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Author Topic: WxTech's Environmental Mods  (Read 29802 times)

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Bonez

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Re: WxTech's Environmental Mods
« Reply #72 on: August 31, 2014, 09:44:47 PM »

Working fine in 4.12.1m with the newest TFM packs.



Still no love in 4.10.1m+UP3RC4 but not a really big deal. I can always copy my .ntrk files to the 4.12 install for filming.
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Fresco23

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Re: WxTech's Environmental Mods
« Reply #73 on: September 04, 2014, 03:53:57 PM »

These are, hands down, my favorite clouds mod available!

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WxTech

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Re: WxTech's Environmental Mods
« Reply #74 on: September 04, 2014, 04:36:04 PM »

I'd be curious to know in just what respect(s) one finds my cloud tweak to be better...
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Bonez

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Re: WxTech's Environmental Mods
« Reply #75 on: September 04, 2014, 07:01:34 PM »

I'd be curious to know in just what respect(s) one finds my cloud tweak to be better...

Your mod makes clouds look like clouds and, NOT cotton balls driiting in the wind like the stock game rendered clouds.
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WxTech

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Re: WxTech's Environmental Mods
« Reply #76 on: September 04, 2014, 09:38:42 PM »

There are a number of cloud mods out there, all an improvement on stock 'cotton balls.' I'm wondering which aspect of my variation appeals:
- Opacity (I increased the whiteness of the alpha channel so that each cloudlet making up the larger cloud is less see-through)
- Uniformity of base height (real clouds have a generally very tightly constrained range of height on the undersides.)
- Color and tone variation applied (a mixture of cool and warm hues make up the shading variation for each cloudlet.)
- Underside shadowing (I strove for a balance in brightness between the sunlit and shadowed parts, and to behave for all cloud cover--weather--settings.)
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Fresco23

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Re: WxTech's Environmental Mods
« Reply #77 on: September 05, 2014, 03:22:54 AM »

Well in all of the above mentioned areas, I feel your clouds are much closer to real clouds in behavior. I love the way some of them tower far above the others, as is the case with real cumulous formations sometimes. While feeling thick and rolling in nature, they manage to feel light and whispy also. Also, their capture of "sunlight" on the different surfaces of each "cloudlet" is refreshing and lovely, while the shadows below or behind them felt much more natural than others.   

I understand that the game has limitations, and that some things are a lot to ask, so I am NOT making a request, just pointing out how awesome it would be if someone were to develop a way to have a couple of more "layers" of slightly different clouds to be randomly generated or omitted above the standard clouds to form more complex cloud possibilities...

small example shown in portions 2:40-2:54 of the following video


and in the pics below:




For me, your clouds feel more like these clouds than any others I have used. I am just a fan is all really. :D
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WxTech

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Re: WxTech's Environmental Mods
« Reply #78 on: September 05, 2014, 01:10:30 PM »

Thanks for the kind words, folks!

Has anyone tweaked the file which controls cloud generation? Myself, I've dialed back the cloud size a bit.
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rotte7teufel

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Re: WxTech's Environmental Mods
« Reply #79 on: September 18, 2014, 08:49:15 AM »

The Clouds are OUTSTANDING !!! Look great thnx for such a great mod !!!
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Hans-Joachim Marseille

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Re: WxTech's Environmental Mods
« Reply #80 on: March 26, 2021, 12:09:48 PM »

Have been testing so many cloudmods with the years. Yours are the best. 8)   Work fine in BAT as well.  :)
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