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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
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The opening sequence of Das Boot is very VERY green.
I like the green look of this mod, reminds me of Das Boot. Good work SV. ![]()
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
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#47 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Lol, the opening sequence of Das Boot is a model in a tank... They never had a real boat for any of the shots.
Anyhow, I suspect this will be another debate without conclusion... Blue! Green! Blue! Green! ![]() |
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#48 |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
Uploads: 0
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Model or not, it still looked good, and a darn fine movie
![]() And a darn fine mod. Looks great SteelViking
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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#49 |
Seasoned Skipper
![]() Join Date: Mar 2007
Location: Newcastle Upon Tyne UK
Posts: 720
Downloads: 133
Uploads: 0
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[QUOTE=SteelViking;1482802]That sounds like the right behavior, I basically set the generators to randomly produce little bubble clouds. But, the bubbles should look little. Have you installed any mods over my underwater mod that caused a JSGME conflict. If so, you need to disable them, and re-enable my mod last. The little jets of bubbles in stock are completely unrealistic.
No Mods after yours,If this is the way you intended it should be thats fine with me.Thanks for quick responce I know your hard at work on update. ![]()
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#50 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
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![]() Quote:
With increasing depth underwater, sunlight is absorbed, and the amount of visible light diminishes. Because absorption is greater for long wavelengths (red end of the visible spectrum ) than for short wavelengths (blue end of the visible spectrum), the colour spectrum is rapidly altered with increasing depth and gives a bluish cast. ![]() ps. what control the underwater colour in the game ? can be changed easily editing files ?
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#51 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Quote:
Edit: By the way folks, I will not be changing the color underwater. I have seen sea water that shade of green before, and that is exactly how I like it. If you want it differently, just use the method I explained. If you get stuck, and you can't get it how you want, I would be glad to help.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#52 |
Seaman
![]() Join Date: Aug 2009
Location: Holland
Posts: 37
Downloads: 155
Uploads: 0
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Hello SteelVikking,
I got a question is this mod compatible with [REL] Environmental MOD 3.6 |
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#53 |
Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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oui parfaitement compatible
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#54 |
Seaman
![]() Join Date: Aug 2009
Location: Holland
Posts: 37
Downloads: 155
Uploads: 0
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pascal4541, Thanks for reply
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#55 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
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Hi SteelVikking,
I'm using your wonderful Underwater mod.What it bothers me ,are that front wave splashes on sub.They are so unrealistic,that I decided to remove them. I've tried to delete controlers for them in submarine FX file,but everytime I try to save the file(with those controlers removed) Goblin report some lost controlers.When I test in game,everything is ok ecxept sub exhaust which don't work anymore. Please,can you explain to me how did you combine your changes in FX file with DTW exhaust changes? I just want to remove those nasty FX_Nose_wave_Dummies or better how would I change them to look more realistic? It seems that they have no controlers except ObyectCtrlsRef... Thank you in advance. ![]() |
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#56 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Quote:
Anyway, Goblin cannot be used on the .fx files from TDW exhaust mod. It is no fault of TDW's, it is Goblin's problem, because it is not set up to handle the type of nodes that needed to be added in order to add exhaust. Anyway, skwasjer's S3D can do everything that you need. It can open, work with, and save all of TDW's files, and mine without causing any lost controllers. There are several pages on subsim detailing how to use S3D if you do not already. If you have any specific questions about it, feel free to ask.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#57 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
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Hmmm...Yes,but I can't open .fx file with default S3D editor.Can you explain how did you open .fx file with S3D?
![]() Are there any new upgrades or is version 0.9.9 the latest version of S3D?I read about some SH5 templates for S3D?Is that what I need? Thanks for your help. |
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#58 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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That should do it.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#59 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
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![]() ![]() Excellent SteelViking...You opened my eyes...I've finally managed to remove those splashes without sacrificing exhaust mod...Thank you again... ![]() |
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#60 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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You're welcome. I am glad I could help.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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