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Old 03-22-08, 04:31 PM   #91
juanchez
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Quote:
Originally Posted by Ducimus
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


edit:
Quote:
Originally Posted by juanchez
Is it posible to use this awesome mod with TMO? Is there any version of TMO without ROW files so we can use both TMO and Environmental mod together?

Have you run TMO lately? I asked W_clear earlier if it was ok to encorporate his enviormental mod, and he said it was ok.
Thanks, Ducimus.

I just saw it on your SP post. I first checked your main TMO post's general information and FAQ and, honestly, I did not see anything on the environmental mod. Sorry about that.

Downloading now. Thanks again. Outstanding job, as always!

Last edited by juanchez; 03-22-08 at 04:56 PM.
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Old 03-22-08, 09:56 PM   #92
M. Sarsfield
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Quote:
So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.
So, should we change it back to 0.85? I find it aggravating that I can see a target long before my crew does.
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Old 03-23-08, 09:33 AM   #93
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Quote:
Originally Posted by Ducimus
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.
This is definately an issue. Even though I do all manual targeting, I do have a hotkey for "Identify Target", and my WO cannot identify the target through light fog even though I can clearly see it. Also, when looking through light fog, pressing L to lock the ship in the periscope won't work. It doesn't lock. So basically, my crew, and the game, cannot see the target through the light fog, even though the human player can.
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Old 03-23-08, 09:52 AM   #94
MONOLITH
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On another note, I really love this work, as well as Krillers equally. There are a few things I wish I could merge the two mods together.

I love W_Clears underwater scene. The new colors, the heavier floaties; really feels "oceanish".

But in a storm condition, W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look.

Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions.

Both mods are great. A little personal 'combining to taste' works well.
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Old 03-23-08, 10:20 AM   #95
Canonicus
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I'm thinking that maybe an adjustment needs to be made to the visual fog factor in Data/Cfg/Sensors....

Perhaps lowering the number slightly would allow the crew to see through the fog, (as it's rendered in this mod), a little better and bring crew visual detection in line with what the player can see.

Cheers
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Old 03-23-08, 10:57 AM   #96
U56_Dragon
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Very Nice.
Good Work mate.
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Old 03-23-08, 12:38 PM   #97
Doolittle81
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Quote:
Originally Posted by MONOLITH
....underwater scene. The new colors, the heavier floaties; really feels "oceanish".

But in a storm condition, W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look.

Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions.
There are 12 seafoam files in the Pacific Environ MOD....and in the W_Clear Environ MOD. WHich should be moved/copied over from the former to the latter to add White caps?

There used to be a specific Improved Sea Foam MOD floating around, but it can't be found anywhere now and I no longer have it.
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Old 03-23-08, 05:05 PM   #98
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Hint . If you use silent 3ditor you can add onother WavesProperties or as many as you like .
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Old 03-24-08, 04:39 AM   #99
WhiskeyBravo
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W_clear, just a quick post to say thanks for the info about modifying the lightshaft files to cure the problem I was having with the 'Northern Lights' at nightime.

It's now looking good and the underwater lightshafts are still in tact.



WB.
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Old 03-24-08, 12:44 PM   #100
Doolittle81
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Quote:
Originally Posted by MONOLITH
...., W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look.

Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions.
Which files exactly did you copy over and did it work to add the white caps???
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Old 03-25-08, 10:24 AM   #101
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I think combining the aspects you prefer from both W_clear's and krillers enviornmental mods is the way to go. They both are masters at combining light and color, just need to season to taste a few aspects to make your own version...... Now if only I knew how to do the above lol.
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Old 03-25-08, 02:21 PM   #102
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Very nice work from what i see in the pics, but will this work well with v1.4, ive seen it said it should work, but can it be confrimed to work?
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Old 03-25-08, 02:42 PM   #103
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It will work with 1.4
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Old 03-25-08, 02:53 PM   #104
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Thanks for the quick reply, i will definatly try it out now.
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Old 04-02-08, 10:38 PM   #105
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Impressive!

I am using PE now but it sounds like this is as good and less taxing on the video card. Just what I need.
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