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Author Topic: Water=4  (Read 201283 times)

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SAS~Boomer

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Re: Water=4
« Reply #372 on: September 24, 2013, 05:13:58 PM »

Manually installing the water stuff in #SAS will also work, but you'll probably need to reshuffle the directory hierarchy within the water mod directory. Here's how it should work:

[#SAS]
|_[0_HT_Water]
   |_[Maps]
      |[_Tex]
        |_[water]
           |_[animated]
           |_FoamNV40.tga

This is not quite the correct file and folder structure for Foam.tga's
It should just be water/foam.tga (or FoamNV40.tga) and not actually in the water/"animated" folder

The foam .tga just sits in the water folder
#SAS/MapMods/maps/_Tex/water/foam.tga or foamNV40.tga


In the load.ini of a map under the [APPENDIX] header
is where you see the foam.tga being called on by the game(in red below)
You can see the game call's for it in just the water folder,where as the water/animated folder highlighted in Teal color has the "Noise.tga's" inside it
and there "kinda like" an animated Giff file in a way as they move or flicker back and forth>

[APPENDIX]
  HighClouds  =  Clouds256.tga
  HighCloudsNoise  = ag/Suomussalmi/LAL5_CloudsNoise.tga //CloudsNoise.tga
  Moon = Moon\Moon0000.tga
//  CloudsMap  = CloudMap4x4km.tga
  ShadeNoise = land/Noise.tga
  WaterNoise = water/WaterNoise.tga
  WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
  ForestNoise= forest/summer/ListForestNoise.tga
  BeachFoam  = water/Foam.tga
  BeachSurf  = water/BeachSurf.tga
  BeachLand  = water/RiverLand.tga
  Tree0 = Trees/AlteredBush8a.tga                                                    //ag/Suomussalmi/AlteredBush8a.tga  //dlv_summer1_AlteredBush8a.tga 
  TreeLightMask = Trees/LightM256.tga


Keep in mind,the load.ini of the map would need to be calling on the FoamNV40.tga in order for the map to actually use that specific foam.tga
In the above load.ini I posted change/edit foam.tga to foamNV40.tga and have the foamNV40.tga in your MapMods/maps/_Tex/water folder 

only other way to get that map and or all your maps using that specific foam.tga would be then to rename the foamNV40.tga to just foam.tga and place it in the _Tex/water folder to overwrite or override the default foam.tga

hope that helps

Cheers
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Herra Tohtori

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Re: Water=4
« Reply #373 on: September 25, 2013, 03:02:28 AM »

Manually installing the water stuff in #SAS will also work, but you'll probably need to reshuffle the directory hierarchy within the water mod directory. Here's how it should work:

[#SAS]
|_[0_HT_Water]
   |_[Maps]
      |[_Tex]
        |_[water]
           |_[animated]
           |_FoamNV40.tga

This is not quite the correct file and folder structure for Foam.tga's
It should just be water/foam.tga (or FoamNV40.tga) and not actually in the water/"animated" folder

The foam .tga just sits in the water folder
#SAS/MapMods/maps/_Tex/water/foam.tga or foamNV40.tga

That's what I wrote, unless the horizontal staggering wasn't sufficient to illustrate the directory parentage.

Both the [animated] directory and FoamNV40.tga are in the [water] directory, just like you said.

The animated textures, of course, live inside the [animated] directory.

Quote
In the load.ini of a map under the [APPENDIX] header
is where you see the foam.tga being called on by the game(in red below)
You can see the game call's for it in just the water folder,where as the water/animated folder highlighted in Teal color has the "Noise.tga's" inside it
and there "kinda like" an animated Giff file in a way as they move or flicker back and forth>

[APPENDIX]
  HighClouds  =  Clouds256.tga
  HighCloudsNoise  = ag/Suomussalmi/LAL5_CloudsNoise.tga //CloudsNoise.tga
  Moon = Moon\Moon0000.tga
//  CloudsMap  = CloudMap4x4km.tga
  ShadeNoise = land/Noise.tga
  WaterNoise = water/WaterNoise.tga
  WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
  ForestNoise= forest/summer/ListForestNoise.tga
  BeachFoam  = water/Foam.tga
  BeachSurf  = water/BeachSurf.tga
  BeachLand  = water/RiverLand.tga
  Tree0 = Trees/AlteredBush8a.tga                                                    //ag/Suomussalmi/AlteredBush8a.tga  //dlv_summer1_AlteredBush8a.tga 
  TreeLightMask = Trees/LightM256.tga


Keep in mind,the load.ini of the map would need to be calling on the FoamNV40.tga in order for the map to actually use that specific foam.tga
In the above load.ini I posted change/edit foam.tga to foamNV40.tga and have the foamNV40.tga in your MapMods/maps/_Tex/water folder 

only other way to get that map and or all your maps using that specific foam.tga would be then to rename the foamNV40.tga to just foam.tga and place it in the _Tex/water folder to overwrite or override the default foam.tga

hope that helps

Cheers


Well, I named the file what it is because I wanted it to work as a replacement to the stock foam which - unless I'm mistaken - is named FoamNV40.tga...
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SAS~Boomer

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Re: Water=4
« Reply #374 on: September 25, 2013, 06:26:44 AM »


That's what I wrote, unless the horizontal staggering wasn't sufficient to illustrate the directory parentage.

Both the [animated] directory and FoamNV40.tga are in the [water] directory, just like you said.

The animated textures, of course, live inside the [animated] directory.

Ah yes,my mistake not being use to seeing file and folder structure in that way and yes it is confusing to me at least

I am used to seeing file and folder structure in this way for IL-2 is all I suppose no big deal>
#SAS/MapMods/maps/_Tex/water/foam.tga or foamNV40.tga

Well, I named the file what it is because I wanted it to work as a replacement to the stock foam which - unless I'm mistaken - is named FoamNV40.tga...

wasn't sure if you renamed anything or not,I was more answering the other guy asking questions anyway

either,either or....
the maps load.ini needs editing to use foamNV40.tga or the file needs to be renamed to suite the name of the maps foam.tga used in the load.ini
one or the other



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tripletrouble

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Re: Water=4
« Reply #375 on: September 25, 2013, 06:13:50 PM »

This is what it looks like with Water=4 enabled and Herra's mod.

And with one or the other it looks normal

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Herra Tohtori

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Re: Water=4
« Reply #376 on: September 26, 2013, 01:15:37 AM »

Two things come to mind looking at those screenshots.

1. You don't have the shaders enabled. I don't know if you have good enough graphics card to run them, but you should post your computer specs (specifically the graphics card model), and I or someone else will help you set up your conf.ini to get the most out of the water (and other) graphics. Unless you specifically want to use the old water?

2. The top picture looks a lot like Carsmaster's water, but I can't be sure. If so, then that would suggest you have those mod files lying around somewhere in your installation. In that case, they would override the SFS based mod. On the other hand when you install my mod manually, THAT will in turn override Carsmaster's water mod, probably due to loading order.

Could you confirm if the top image shows how the water looks when you try to use "stock" water? I haven't looked at the "flat", non-shader water in a long time, so I can't be sure whether that's the stock water or Carsmaster's (even though I suspect the latter).

To know for sure, run a search for certain files in your IL-2 directory tree when you have my water mod disabled. Searching for "WaterNoise00.BumpH" or "WaterNoise00Dot3.tga" should reveal if you have a forgotten installation of another water mod somewhere in your system.
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tripletrouble

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Re: Water=4
« Reply #377 on: September 26, 2013, 07:20:12 AM »

I fly Il2 with max settings and get atleast 100 FPS.  The stock looks exactly like the Carsmaster mod, I'm not home right now but I'll post computer specs and more screenies.
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SAS~Tom2

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Re: Water=4
« Reply #378 on: September 26, 2013, 01:02:15 PM »

So I redid my whole Il-2 folder, uninstalled, deleted all the folders, re-installed and put all the patches back in + Modact 5.22, and even with optional pack, they still do not work.  All it does is add a perpendicular set of waves traveling in the same direction.  I have my graphics set to high and no other environment mods installed.  I tried with water=4 in conf, and =1, but still nothing.


You also need to have hardwareshaders=1 in your OpenGL config.ini setting.
Settings high is not enough, must be on perfect. ;)

Chrs

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tripletrouble

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Re: Water=4
« Reply #379 on: September 26, 2013, 02:54:02 PM »

LOL! So, turns out my Landscape wasn't on perfect.  Must have forgotten to turn it up since I redid Il2.  Lifesaver Tom! :)
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H.D.

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Installation of the Water-Mod for ATI- and UP3RC4 users
« Reply #380 on: June 23, 2014, 03:47:35 PM »

Having the usual troubles with a fresh IL2 installation I decided to post a short

Installation-Instruction

 for all those who has an

ATI-Card and UP3RC4:

1) Paste carmasters water-mod in the folder "jsgmemods" in the root of IL2. Activate  carmasters water-512 in Generic mod enabler.
2) Open conf.ini and change HardwareShaders to 1 in the section [OpenGL] ("HardwareShaders=1")
3) Change Water to 2  in the section [OpenGL] ("water=2")
4) You also can try to set "VideoSetupId=10" for ATI-Card (or "8" with ATI Radeon X800/9800/9700/9600/9500 and "9" with ATI Radeon 8500/9000)

Enjoy water-mod!
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'MadDog'

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Re: Water=4
« Reply #381 on: June 23, 2014, 04:50:13 PM »

The different Water mods are confusing me somewhat. Does Herra's mod, the two types of wave bender A & C, work with Carmaster's Water=4 or is it a replacement for it?
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Herra Tohtori

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Re: Water=4
« Reply #382 on: June 23, 2014, 07:13:54 PM »

The different Water mods are confusing me somewhat. Does Herra's mod, the two types of wave bender A & C, work with Carmaster's Water=4 or is it a replacement for it?


My mod doesn't replace Carsmaster's mod, nor does it work with it.

Both my mod and Carsmaster's are a replacement of the stock water.


You can only use one at a time. While having more than one activated in JSGME does not exactly cause any errors or crashes, it is redundant - if you have more than one activated, then the game will decide which one it uses based on loading order, so only one of them will end up being used.
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'MadDog'

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Re: Water=4
« Reply #383 on: June 24, 2014, 03:53:04 AM »

Thank you for that clarification Herra. Now I am using the Wave Blender Type C, looks just how I want it.
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