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Old 09-18-13, 10:26 PM   #1
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Default [REL] Moon light mod v1

Hi guys,

This one was a very old research, thanks to Anvart for some inputs and directions as you can see in this thread:
http://www.subsim.com/radioroom/showthread.php?t=181965

This mod adds a real moon light into the game. The main feature of this mod is that now the night "main light" is aligned with the moon, what is much more immersive.

Limitations?

-Oh yes, some and important ones:

1. The moon light is an "all or nothing" type of thing on the game (SH3 serious engine limitation). I mean, the moon light will be always into the night. Sh3 draws the moon all nights just "blocking" it with alpha channel when we have a no moon sky. So, as the light is attached to the moon object it will be always there. But see below some tricks that makes the whole thing works...

2. No moon light shadows as this is a feature (shadows) never implemented correctly and was totally dropped out by the devs after the last 1.4 patch. Indeed, you will see only an "ambient oclusion" type of effect.

How this mod solved some of these limitations?

- Well, sh3 have only three main environmental node lights (all them on scene.dat): sun light, sun reflection light and ambient light. I added a new enviromental light attached to moon object and made it similar and discrete as a night ambient light. So you will don´t notice it so much but now when you see the moon you will notice that the main night light is correctly sync with the moon path&direction.

Options?

- Yes. The mod is made from only one file and is compatible with any sh3 installation. I added the new light node to the scene.sim file (IIRC a file never modded before) and it have two variations: the one ready "out of the box" is a more strong moon light, the other one is much less powered (just rename them accordingly). The mod is adjusted out of the box for a medium/very darker environment - so the moon light is not that strong.

The first file (ready out of the box) is also adjustable to have yet more or less light power. If you want it, (it´s not necessary to the mod works), just open the scene.sim with S3D and changes the Moon light node "Attenuation" propertie up to have more moon light or down to have less moon light.

Notice that you must have to find a equilibrium between the moon light power and your environments lights/colors at deep night to the whole thing makes sense. This is absolutelly recomendable!

Last words:

- There is 3 types of lights for any light node on sh3: ambient, directional and omni lights. Obviously i tried all them. The directional, altrough a more intuitive choice, have more side effects than the others, that is why i ended with the omni light (out of the box) and the discrete ambient light ( on the optional file).

This is a WIP and not yet extensivelly tested. Please post feedbacks!


Ahoy!

Rubini.

(pictures made with a bit more strong version to show the effects)








Link:
http://www.mediafire.com/?vgbvayzz2rmmwpf
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One gamer's must-have mod is another gamer's waste of time.
-Sailor Steve

Last edited by Rubini; 09-18-13 at 11:22 PM.
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