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Old 08-24-07, 05:48 PM   #31
FooFighters
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Quote:
Originally Posted by leovampire
My first sugestion is to use the scene.dat file from LBO and not the one from the Environment Mod right now.

Some of the values you can change using the mini tweeker can cut into the the reflections values if you go to far with the limits and or number of digits. I think some where along the line Seeadler did this in his adjustments and it became a permenant part of the file. I have made this mistake before and had to start with a new scene file altogether when I was looking at the reflections for LBO.

That is why when Seeadler said he was doing it I just droped my end of the project and put everything back to normal.

So that is my best sugestion for now guys!!!
Does this mean I have to remove the enviroment mod for now ?
Because Seeadler mod + your LBO scene also gives the same problem in my game..
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Old 08-24-07, 05:56 PM   #32
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Originally Posted by leovampire
the only problem with making the sun and moon actual real life size is that the earth circumfrance in the game is smaller than actual size as well so if you do what you said it changes the way the sun and moon interatc with the sky and time od days and nights.

BTW sorry for my spelling today having an off day mind wise today
..but differene for that is not so huge..so..i'll still use that 51 degrees setting in my cameras.dat, because it feels more real compared to stock 75 degrees...apparently it is impossible to combine RL view and RL moon&sun together...i prefer the view over sky objects......(i had to wrestle with that and sky objects lost this time...)

jake

PS. i suggest to try that 51 degrees for conning deck view...it looks good....especially with the new LBO
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Old 08-24-07, 06:05 PM   #33
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if that didn't solve your problem then I am not sure what is going on at your end.

At the moment I don't have the game running so can not take a relook because I am making some serious adjustments to the particles file adding smoke effects from 2 differn't mods and fixing the camera so the ocean's stop jiggling with camera movment.

When I was looking at and testing seeadlers new mod I did not notice the problem you are having and showing in the pictures so until I can take a look again I am not sure how to solve your paticular problem.

Sorry just no answers at the moment and I am making some speculations on some of the could be problems at the moment with the reflections based on past experience. Without Seeadler talking to me I can not be totoly sure what is happening as he never gave me any data concerning what he was doing.
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Old 08-24-07, 06:06 PM   #34
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Lucky for me I was able to get the original. Take a look at that water. It really looks like sea foam. I did notice the shadows of the submarine in the water as bit odd. Other than that, this is one creative mod and the best rendition of water I have seen. The water looks so real it is utterly amazing. Beautiful work. My hats off to you!

BTW, the sun looks fine to me.
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Old 08-24-07, 06:10 PM   #35
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Default oh ya I totaly agree with you AVGWarhawk

on the sea foam effects they look awsome in the new high sea's I got running no doubt about it.

And he did a good job blending the sky effects coloring as well.
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Old 08-24-07, 06:41 PM   #36
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Quote:
Originally Posted by leovampire
on the sea foam effects they look awsome in the new high sea's I got running no doubt about it.

And he did a good job blending the sky effects coloring as well.
Definitly Leo. Your work with this coloration is just gorgeous! I'm simply astonished
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Old 08-24-07, 07:06 PM   #37
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I don't see a problem at the moment but I will keep looking!

What may make a difference is I am running Seeadlers environment mod on top of Kriller2's work with my LBO scene file and as you can see it looks pretty clean and clear to me!

So try that combination and see if it fix's your problem guys.

Last edited by leovampire; 08-24-07 at 07:30 PM.
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Old 08-24-07, 07:07 PM   #38
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That screenshot looks like someone took a photograph of the sea and photoshopped in the submarine. Best water in any naval game, ever.
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Old 08-24-07, 07:16 PM   #39
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Default I LOVE my new video cards I got for my B Day

I wish you could see in your own game how beautiful everything looks. Every shadow in side and out side of the sub shows up you can make out jaw lines on the crew and so much more.



here is a good example
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Old 08-24-07, 07:47 PM   #40
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Quote:
Originally Posted by Canonicus
This mod has seafoam texturing problems too. Look at the ocean when the wave state is high and you'll notice repetitive texturing thats probably not what Seeadler had in mind.
Thats a rendering issue with the games rendering. I dont think thats fixable. I saw the same thing in SH3.


Now then, since i incorporated the 8KM version of this mod in TM 1.6, can someon eexplain to me, aside from the shadowing issues which i tweaked/fixed, what exactly is the problem with it?
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Old 08-24-07, 07:54 PM   #41
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Default Here is a good view of Kriller's and Seeadler's

Work combined with my scene.dat file



And Duciums your right it is the same rendering problem with some of the ocean effects as well!
The game engine just needs a little more work to make it all look and function right.

As to answer your question it is just a mater of blending differn't mod's right now to get what your
looking for in the game. Until Seeadler is back with his repairs to the Environment.

First install Kriller's work then over it install Seeadler's work then add my Scene.dat file

That is the best combination I found although I removed the moon file from the Environmant mod because
I like the white Moon look better at night on the new sky line. Nicer reflections on the water as well.

Last edited by leovampire; 08-24-07 at 08:24 PM.
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Old 08-24-07, 08:18 PM   #42
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Leo, you shadows look to be correct. Mine are jaggy and do not blur with the water. I tried adding Krillers with this mod and still the same. Still a sweet mod.
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Old 08-24-07, 08:39 PM   #43
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by Canonicus
This mod has seafoam texturing problems too. Look at the ocean when the wave state is high and you'll notice repetitive texturing thats probably not what Seeadler had in mind.
Thats a rendering issue with the games rendering. I dont think thats fixable. I saw the same thing in SH3.


Now then, since i incorporated the 8KM version of this mod in TM 1.6, can someon eexplain to me, aside from the shadowing issues which i tweaked/fixed, what exactly is the problem with it?
I seem to remember someone saying that about the periscope animations too.

If the stock seafoam texture files render ok ...why can't the modified seafoam files be made to do the same?

I think I'll be sticking to the stock seafoam if that repetitive, unnatural look is not somehow fixed..even though I think, outside of that problem ,they are an improvement.
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Old 08-24-07, 09:02 PM   #44
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Default This is what I mean about Kriller's Moon with

Seadlers work combined

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Old 08-24-07, 09:05 PM   #45
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>>I seem to remember someone saying that about the periscope animations too.


Thats what Dan, you know, the lead designer of SH4, Told me in an E Mail.

Maybe im just jaded, and i probably am, but the checkerboard effect, ive seen for the last 3 years. Looks kinda like this in SH3:



If you look in the distance, you can see how it squares out. Its always been that way. If you don't pan your camera sky high, you'd hardly ever notice.
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