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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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![]() ![]() What started off as a simple project has turned into a Community effert of Modder's and testers with differn't tallents and learning more about the inner workings of the game to make the over all environment for the game much better so people willl enjoy staying on the bridge much more and less inclined to fast forward through their patrols. I wanted to do something that would work well with LBO and compliment that work and have just the same ammount of impact that LBO did on the community at large. Thanks to some great guy's helping me this dream is becoming a reality. Here is 3 screen shots for now to show a small hint of what is going on in work and will post more in the near future. ![]() ![]() ![]() This mod is going to change all reflection's in the game and how they work from the sun to the moon to all Sub's, Ship's and every single object in the game you can and will see. All search light's on ship's and for lighthouses are enhanced and also star shells the DD's use to search at night for you. new fire effect's and explosion effect's and now oil sliks for the game as well. Also ship sinking effect's and how it look's on the ocean is enhanced. All smoke effect's and so forth in the game now have a reflection and you will have lightning effect's as well. Basicly this is a full visual enhancment mod that will make you want to spend more time in the outside view's of the sub rather than speeding through the game. All shadow effect's, above and below water lighting effect's now match the possition of where the light is comming from and is 100 times more realistic. All sky textures and blending as well as a new Pacific Blue Ocean has been created. Project workers now include: Kriller2 / l3th4l / JakeToox / LeoVampire and a lot of serious testers that don't hold the punches back in what they feel looks and act's right and what dosn't. And the comunity at large for choices on textures. ALPHA RELEASE DATE: Friday Spetember 21st 2007 http://www.subsim.com/radioroom/show...94&postcount=1 Last edited by leovampire; 09-21-07 at 01:27 AM. |
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#2 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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Oh man, I can't wait. Where's that darn drool towel when I need it?
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#3 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Looks very nice, is it only by editing the scene.dat you get that effect? or are you allso editing the textures? - I had some problems when I tried to get the ocean more shiny, it was like there was some pixel-faults on the ocean when I put to much reflection / white colour on the reflection maps...
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#4 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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I started to do reasearch into reflections like I did for the ocean and now working with in game control's to eliminate all the strainge reflection effect's we see in long distance shots and yet adjust the environment to show much more realistic reflections and shadow effect's according to where the light is actualy comming from. This will effect both above water lighting and below water lighting effect's and reflections.
I have no natural tallent's working with dds or tga files so I manipulate the game's environments using what is available for controls in all available files. I find where everything is for what I want to work with then get cracking on it. As you can see in this new picture with working on the lighting effect's of the sun and moon now they will have more of an impact on everything in the game. Notice how the moon light at certain angles will now amplify smoke effect's. And also the reflections on the water like the fires on a ship now show up in the proper place according to how you look at the ship with the camera. And in the last picture the moon is behind the sub and still at a low angle so the lighting and shadows now only amplify where the actual light hits that area of the sub according to camera view. I did have to enhance the picture a bit so you could see the effect better. ![]() ![]() ![]() Some of these effects will be amplified more this is just the begining work then the amplification of the effect's without getting the other strainge effect's reflection's can cause. Last edited by leovampire; 08-29-07 at 05:02 PM. |
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#5 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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#6 |
Canadian Wolf
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Looks good LV
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#7 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
Uploads: 0
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I am confused on what the latest release version is. I did not want to bother with that new unzip program though I am sure it is great, so I downloaded the .7z version. There was a note in the first post to redownload after sept 22, and I got the 7z version yesterday, the 23rd., but when I read the README instructions to install it states a version of the high end reflections as .5 or .6b, where as the files I unzipped are labeled "ROW high end reflections .1" which makes me think I do not have the latest release. Is there a 7z or .rar release of the latest version? or do I have the latest version already?
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#8 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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the latest vs of ROW is the download I got rid of the WINUHA vs because too many people were having problems with it. So the 7'zs is the one.
If you downloaded the mod before the 23rd you needed the extra download files at the bottom of the thread before I changed the mod to the 7'zs vs of zip I missed a couple of things to be put in the mod that is all. |
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#9 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#10 |
Commodore
![]() Join Date: Mar 2007
Location: Jersey Shore
Posts: 606
Downloads: 20
Uploads: 6
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are we supposed to be deleting the SCENE.DAT file after installing the most current version of this mod?
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#11 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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you can either over write the file with JSGME the newest one will be the one used by the game the way it work's.
But yes it always better to disable the one part of the mod that has that file and put the newest one in the folder instead then reactivate that folder. But what AVGWarhawk thought was a new scene file is actualy a new zone's file for the new effect's work. Wernersab gave me permission to use his from NSM and I am applying the new special effect's from our mod to his zone's file. Once I post that you can add that to the mod and remove the temp one you have now that has the Hollywood crew graffics set up because it will be in this one with a lot more. |
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