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04-25-13, 10:10 PM | #256 |
Navy Seal
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Gap,
Running your mod this way: DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.b Enhanced Visibility (high) DynEnv v2.9 - No Underwater Impurity Patch DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 8.b Wave Mechanics - Gale DynEnv v2.9 - 12. Sounds ...because of No Underwater Impurity Patch needed to solve the square underwater glitch, obviously i lost all kind of underwater environment light and impurities. Is there a way to get it back without loosing enhanced visibily high, and not braking your fix for the square glitch? Hope you understand what i mean, and don't sound too stupid
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04-26-13, 05:27 AM | #257 |
Engineer
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Hey Guys,
Just looking for a little bit of advice please, so im new to Silent Hunter and want to install a few mods. My question is does the download of "Dynamic Environment" include "
Stoianm Atlantic Blue water color" in with that mod? Or do i have to download it separate? I really like the look of both of these mods but do not want to mess up the game on my first try Thanks |
04-26-13, 07:56 AM | #258 | ||
Navy Seal
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Quote:
- replace Enhanced Visibility (high) + No Underwater Impurity Patch with Enhanced Visibility (medium) or... - remove data/Misc/impurity.dds from Enhanced Visibility (high) and re-enable it without No Underwater Impurity Patch. Let me know if you are satisfied with one of the above configurations. If not, tell me more in detail what is the effect you want to obtain, and I will suggest you the needed tweaks Quote:
DynEnv features a mix of water color settings which ranges from the greyish-murky green waters of Baltic and North Sea waters, to the cobalt blue of Atlantic open waters, to the emerald green of Mediterranean and tropical seas. In total, there are 12 different color zones, and at leat 6 of them feature a distinctive water colour pattern. Having been set up by stoianm himself, it is likely that one of the above zones got the same settings as "Stoianm Atlantic Blue water color", though I cannot be sure about it. In theory, "Stoianm Atlantic Blue water color" should still be compatible with DynEnv, anyway I wouldn't recommend using it together with DynEnv |
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04-26-13, 08:41 AM | #259 | |
Engineer
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Quote:
Thanks for the reply Gap, Dynamic Environment sounds like it has everything in that mod so i'll just stick to that one. Thanks again |
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04-26-13, 09:03 AM | #260 |
Sea Lord
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04-26-13, 09:13 AM | #261 | |
Navy Seal
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Hi guys,
I have just received a PM by our tonschk: Quote:
To my understanding, te above might come from WaterFoamFilmColorMulti parameters in dat/Env/EnvColors_*.cfg files. For getting rid of it, you should replace their settings (the part after the = sign) with the setting of the corresponding WaterTintColorMulti parameters. E.g, change this: Code:
WaterTintColorMulti=C0C9D100 WaterFoamFilmColorMulti=7EAB9700 Code:
WaterTintColorMulti=C0C9D100 WaterFoamFilmColorMulti=C0C9D100 In addition, talking more speifically about the banner of DynEn v 2.9 used as example by tonschk, I think that the usage of the "Clear Water Surface" submod might have enhanced the effect. |
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04-26-13, 10:28 AM | #262 |
Admiral
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.. Gap, you are my HERO Thank you
To be exact, there are three colors there, the color of the foam, and two colors of the water surface, do you think is possible to edit only two of this three colors? Last edited by tonschk; 04-26-13 at 10:39 AM. |
04-26-13, 11:01 AM | #263 | |
Navy Seal
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Also note that Ambient Settings submods overwrite Main Mod's EnvColors_*.cfg settings. If you plan to use any of them, you should apply the suggested changes to the appropriate set of cfg files.
Quote:
WaterLightColor WaterDarkColor WaterTintColorMulti WaterFoamFilmColorMulti ExtraSpecColor As I wrote before, I am pretty sure that the parameter affecting the "phosphorescent" color you dislike, is WaterFoamFilmColorMulti which by the way is only used in conjunction with foam. If you want to make it sure, you can replace its current settings with an highly contrasting color, FF000000 (red) for instance, in order to locate it exactly in game. |
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04-26-13, 11:18 AM | #264 |
Admiral
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04-26-13, 05:02 PM | #265 | |
Navy Seal
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Quote:
I think i'll go for your second soluce, as i want to keep Enhanced Visibility high...and keep some underwater impurities/light as before, without this square glitch!
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04-26-13, 05:12 PM | #266 | |
Navy Seal
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Quote:
P.S: note that the Enhanced Visibility version used will affect fog visibility. In general the high version was conceived for arcadey gameplay, for testing, and for taking crystal clear screenshots, the most realistic game experience being offered by the Main Mod without Enhanced Visibility submods or with sobers best ever fog V22 SH5 (also contained in DynEnv - Sobers Best Ever Tweaks) enabled on top. For more realistic gameplay, delete data/Env/FogDistances.cfg fro the Enhanced Visibility submod used, or install on top of it one of the aforementioned mods by sober. Last edited by gap; 04-26-13 at 05:26 PM. |
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04-26-13, 05:14 PM | #267 |
Navy Seal
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Good idea! I'll try later on, and report back
Thanks again!
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04-26-13, 05:27 PM | #268 |
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04-26-13, 05:47 PM | #269 |
Navy Seal
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Yes...agree fog is very lowered with EV high...
You call it "arcadish", and you may be right, but i still don't like the way fog happens in SH5. Don't get me wrong, i like the way it is modeled (even with Sober mod), but it can't be for so long time each time! As you know it, sea fog in RL is a lot more very punctual and short life. That's why i prefer playing with EV high, because fog can't be adjusted on time line. Furtermore, high open sea fog was kind of rare imo. Same problem in SH4 BTW...and the problem is even more pronounced. Because open sea fog in Pacific is even more rare! In 7 years living in Pacific area, i only saw 1 day of fog with my boat, and it was in a very limited area!
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04-26-13, 06:00 PM | #270 | |
Navy Seal
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Quote:
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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