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Old 03-04-14, 11:52 AM   #511
R1fl3M4n
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i bet he is
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Old 03-04-14, 12:49 PM   #512
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Desigur
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Old 03-17-14, 08:54 AM   #513
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This isn't a MOD!.......It's a legend!!!!
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Old 03-18-14, 08:51 AM   #514
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This isn't a MOD!.......It's a legend!!!!
I am glad you are enjoying this community... legend
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Old 03-22-14, 07:01 PM   #515
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Default Appreciate it ..

Is very good and beautiful now ..

Might i suggest if someone is having FPS issues ,
Dont be afraid to use the low res patch ..
My game looks better than ever with it and antialiasing cranked about 3/4 the way up .. The ocean looks the best ive seen it yet with sobers wave mod and best ever tweaks .. Huge swells that feel like swells .The plastic wrap surface is much better than my last install, but im not sure what differences ive made other than the low res patch ,, if you'r using the reg textures and your water looks a lil wrappy on the surface ,, maybe the low res will fix it ? .. anyways ..

Also .. dig it .. I stepped out on the subs conning tower during a hard rain ..For a split second going up the ladder ,, I actually squinted my eyes to keep the rain out .. Thats good stuff i dont care .,later on At some point i made the comparison to Skyrim , And myself felt a sense of accomplishment , at having made my game look like that .
I never liked teh huge defractions in teh underwater fx mod ..
But stock its way too clear ..
And i didnt like the neon green either .,, so i was pretty picky i guess ..
This last loadup , which is pretty bare, but a bit more adventurous than last
Seems just perfect ,PREFECT i say lol .. , Some refraction , but not overpowering like actually looking underwater with bare eyes . Like with goggles on ..
And the green is more subdued ,, much more believable .. Now i install the sea plants .
Question ... Can i install all three versions of the seaplants? IE the Forests, posodinia , and the Reefs .?. or do i have to pick one ?..
Im done .. thx for the hard work . enjoying it ..

Last edited by scissors; 03-22-14 at 08:04 PM.
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Old 03-22-14, 09:36 PM   #516
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Originally Posted by scissors View Post
Might i suggest if someone is having FPS issues ,
Dont be afraid to use the low res patch ..
My game looks better than ever with it and antialiasing cranked about 3/4 the way up ..
I hope more people will get accustomed to using the low res patches, as the advantages of doing it on most systems exceed by far the small decrease in texture quality

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Originally Posted by scissors View Post
The ocean looks the best ive seen it yet with sobers wave mod and best ever tweaks .. Huge swells that feel like swells .The plastic wrap surface is much better than my last install, but im not sure what differences ive made other than the low res patch ,, if you'r using the reg textures and your water looks a lil wrappy on the surface ,, maybe the low res will fix it ?
I don't see how the low resolution patches might affect waves' "plastic wrap effect", but I am glad anyway that you have found a good balance

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Also .. dig it .. I stepped out on the subs conning tower during a hard rain ..For a split second going up the ladder ,, I actually squinted my eyes to keep the rain out .. Thats good stuff i dont care .,later on At some point i made the comparison to Skyrim , And myself felt a sense of accomplishment , at having made my game look like that .
I don't remember who actually tweaked DynEnv's rain drops. Stoianm probably. I will pass on your compliments to him

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Originally Posted by scissors View Post
I never liked teh huge defractions in teh underwater fx mod ..
But stock its way too clear ..
And i didnt like the neon green either .,, so i was pretty picky i guess ..
This last loadup , which is pretty bare, but a bit more adventurous than last
Seems just perfect ,PREFECT i say lol .. , Some refraction , but not overpowering like actually looking underwater with bare eyes . Like with goggles on ..
And the green is more subdued ,, much more believable ..
Are you using any of the high visibility submods?
IIRC, main mod's diffraction fx are little stronger than in stock game; high visibility patch, normal version: as in stock game; high visibility patch, high version: almost no diffraction.

As for the green color, I think you mean water's color around Balctic and North Sea. That was another tweak by stoianm (he spent weeks looking for the right balance, back in the days when we were working together on the mod) and it is also one of my favorite DynEnv's features

Unfortunately many players use one of the 'no murky waters' patches, thus giving up the effect...

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Now i install the sea plants .
Question ... Can i install all three versions of the seaplants? IE the Forests, posodinia , and the Reefs .?. or do i have to pick one ?..
Im done .. thx for the hard work . enjoying it ..
Unfortunately there is no way to use different seaweed textures at the same time. You must enable one of thosee mods at time, depending on where you are currently sailing. The good thing, is that you can switch among them any time
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Old 03-23-14, 12:20 AM   #517
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You know ,The last time i played vanilla , I was pretty impressed with it . For the particular weather that day the water looked pretty good .

Ive decided for what its worth i like it better with the no murky waters, now that ive done a comparison .
To me , the cloudy makes the green too strong .
Im using the low res patch,clear water surface ,sobers waves ,tweaks,no glaring sunlight because the rays get crazy sometimes,teh moonlight mod v3,and ...ambient settings darker nights , no murky waters .
Plus the high res seafloor and plants . which add a lot IMO ..The green isnt as loud with the more transparent water to my eyes ..
I know nothing of the Atlantic Btw .
One thing , maybe the main thing, Is it allows me to crank my graphics settings up to max with the low res patch , .. And everything still run fairly smoothly .
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Old 04-01-14, 01:50 AM   #518
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Here they are adjusting the amount of moonlight in the scene from SH4 . How is this adjusted in SH5 ?
http://www.subsim.com/radioroom/showthread.php?t=196108
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Old 04-06-14, 12:05 PM   #519
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Quote:
Originally Posted by sober View Post
Here they are adjusting the amount of moonlight in the scene from SH4 . How is this adjusted in SH5 ?
http://www.subsim.com/radioroom/showthread.php?t=196108
To the best of my knowledge, there is no parameter in scene.dat dealing with moon lightness and moonlight color. I suppose that one or more of the EnvColors_*.cfg parameters might control them. If that was true, the effect might be varied by weather and geographical area, but it is just my guess anyway.
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Old 04-22-14, 03:43 PM   #520
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[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections
FresnelPower= applies to water reflections
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= ?
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent .
TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency .
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.c...lour-of-water/
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible

Last edited by THE_MASK; 04-23-14 at 06:19 PM.
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Old 04-23-14, 05:40 AM   #521
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Thank you sober. Please keep your comments coming
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Old 04-23-14, 01:00 PM   #522
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Quote:
Originally Posted by Captain73 View Post
I loved the color of the water in this screenshot!
How to achieve this?





And how to make a dark water in bad weather?

Beautiful!
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Old 04-23-14, 01:08 PM   #523
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Beautiful!
What mod is that anyway?
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Old 04-23-14, 01:39 PM   #524
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Originally Posted by vdr1981 View Post
What mod is that anyway?
From the water colour, I am 99% sure that those screenies were taken somewhere around the Baltic/North Sea with DynEnv enabled. Difficult to say what wave mod was used though.
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Old 04-23-14, 04:13 PM   #525
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Quote:
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From the water colour, I am 99% sure that those screenies were taken somewhere around the Baltic/North Sea with DynEnv enabled. Difficult to say what wave mod was used though.
Actually the middle one was using North Atlantic Green 1.1 mod and gap said don't use it because it breaks the Dynamic environment mod color setup . So I stopped using it long ago You can see the HeightColorFactor in action giving the trough of the wave some depth by making it darker .
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