowboys98
yeah it looks like this


"I'm feeling a little light-headed."
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Old 04-18-07, 11:41 PM   #5
cowboys98
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im not using volumetric fog.
video card is nvidia 7600gs
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Old 04-18-07, 11:47 PM   #6
ironkross
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Quote:
Originally Posted by cowboys98
im not using volumetric fog.
video card is nvidia 7600gs
Have you unchecked environmental effects? That got rid of the transparencies for me.
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Old 04-18-07, 11:50 PM   #7
Ilpalazzo
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I have been getting it since I got the game. Was really hoping 1.2 would fix it. Maybe 1.3 will. sigh. I think I would rather deal with it than turn off evironmental effects.
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Old 04-19-07, 01:54 AM   #8
captainFlunky
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Quote:
Originally Posted by cowboys98

Jayzus will somebody mod the hat? I mean, come on Ubi, if you're going to go for the Greek fisherman look just make all the officers look like this dude.

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Old 04-19-07, 02:19 AM   #9
Seeadler
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Environmental Effects produces only very little transparency on deck crew, hardly noticeably. Volumetric Fog do more transparency on deck crew.

A good mission to test this out is the quick mission "Against all Odds", because it has volumetric fog right from the start. This bug affected all deck crews, also the ones on ships.

Yesterday evening I have experiment with this fault and gave the fog a red color through the volumetric fog shader. Transparency appears when the pixel color of the fog texture overlap the pixel color of a crew skin but not if it overlap the pixel color of the sub skin. So this might have it source in the material property of the models.
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Old 04-19-07, 09:58 AM   #10
Payoff
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Sounds like you are onto something Seeadler. I was thinking this was implemented to maintain FPS.
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