Sun Glare Modhttps://www.mediafire.com/?cv281msklzvhmn4Now available to download.
Drop the WxTech_SunGlare folder into your MODS folder, or wherever your other mods reside.
It replaces the <\effects\SunGlare\glare01.tga_asis> image with my own creation, which removes the radial spikes and reduces the size of the central 'hot spot'.
A readme.txt file is included.
Tested by me only in 4.08, but I understand others playing more current versions have seen the same result.
While the effect of glare you get when looking into the sun is not at all bad, what I find a bit annoying is how the 'spikes' spin around as the sun's location in the FOV varies. I wanted to get rid of those spikes of scattered light.
Perusing the filelist.txt showed
</Effects/SunGlare/glare01.tga_asis> and <glare02.tga_asis>.
First I made plain black .tga's of each, 64 pixels square, at 24 bits/pixel, no alpha channel. In my MODS folder I created
</Sun_Glare/Effects/SunGlare/>
And put the two .tga files there.
Restarted the game and voila, no glare spikes spinning about.
BUT... the Sun's location was awfully weak, with no prominent central blaze, *especially* when nearer to the horizon (early morning/late afternoon). So a central bright spot is definately required.
During this testing I found than only the file <glare01.tga_asis> is used for sun glare. I was later informed that <glare02.tga_asis> appears to be used for searchlight glare.
I created a 1024 pixel version, with a central white circle 30 or so pixels wide. I blurred this with a Gaussian filter as much as possible while still retaining the full central brightness (255 for an 8-bit display.) Worked very nicely, with a more 'sun-like' size.
But an additional transition to create a more extended, far less intense glare was desired. To the image I added a white circle of perhaps 100 pixels diameter, Gaussian blurred with a roughly 60-pixel radius. This made a gradation which occupies about the central 1/2 of the image. It was dimmed further until no brighter than about 80 (of 255) immediately adjacent to the far brighter 'sun'.
That did the trick! No more annoying spinning spikes, a tighter 'sun', and a slightly reduced yet more realistic veiling glare near the sun.
After an initial release, it was pointed out that the image size could be significantly reeduced to no ill effect. A suggestion was to make it as small as 128 pixels, but I found this to cause too great pixellation of the small central hot spot for my taste, and so I settled on 256 pixels.
Some shortcomings of the approach Oleg and co. adopted:
- The .tga is always of fixed size on screen, irrespective of FOV. And so zooming in is a way to 'cheat' when planes are seen near the sun.
- While dimmed when clouds intervene, ofttimes the 'sun' still 'shines through' when it should not (like it does for edges of canopy framing.).
- The intensity is coded to vary with position, becoming less prominent the nearer to the screen edge it gets. Another way to 'cheat' when striving to see things near the sun.
In the end, though, I've somewhat improved (for me) the execution of this effect.
Big Clouds ModMay 2, 2014. Updated version (#2). 627kB download, link below.
https://www.mediafire.com/download/7atts5hud8znah3/00_A_WxTech_big_clouds.7zMy variation on the Clouds Big 2.1a mod by MANYSH,
as well as adjustment of the clouds to improve brightness and opacity.
Drop the 00_A_WxTech_Big_Clouds folder into your MODS folder, or wherever your mods reside.
Overwrites the earlier version.
An
extensive readme.txt is included.; read it to aid your own tweaking to taste.
Changes from first version:
- Improved cloud appearance. More structure and a bit of color variation. Visually much more interesting.
- Clouds made even larger, using the same numbers of images. Thunder weather clouds go to 35,000 feet, with very nearly completely overcast coverage. (On my 6 year old computer, frame rates bottom out at about 20 fps when on top of those massive clouds, average 50-60fps underneath.)
- For those who want to see how clouds are built, the 'fake' clouds4x4.tga has been rectified (from former mirror-reversing) and colorized, for easier discernment of elements in crowded clumps.
The images formerly here were rendered obsolete, and hence removed. Currently representative ones...
Water Ring Speed Modhttps://www.mediafire.com/?0xxalcacrxc4x8oLocation:
3do/effects/explosion/WaterRing.tga
I've always thought the speed of expansion of the water ring to be too fast. In 4.08 (and probably for a couple more iterations) just one effect serves for all events that trigger a water ring, controlled by WaterRing.msh and WaterRing.sim. My fix involves resizing the graphic. It has a black surround, and all I did was increase the canvas size in Photoshop, with the background color set to black. Irfanview has a similar function. The image was taken from the recent #4.12 effects pack, and was 128 pixels square. I doubled this to 256. Now the same-size ring is surrounded by more black.
What this does is two things. 91) The ring starts off half the size as it did previously, and (2), expands at half the rate. The outer edge of the .tga still expands at the previous speed, but the relatively now smaller ring within is lagging behind. (If one were to increase the canvas size to 4X, the ring would start out at 1/4 size and expand at 1/4 its pre-modded rate.)
I was tempted to bring the .tga's size back down to 128 pixels, but thought it best to not pixellate it that much.
This effect is representing the propagation of a predominantly mechanical wave, which is a not fast phenomenon. And its default manifestation is most certainly far too slow to suggest a sound-speed (in water) shock. Therefore my adherence to the more realistic rate of the mechanical wave. I make no claim on fidelity; my aim is merely a rate which is visually more in line with observation.
Try it yourself; I think you'll like the statelier expansion speed, compared to the default, almost cartoonishly fast rate.