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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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Because Seeadler mod + your LBO scene also gives the same problem in my game.. |
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#32 | |
Gunner
![]() Join Date: Jul 2007
Location: Finland
Posts: 93
Downloads: 5
Uploads: 0
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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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#33 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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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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#34 |
Lucky Jack
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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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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#35 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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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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#36 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#37 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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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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#38 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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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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#39 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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#40 | |
Rear Admiral
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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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#41 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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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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#42 |
Lucky Jack
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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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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#43 | ||
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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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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#44 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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#45 |
Rear Admiral
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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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