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Author Topic: Removing or editing the distance haze.  (Read 7703 times)

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WhiteCat

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Re: Removing or editing the distance haze.
« Reply #12 on: May 05, 2011, 02:20:32 PM »

Hi michel, while researching for this thread (by the way if you can help me with the not distant haze would be awesome):

https://www.sas1946.com/main/index.php/topic,15565.0.html

I think I found the solution for you :) (but still not for me) I think that distant fog is controlled by the following tgas:

MAPS\_Tex\clouds_horizon_blind.tga
MAPS\_Tex\clouds_horizon_blind.tgb
MAPS\_Tex\clouds_horizon_hazy.tga

Hope it helps!
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michel_boonstra1974

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Re: Removing or editing the distance haze.
« Reply #13 on: May 06, 2011, 02:12:35 AM »

@WhiteCat: thank you for the suggestion, I played with these pixies too, but without avail.
The clouds_horizon_xx.tga control the clouds up to the middle/far distance, but not the furthest regions of the IL-2 sky and this is where the problem for the green screen map lies. (see piccie on top of this thread).
Somehow this haze is probably hard coded (and I am a Java retard) and has (as I suspect) something to do with the oh so mysterious cube maps. I think...  :-\
But again, thanks for trying to help!
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WhiteCat

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Re: Removing or editing the distance haze.
« Reply #14 on: May 06, 2011, 10:13:45 AM »

@michel: OK then, you know what? I think then that your fog and my fog may very well be the same. Yours only appears with hazy weather or above right? There's something else we are missing, possibly a non documented tga with grey-blueish tone, which you want to make transparent an I want to make brown :-) let me know if you find it! Cheers :)
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Uufflakke

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Re: Removing or editing the distance haze.
« Reply #15 on: May 06, 2011, 01:00:38 PM »

the oh so mysterious cube maps.

Basically the cube maps are not that mysterious. The inside of such an unfolded cube map looks like this:



So yo have to see yourself standing in the middle of the cube and looking around. It simulates the 3D world in IL-2.
I don't know where those .tga's are located though.
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butch

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Re: Removing or editing the distance haze.
« Reply #16 on: May 06, 2011, 01:15:55 PM »

HeeHee...is this the search for anti-matter or what? 
I am looking forward to the sand storms your are trying to create Whitecat.
I wish I could help, the only thing I know about the distant haze is that

*when I set my weather to poor/blind/thunderstorm, and then turn off 'clouds' in my video settings, I get a great looking tropical haze storm look on the horizon.

**The other thought I had was if it is related to the 'time of day/night'. As the night time darkens the scene with a black hue, maybe local fog is created by a similar method/effect on the environment.

***Does simulated fog (in game) require realife components like humidity / temperature / atmospheric pressure? If so, the answer may be in a cocktail of some sort.

Does that help point in its location??
Good luck with it gents.
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michel_boonstra1974

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Re: Removing or editing the distance haze.
« Reply #17 on: May 06, 2011, 02:13:38 PM »

@Uufflakke: Well, they are not mysterious as to what cube maps are (being a rFactor and Arma2 modder myself, having created cube map designs for my tracks and maps) but how they can be replaced in IL-46 is the mystery!
Assuming they are by default located in the  C:\il46\MAPS\_Tex (although they don't show up when you extract the sfs game files) or putting one's own cube tga's in any other location in one's maps folder doesn't make a difference.
Sometimes I get an error when alt-tabbing a bit too much between the FMB and my source photos and then the cube tga is sometimes showing up instead of the normal land textures. And that cube tga has the exact same color as the distance haze of the picture on top. So probably the cube maps are hard coded?
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michel_boonstra1974

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Re: Removing or editing the distance haze.
« Reply #18 on: May 06, 2011, 02:54:23 PM »

Here the alt-tab-a-lot error in the FMB, which shows the cube map instead of the normal textures.


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WhiteCat

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Re: Removing or editing the distance haze.
« Reply #19 on: May 06, 2011, 04:57:09 PM »

@butch: ;) yes, this is like finding Higgs particle :) yes, that haze seems to be independent of the clouds and of the near fog sprite (the 'fog' you see moving few meters near your vision, or just the moment when you enter in a cloud)

I don't know, but I'd swear there's a fog.tga or a sky.tga, or a fog.mat or sky.mat which don't appear in the SFS extraction, like the cubes. I found some before, but were only for the Object Navigator (the window where you can see each plane and the characteristics, history, etc)

About the time of the day I think definitely increases - decreases the fog. About the temperature it makes sense also, I haven't tried. But... I don't really want to increase it or decrease it, what I want is to change the color!!! and by extension, the color at which things blur in the distance. Usually is blue, and in other landscapes I don't discuss (even if in general I think that gives a sort of cold-european look to all the maps) but I'd say in sandstorm conditions, should be yelow-brown, or oher color... anyway... you can see new screenshots in my other thread, of what I have reached so far :)
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michel_boonstra1974

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Re: Removing or editing the distance haze.
« Reply #20 on: May 07, 2011, 02:14:57 AM »

@Whitecat: hehe, I also had a sort of Eureka! moment when I found that sky texture - only to realize later it was the one for the object manager. Nice job on the sand storm conditions, it would be a great effect on MTO maps.
But by changing those fog tga files, won't it apply on all maps then? Or is it possible to specify the location of fog or smoke tga in the load.ini?
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redko

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Re: Removing or editing the distance haze.
« Reply #21 on: May 07, 2011, 04:25:26 AM »

Mmm...if you can turn the sky to green, it could be possible to make a brighter sky. i would like to get a brighter bue sky  ::)
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Uufflakke

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Re: Removing or editing the distance haze.
« Reply #22 on: May 07, 2011, 05:00:18 AM »

I don't know, but I'd swear there's a fog.tga or a sky.tga, or a fog.mat or sky.mat which don't appear in the SFS extraction, like the cubes. I found some before, but were only for the Object Navigator (the window where you can see each plane and the characteristics, history, etc)


There is a Fog.mat file in the filelist as you might know and to find the Fog.tga I added an extra line " 3do\Effects\SpritesFog\Fog.tga" to the filelist hopefully to find that Fog.tga when searching the .sfs files. (I've done that several times when repainting objects and trying to extract missing damage .tga's for instance. After adding extra entries the missing files popped up ready to extract).
But in this case the Fog.tga didn't pop up after searching every frikkin' .sfs folder.  >:(
I should have opened the fog.mat file before trying to find the Fog.tga, because it refers to " ../../TEXTURES/SmokeA.tga".
So I think you need to search for a SmokeA.tga instead of a Fog.tga.
I'm gonna give it a second try later on this day...

EDIT: found the SmokeA.tga, it is located in fb_3do.sfs and it is actually the same as the one in HolyGrail's SpritesFog folder. But instead of 17 kB it is 64kB.
Don't know if this info helps actually...
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michel_boonstra1974

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Re: Removing or editing the distance haze.
« Reply #23 on: May 07, 2011, 05:11:11 AM »

Mmm...if you can turn the sky to green, it could be possible to make a brighter sky. i would like to get a brighter bue sky  ::)

Although it doesn't really control the brightness, at least it can be edited for color. In your load.ini :
[APPENDIX]
  HighClouds  = [your map]/[512*512 yoursky].tga

By the way SmokeA.tga is located in:
[your il-46 folder]\3do\TEXTURES
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