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Old 08-21-07, 11:23 AM   #301
Hawk_345
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ok from reading and seeing all that writing on the first page im a little confused, for the ready use file i just put it into jsgme right? i dont ahve to anything else, all that writing after the downloads is if you want to do it manually right?

the instructions are probably simple, i just cant concentrate now, ive been doing to much work after having to redownload gigs and gigs of new stuff after reformating the computer the last few days.

.....EDIT: ok i understand it now, but i have 1 question, i see in the first post that u say krillers terain goes well with it, but the scene.dat file will be overwritain with this mod, what should go first, this mod htne krillers, or krillers then this 1?

Last edited by Hawk_345; 08-21-07 at 11:52 AM.
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Old 08-21-07, 12:35 PM   #302
WilhelmTell
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You need to activate (the new) LBO after you activated Krillers terrain pack. Krillers terrain pack has the earlier LBO scene.dat included. So just overwrite that via JSGME.
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Old 08-21-07, 12:41 PM   #303
Hawk_345
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thanks alot, cant wait to try these 2 together.
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Old 08-21-07, 02:02 PM   #304
Seeadler
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Quote:
Originally Posted by Ducimus
Re the Zmax horizon value. At least on the version of LBO im using, a value of 1,000 seems to equate out to around 8KM. Using a value of 2,000, appears to extend the visual rendering to about 16KM. Simarly, a zmax value of 1400 seems to give me about a 12KM visual rendering.
I assume for an extension of 8km to x km it is also necessary to enlarge the 3D models for Clouds and Sky in their *.dat's, as we did with SHIII.
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Old 08-21-07, 02:35 PM   #305
supposedtobeworking
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nm about the ctd.. btw the new version of the LBO still has jelly waves in some places I'm noticing..not sure if this was supposed to be fixed in this version, but letting you know.
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Old 08-21-07, 03:30 PM   #306
DirtyHarry3033
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Quote:
Originally Posted by supposedtobeworking
nm about the ctd.. btw the new version of the LBO still has jelly waves in some places I'm noticing..not sure if this was supposed to be fixed in this version, but letting you know.
Yeah, I'm seeing "jelly waves" too from bridge, w/calm seas and winds 0mps. Don't see it from the external cam.

Could be my fault, I did the mod manually with MiniTweaker - maybe I entered something wrong?

DH
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Old 08-21-07, 07:12 PM   #307
leovampire
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Default the lightning is ready for the most part

just 1 little problem it absolutly refuses to work in the campaign layers only in single missions and quick battle stuff. So once that mistory is solved the lightning and all the smoke mod stuff will be out for everyone as a mod. But as complicated as it all is it will be a download mod only. There are over 150 values to be changed between 3 files to make all the lightning and smoke effects work in the game and I am sorry but to list all of them on a thread page would take up 2 pages at least just in doing the adjustments manualy.

BTW as per my prommise to a few people there are 2 vs to download:

#1 has the 9km visability and the 30m under water visability

#2 is just a stand alone vs of the LBO work with no other visability
adjustments for the slower and lower end machines.

I did away with all the DDS files because of Kriller2's work and soon to be release work from Seeadler that totaly reworks these files so I am sure you will want to see them and use them in your game instead.

I hope this is what everyone wanted and expected from this mod!

Thanks for all the suport and enjoy guys.

Last edited by leovampire; 08-21-07 at 07:30 PM.
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Old 08-21-07, 10:04 PM   #308
wovik
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I noticed the 24km horizon. In clear weather you can sure see far with the TBD! Almost as far as radar detects a ship!
Reminds me of SH3 this way.
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Old 08-21-07, 10:21 PM   #309
leovampire
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Default okay there is a slight rendering problem from time to time

with differn't camera view's DirtyHarry3033 and supposedtobeworking but it is a camera problem not an ocean effect problem I asure you. Some thing I am looking into in a differn't file for the game. I know it is related to it because when you change views so does the problem change by either going away or changing what is happening.

I repeat a camera rendering problem.
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Old 08-21-07, 10:54 PM   #310
leovampire
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Default someone asked me in a P.M. how to make the waves more turbulant

in some of the wave states without hurting the over all effects.

Okay if you are looking to increase the top wave turbulant effect without changing wave height or impact all you have to do is change the WINDCOEF numbers:

As an example and white numbers are original the yellow are LBO and the blue one's are new changes that you make:

Wavestate 4

Windcoef=0.8 / 1.0 / 1.5

The higher the impact has on the surface of the ocean the more turbulant the wave effect's look and the wind will grab at the tops of waves more and even sometimes fold them over a bit.

Just like how the windcoef moves the smoke from fires in the game or from the funnels of the ships.

I hope that answers anyone's questions on this.
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Old 08-21-07, 11:26 PM   #311
wovik
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I've never seen that jelly like effect. I always thought it might be graphic card related or the settings in the graphic card. Could be when getting lower frame rates.
I was getting around 60 to 65 average on a bridge view dropping to as low as 45 in storms. With this newer version of LBO I get around 55-60 most of the time in bridge view and about 42-43 in storms. A small impact on the frame rate. Of course near a large convoy it might drop to around 30 but usually your not on the surface that close to an enemy convoy unless you want to see how many hits you sub can take before it sinks! LOL
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Old 08-22-07, 12:13 AM   #312
AkbarGulag
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Quote:
Originally Posted by wovik
I've never seen that jelly like effect.
Neither, but I have noticed the camera treats things differently than deck views. But this version of LBO gives no problems for me, maybe it is also hardware related?

Quote:
Originally Posted by wovik
I was getting around 60 to 65 average on a bridge view
You bastard

On another note Wovik, it must feel good using something you contributed to... makes it all the sweeter. Wovik the toolmaker :p

So many people have helped make these latest MODS, and the run on effect from a lot of the work done here is yet to be seen. Exciting days, damn exciting days.

Maybe a new TAG under LeoVampires name is in order? I think he is more than a mere Captain now.
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Old 08-22-07, 12:26 AM   #313
wovik
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It was just a small amount that I could contribute. I am using many mods by others that I combined with TM 1.5. I only wish I could contribute something more to the community.
I saved for years to get a computer to run MS Train Simulator with better frame rates. I got this last year but the original graphics card went beserk 3 days past the warranty so I replaced it with an 8800 GTS 640mb. It gets great frame rates but still can bog down in MS Train Sim in some locations.
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Old 08-22-07, 12:31 AM   #314
leovampire
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Default okay another question was asked in a P.M.

why dosn't my sub move around on the ocean when the wind is at 0 meters per second?

If you change this you will get a little bit of movment without increasing the waves too much and still have a fairly smooth surface to the ocean:

White is the present value and blue is the new value to make it happen.

LargeWaveCoef=0 / 0.03
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Old 08-22-07, 12:54 AM   #315
602Sqn_Puff
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Just wondering if the versions on page one are the new downloads? If so how can I get my 8KM visability fog back, both versions give me the crisp horizon and no haze/atmoshperic prespective?

Last edited by 602Sqn_Puff; 08-22-07 at 01:08 AM.
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