Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 5 [6] 7   Go Down

Author Topic: WxTech's Environmental Mods  (Read 29806 times)

0 Members and 3 Guests are viewing this topic.

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5498
Re: WxTech's Environmental Mods
« Reply #60 on: May 06, 2014, 04:07:12 AM »

... no prob, Malone, now everything is clear and more functionnal, and mother cat will be able to easily find her kittens ...   :P

Many THX to all involved, and again welcome to you WxTech, and THX in advance for your new upcoming visual mods ...  :D
Logged

Epervier

  • 4.09 Guardian Angel !
  • SAS Team
  • member
  • Offline Offline
  • Posts: 9556
  • I'm French and Rebel_409! Nobody is perfect!
    • Some tinkering here
Re: WxTech's Environmental Mods
« Reply #61 on: May 06, 2014, 04:29:22 AM »

... no prob, Malone, now everything is clear and more functionnal, and mother cat will be able to easily find her kittens ...

Many THX to all involved, and again welcome to you WxTech, and THX in advance for your new upcoming visual mods ...
+1
Logged
If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Re: WxTech's Environmental Mods
« Reply #62 on: May 06, 2014, 10:11:34 AM »

I'm all for clarity. Whatever is deemed good to that end is fine by me. I have no problem at all with any responsible hand streamlining this thread to ease our collective lot. An organized first post is just what the doctor ordered; thanks for taking the initiative, vp!

This unlimited period in which to modify one's posts is a real novelty. The only other discussion forum I'm active on (since '08) is Cloudy Nights (astronomy), where we have but 72 hours' grace.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: WxTech's Environmental Mods
« Reply #63 on: May 06, 2014, 10:41:04 AM »

as with our beloved sim, we prefer the 'no limits' option ;)
Logged
.....taking fun seriously since 1968.....  8)

Uufflakke

  • Modder
  • member
  • Offline Offline
  • Posts: 2078
Re: WxTech's Environmental Mods
« Reply #64 on: May 06, 2014, 10:53:03 AM »

This unlimited period in which to modify one's posts is a real novelty. The only other discussion forum I'm active on (since '08) is Cloudy Nights (astronomy), where we have but 72 hours' grace.

Have a go at the 1C IL2Sturmovik forum where you have a lousy 15 minutes to edit one's post.   :D

Thanks for the sunglare improvement by the way!  8)
Logged
"The Best Things In Live Aren't Things"

santobr

  • Modder
  • member
  • Offline Offline
  • Posts: 1349
  • Senta a Pua!
    • F
Re: WxTech's Environmental Mods
« Reply #65 on: May 06, 2014, 11:59:52 AM »

So, santobr, what did you observe in your test of _nosort?
I've changed it and then the far clouds in horizon turned in black clouds.
So, I'm using the same texture of clouds4x4 but with less resolution and more transparency.
It's sad that the cloudata.cld changes nothing, inside they seem like coordinates to build clouds.


santobr.
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Re: WxTech's Environmental Mods
« Reply #66 on: May 08, 2014, 09:25:52 AM »

Some of the things I'd really like to sink my teeth into require tools and skills I don't posess.

1) The core of cloud generation. Assign fewer textures to smaller clouds. Do NOT make those gigantic, nearly invisible single-texture clouds. Better randomize things; often two or three adjacent clouds are clones. Try to make individual cloud bases flatter, if feasible without employing excessive numbers of textures.

- Rendering of ground haze, particularly for poor weather settings. Reduce the severity of change over small height change. Tone down the too-strong blue tint in a couple cases.

- Decoupling of high and low cloud illumination/color during twilight. Reduce the intensity of red near sunsrt/sunrise. High clouds remain brighter/whiter at given sun altitude. For big clouds, potentially grade texture color with height, giving less reddening for higher ones.


A very fundamental issue which might not be alterable is how the distant landscape and sky are handled as viewpoint moves up in altitude. The atmsphere is treated as becoming completely opaque at the same distance at all altitudes. The result at altitude is a severely depressed 'horizon line' where the ground disappears. If only even a very simple extension could be drawn out to the real horizon. Even after many years it's truly jarring to be surrounded by a modeled 'pea soup' atmosphere which makes it *appear* the Earth is more the size of an asteroid, with a horizon depressed by more than 10 degrees when at the tropopause.

Related to the foregoing is the way high clouds are mapped. They essentially are placed on a surface which bends down to the ground where it disappears into the murk. As you climb higher, this curvature becomes more visibly pronounced, it becoming a real dome. Along with the introduction of a 'true' horizon, the high clouds could be mapped to a much flarrer surface, and rendered when you're *above* them (as opposed to disappearing.) Doable within current engine limits?
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

JotaC

  • member
  • Offline Offline
  • Posts: 55
Re: WxTech's Environmental Mods
« Reply #67 on: May 08, 2014, 09:52:10 AM »

Hi Wx, recently i saw some screenshots from DCS development, it seems they re implementing that high altitude horizon, certainly realistic and beautiful (sorry i cant full navigate from work).

Logged

ivomajic34

  • member
  • Offline Offline
  • Posts: 77
Re: WxTech's Environmental Mods
« Reply #68 on: June 16, 2014, 05:03:10 PM »

Does anyone knows how to fix following bug:
When I shoot at enemy aircraft and I torn off its one wing, that plane starting to fall Down
not in spins but it sometimes goes Down like left-right, right-left.
It's a wery anoying bug!
Is there a fix for that somewhere??
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Re: WxTech's Environmental Mods
« Reply #69 on: June 16, 2014, 10:39:24 PM »

That's related to the flight model itself, and is not merely a visual effect.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Bonez

  • Arsch Spa
  • Modder
  • member
  • Offline Offline
  • Posts: 241
  • F#*! It...Let's RIDE...
Re: WxTech's Environmental Mods
« Reply #70 on: August 20, 2014, 05:01:30 PM »

I've been attempting to implement this in my 4.10.1m+UP3RC4 install that I made for online play on the SAS DF server but even with weather set to Poor in QMB, I still only get the little cotton ball clouds. Has anyone else tried it in this version?
Logged
ASUS M3N-HD/HDMI | AMD Phenom X4 9850 Black Edition 2.5GHz OC 10% | 8GB DDR2 6400EL Series Patriot RAM | NVIDIA GeForce 8800 GTS 640MB

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6066
Re: WxTech's Environmental Mods
« Reply #71 on: August 25, 2014, 10:02:31 PM »

I trust you've set Clouds=1 (or is it 2?) in conf.ini? The lower setting uses simplified clouds which seem to not be affected by such mods as this.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
Pages: 1 ... 3 4 5 [6] 7   Go Up
 

Page created in 0.03 seconds with 24 queries.