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Old 03-20-13, 03:42 AM   #181
THE_MASK
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thanks , i am trying to get rid of my brown fog at dusk and
dawn . Mod combo or what , i dunno .
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Old 03-20-13, 03:55 AM   #182
gap
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thanks , i am trying to get rid of my brown fog at dusk and
dawn . Mod combo or what , i dunno .
I suppose you have already played with hdr_exterior ColorBalance settings. Probably the brown fog at twilight is a side effect of your tweaks aimed to make it lesser green at noon

If you want a suggestion, I would try tweaking the SkyHazeColor settings in EnvColors cfg files
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Old 03-20-13, 08:25 AM   #183
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Hi Gap! I've installed your mod, I liked your work, but I had to turn down the anti-aliasing! And how do I get rid of the yellow marker?

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Old 03-20-13, 08:52 AM   #184
gap
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Quote:
Originally Posted by Captain73 View Post
Hi Gap! I've installed your mod, I liked your work...
Our work, Captain
I am glad you like it

Quote:
Originally Posted by Captain73 View Post
but I had to turn down the anti-aliasing!
Which submods are you using? Have you tried enabling the low definition patches?

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Originally Posted by Captain73 View Post
And how do I get rid of the yellow marker?
Enable this one:

DynEnv v2.9 - No U-Mark
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Old 03-20-13, 11:54 AM   #185
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Our work, Captain
I am glad you like it

Quote:
Originally Posted by gap View Post
Which submods are you using? Have you tried enabling the low definition patches?
HTML Code:
[MODS]
RemoveLogoIntroTheDarkWraith
Loading Screens Mod puma1x
NDB,NDH OM#1 - No Dialog Indicator
Sound Das Boat
Conus' Graphic Mod(edited)
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.b Wave Mechanics - Gale
AilBubbles 1.0
AilDeckwave 1.0
AilRain 1.0
AilImpurity 1.2 extreme
North Atlantic Green 1.1
Old Style Explosions V1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
ImprovedWaves_Improved Pitch&Roll
Critical hits 1.1 Torpedos
AMMO_v1.0_SH5_by_Raven_2012
SH5 Longer Repairs v.1
U-Boat Interior Mod(light)
silentmichal's interior mod 1.2.1
FX_Update_0_0_19_ByTheDarkWraith(edited)
AI_sub_crew_1_0_2_TheDarkWraith
MCCD_1.04
MightyFine Crew Mod 1.2.1 Alt w beards
New Wake Torp
Parts Magui V 3.01 by DrJones
Parts Magui v3.01 RUS Localization Patch
Optional Binocular 2
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2
sovietunionflag+fixes
RUS for OPEN HORIZONS-II v 0.0.4 (v 2.0)
Reworked Morale and Abilities v.1.1
RUS for Reworked Morale and Abilities v.1.1 by Rongel
Fonts_patch
Hospitalship_lights
smaller flags for Warships 1_0b
SH5Lifeboat_Wooden
Enhanced FunelSmoke1.2_by HanSolo78
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
IO_StrategicMap_4_3_for_Parts Magui V 3.0 by DrJones
IO_MapCourseLine_normal pencil_mod
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
MarineQuadratKarte
Gisement
TDW_No_Contact_Colors_1_1_0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Force Type VIIA-std Training
DynEnv v2.9 - No U-Mark=56
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Enable this one:
DynEnv v2.9 - No U-Mark
thanks Gap

Last edited by Captain73; 03-20-13 at 12:46 PM.
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Old 03-20-13, 01:04 PM   #186
jean74
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Hi Gap,

I just make a little tool with EXCEL to see, compare and eventually modifie the colors of the EnvColor_....cfg.
I did it because it's very hard to have a survey of the différents colors include in this file

If you want to test and maybe use it (to improve or check the colors of your wonderfull mod), I can send it to you.

Let me know if you are interested,

Best regards,

Jean
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Old 03-20-13, 03:05 PM   #187
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One more question?
In the evening, the water looks like this:



How to make the water darker?
Thus, as in the screenshot!

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Old 03-20-13, 03:18 PM   #188
volodya61
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Quote:
Originally Posted by gap View Post
I didn't add the link to DynEnv v2.9 - Breakwater Piers yet: still waiting for the first reports on it.
In case you have missed it, follow this link for further detail, or just scroll down to post #168
Gap, I'm so sorry
I've become too lazy lately.. but I promise, I'll test it right today
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El sueño de la razón produce monstruos © - and for some people awakening will be cruel
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Old 03-20-13, 03:24 PM   #189
volodya61
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Quote:
Originally Posted by Captain73 View Post
One more question?
In the evening, the water looks like this:
..
How to make the water darker?
Thus, as in the screenshot!
I suggest you try to enable the Darker Nights addon mod
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El sueño de la razón produce monstruos © - and for some people awakening will be cruel
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Old 03-20-13, 07:03 PM   #190
gap
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Quote:
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HTML Code:
[MODS]
...
thanks Gap
Quote:
Originally Posted by Captain73 View Post
One more question?
In the evening, the water looks like this:



How to make the water darker?
Thus, as in the screenshot!

Quote:
Originally Posted by volodya61 View Post
I suggest you try to enable the Darker Nights addon mod
Besides enabling the submod suggested by Volodya, I have a few more remarks on your mod list:
  • Enable DynEnv v2.9 - 2. Main Mod Low Resolution Patch after DynEnv main mod (lesser memory usage).
  • Replace DynEnv v2.9 - 8.b Wave Mechanics - Gale with one of the two other wave submods (lesser gpu intensive).
  • Many of the Ailantd's mods you are using, are already featured in DynEnv. I suggest you to disable them in order to free up memory, as the would overwite Low Resolution Patch's resized textures.
  • IIRC, North Atlantic Green was designed over Real Environment and it is probably not fully compatible with DynEnv. Moreover, DynEnv main mod features already murky waters for some limited globe areas.
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Old 03-20-13, 07:26 PM   #191
gap
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Quote:
Originally Posted by jean74 View Post
Hi Gap,

I just make a little tool with EXCEL to see, compare and eventually modifie the colors of the EnvColor_....cfg.
I did it because it's very hard to have a survey of the différents colors include in this file

If you want to test and maybe use it (to improve or check the colors of your wonderfull mod), I can send it to you.

Let me know if you are interested,

Best regards,

Jean
Wow, it seems we actually had the same idea

A while ago, I developped an excel spreadsheet able to preview SH5 environment colors, to edit them (generating automatically game readable setting), and to create color grandients. You can download it from here. IIRC this is the version I made for english localized PC's (uses imperial decimal separator [.] instead of the metric one [,]), but if there's interest, I can upload the metric version of it. If you want to exploit all of its features, you should enable its macros.

At this point, I am also curious to see your spreadsheet. Maybe you had better ideas than me, or you implemented them better than I did (a problem of my viewer/editor is that it is quite heavy, and rendering all the colors contained in a single cfg file takes several minutes).

Let's hope that our tools will encourage someone to further improve this mod
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Old 03-20-13, 07:27 PM   #192
gap
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Quote:
Originally Posted by volodya61 View Post
Gap, I'm so sorry
I've become too lazy lately.. but I promise, I'll test it right today
There's no hurry Volodya. Just take your time
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Old 03-21-13, 06:40 AM   #193
Captain73
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Quote:
Originally Posted by gap View Post
[*]Enable DynEnv v2.9 - 2. Main Mod Low Resolution Patch after DynEnv main mod (lesser memory usage).[*]Replace DynEnv v2.9 - 8.b Wave Mechanics - Gale with one of the two other wave submods (lesser gpu intensive).[*]Many of the Ailantd's mods you are using, are already featured in DynEnv. I suggest you to disable them in order to free up memory, as the would overwite Low Resolution Patch's resized textures.[*]IIRC, North Atlantic Green was designed over Real Environment and it is probably not fully compatible with DynEnv. Moreover, DynEnv main mod features already murky waters for some limited globe areas.[/LIST]
Did as you said. Everything is working fine! Smoothing 100%. Shadows of 100%.
Thanks Gap!
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Old 03-21-13, 01:43 PM   #194
jean74
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Quote:
Originally Posted by gap View Post
Wow, it seems we actually had the same idea

A while ago, I developped an excel spreadsheet able to preview SH5 environment colors, to edit them (generating automatically game readable setting), and to create color grandients. You can download it from here. IIRC this is the version I made for english localized PC's (uses imperial decimal separator [.] instead of the metric one [,]), but if there's interest, I can upload the metric version of it. If you want to exploit all of its features, you should enable its macros.

At this point, I am also curious to see your spreadsheet. Maybe you had better ideas than me, or you implemented them better than I did (a problem of my viewer/editor is that it is quite heavy, and rendering all the colors contained in a single cfg file takes several minutes).

Let's hope that our tools will encourage someone to further improve this mod
Hi Gap,

I dont think that my spreadsheet is better than yours. My major idea was to have a tool to compare and éventualy modifie some colors code. Moreover it is hard for me to manage hex color so this tool show the RGB code.
I put here a link to download my spreadsheet https://docs.google.com/file/d/0BxZJ...it?usp=sharing

Let me know what do you think about it,

I will have a look too on your file, because is always interesting to understand the logical process computerized by other and to improve his own skills.

Best regards,


Jean

PS : Sorry for my poor skills in English langage,

Last edited by jean74; 03-21-13 at 01:56 PM.
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Old 03-21-13, 03:18 PM   #195
Silent Steel
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Did as you said. Everything is working fine! Smoothing 100%. Shadows of 100%.
Thanks Gap!

What are your specs товариш Старший?
(Где находишься? Сам на Готландне, знаеш? Остров в середине болтийского моря)

Last edited by Silent Steel; 03-21-13 at 03:28 PM.
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