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Author Topic: Removing or editing the distance haze.  (Read 7704 times)

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WhiteCat

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Re: Removing or editing the distance haze.
« Reply #24 on: May 07, 2011, 05:17:11 AM »

@michel: yes, that's a problem, they apply every map. I don't think we currently can control that from the map, but it would be nice if someone finds the way.

What I'm thinking for the moment, is to create a .bat ms-dos program, you press it when you want to turn desert conditions on-off, and then changes the tgas/ .mat files. You can do that for the clouds even with IL2 open, the next time you open a map they update. And we could use that to switch on-off other very specific desert mods, like tank dust by socorrista, which looks really good in desert but doesn't make so much sense in other theatres of operations.

@redko: what michel basically changed was the highclouds and highclouds noise tgas. You can do the same and that changes a lot in the sky of your map. And beautiful thing is that it's map-specific. Gilb57 has done that already, among other modders.

@Uufflakke: I've worked already with that fog.mat in SpritesFog folder. It can call any .tga, in my installation is calling ground_fog.tga inside the Plutonium effects mod. But the .tga is irrelevant, gives only the shape of the fog, what controls the colour of the fog (or clouds) is the line inside the .mat:

ColorScale                1.0 1.0 1.0 1.0

You have to play with those numbers to change the color

The problem is that the SpritesFog is used not only in the ground fog but also when you enter the clouds. And it's independent from the medium distance haze, so it doesnt' change it. And if you change the color of the sprite, you have to change the colour of the clouds because if not, when you enter in a cloud you see a flash of brown and then the white colour of the cloud, then another flash of brown, etc. :) see my thread I explain that better

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Uufflakke

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Re: Removing or editing the distance haze.
« Reply #25 on: May 07, 2011, 05:52:18 AM »

@Uufflakke: I've worked already with that fog.mat in SpritesFog folder. It can call any .tga, in my installation is calling ground_fog.tga inside the Plutonium effects mod. But the .tga is irrelevant, gives only the shape of the fog, what controls the colour of the fog (or clouds) is the line inside the .mat:

ColorScale                1.0 1.0 1.0 1.0

You have to play with those numbers to change the color

The problem is that the SpritesFog is used not only in the ground fog but also when you enter the clouds. And it's independent from the medium distance haze, so it doesnt' change it. And if you change the color of the sprite, you have to change the colour of the clouds because if not, when you enter in a cloud you see a flash of brown and then the white colour of the cloud, then another flash of brown, etc. :) see my thread I explain that better



Thanx. I just realized it that changing the values of the Colorscale influence the colour and not the .tga. And that it doesn't matter what the name is of that .tga as long as you use the same name in the .mat file.
About the medium distance haze: what happens if you change the values in VisibleDistanceNear       0.0   and   VisibleDistanceFar        50000.0
Because the default values are different from the ones HolyGrail uses.
Or what happens after editing one of the other values.
I'm just brainstorming now. You never know what comes out of it...  ;)
 
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WhiteCat

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Re: Removing or editing the distance haze.
« Reply #26 on: May 07, 2011, 07:26:13 AM »

@Uuff: yes but I think that will change if the fog shows or not (or at what distance) but not the colour. But yes, it's another thing we can play with to achieve a temporary solution...
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