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Author Topic: Always covered sky  (Read 317 times)

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Stefano

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Always covered sky
« on: September 11, 2021, 02:13:32 PM »

Hi everyone I have encountered this problem, and looking on the site I could not find anything that would help me with this. Let me explain the sky in the maps that go from spring to winter, and that you choose any map from north to south from east to west, the sky setting clear is always covered. I also tried to take a look at the Sky item in the conf.ini and its value is "0" even if you change this value the result does not change. How can I and where can I find a solution to the problem? I attach some screens:






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cbradbury

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Re: Always covered sky
« Reply #1 on: September 11, 2021, 03:21:07 PM »

Are you running the 'random skies' mod, by any chance?
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WxTech

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Re: Always covered sky
« Reply #2 on: September 12, 2021, 01:16:33 AM »

I prefer some degree of control over the high cloud textures.

If missions involve flight altitudes that go through this cloud, skies having lots of dense structure are illusion-breaking because the textures become invisible when you're above them, seeing them from the other side. Dense cloud from below, but suddenly nothing from above, is jarring. In such cases, a much subtler, gauzy, cirriform cloud is far better, for this disparity does not call attention to itself in near the same degree.

These denser, opaque high cloud textures are fine enough if flights are confined to altitudes below them. But even then, as an ex weather observer (that's why my handle is WxTech, or weather tech), textures which clearly are images based on lower tropospheric cloud forms do clash. Pictures using large cumulus clouds are particularly egregious. Up there in ice crystal territory, the only clouds having supercooled water droplets that are cumuliform are cirrocumus, whose individual cloudless are pretty small; not huge things of several to tens of degrees in width as seen from sea level.

And all cirriform clouds are not dense enough to blot out the sun, for their thinness is insufficient.

For these reasons I cull the worst offenders of high cloud textures.

To have no high cloud for some maps, you could place that map's folder and its load.ini in your MAPMODS folder in #WAW3. In the _tex folder, place there an all-black, greyscale texture, of small size (256 pixels is fine), and call it something like,

HighCloudsClear.tga

In the map's load.ini, replace the existing HighClouds texture name with this one.

Years ago, for a campaign I hit on the idea of making a bunch of load.ini files. Each load.ini would use a specific high cloud texture. Depending on the weather type set in the mission file, a suitable texture was selected from among clear, scattered/broken/overcast cirrus, cirrostratus, cirrocumulus and a mixed bag. The mission files were then altered to call the relevant load.ini, all named appropriately. Such as, load_bkn_ci.ini, for example.

A further advantage of this approach is this.

The game currently has this stupid quirk, really annoying for this amateur astronomer. If you're playing a campaign on the same map over a run of missions, the moon phase graphic loaded for the first mission in your play session stays unchanged for all subsequent mission you play during that game session. If the Moon is, say, a thin evening crescent for the first mission, until you load a different map it will stay that same thin crescent over days, weeks or months of game time. (You won't suffer this if you play only one campaign mission per game session.)

By loading a differently named load.ini, this tricks the game into treating this as a different map, and the correct Moon phase image will now be loaded.
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Mick

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Re: Always covered sky
« Reply #3 on: September 12, 2021, 05:18:18 AM »

By loading a differently named load.ini, this tricks the game into treating this as a different map, and the correct Moon phase image will now be loaded.

... yep, I've been doing this for years now, I created about 9 to10 different load.inis for each map, each with a different HighClouds texture, and use them according to circumstances, which brings a lot of variety in missions ...  ;)

The only drawback is if you want to edit a mission file in the FMB, the map won't load, unless you edit the .mis file and replace, say, the BlaBlaBla/Clouds07_load.ini with the original "BlaBlaBla/load.ini" ...  :-[

The only way to avoid this is to add those "new" maps to the All.ini file and Maps folder ...  :-X
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Stefano

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Re: Always covered sky
« Reply #4 on: September 12, 2021, 06:03:49 AM »

Are you running the 'random skies' mod, by any chance?
No not at all I updated BAT and I found myself with this annoying thing, or rather above all related to desert maps should not exist this type of clouds with clear skies ...
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Stefano

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Re: Always covered sky
« Reply #5 on: September 12, 2021, 06:06:15 AM »

I prefer some degree of control over the high cloud textures.

If missions involve flight altitudes that go through this cloud, skies having lots of dense structure are illusion-breaking because the textures become invisible when you're above them, seeing them from the other side. Dense cloud from below, but suddenly nothing from above, is jarring. In such cases, a much subtler, gauzy, cirriform cloud is far better, for this disparity does not call attention to itself in near the same degree.

These denser, opaque high cloud textures are fine enough if flights are confined to altitudes below them. But even then, as an ex weather observer (that's why my handle is WxTech, or weather tech), textures which clearly are images based on lower tropospheric cloud forms do clash. Pictures using large cumulus clouds are particularly egregious. Up there in ice crystal territory, the only clouds having supercooled water droplets that are cumuliform are cirrocumus, whose individual cloudless are pretty small; not huge things of several to tens of degrees in width as seen from sea level.

And all cirriform clouds are not dense enough to blot out the sun, for their thinness is insufficient.

For these reasons I cull the worst offenders of high cloud textures.

To have no high cloud for some maps, you could place that map's folder and its load.ini in your MAPMODS folder in #WAW3. In the _tex folder, place there an all-black, greyscale texture, of small size (256 pixels is fine), and call it something like,

HighCloudsClear.tga

In the map's load.ini, replace the existing HighClouds texture name with this one.

Years ago, for a campaign I hit on the idea of making a bunch of load.ini files. Each load.ini would use a specific high cloud texture. Depending on the weather type set in the mission file, a suitable texture was selected from among clear, scattered/broken/overcast cirrus, cirrostratus, cirrocumulus and a mixed bag. The mission files were then altered to call the relevant load.ini, all named appropriately. Such as, load_bkn_ci.ini, for example.

A further advantage of this approach is this.

The game currently has this stupid quirk, really annoying for this amateur astronomer. If you're playing a campaign on the same map over a run of missions, the moon phase graphic loaded for the first mission in your play session stays unchanged for all subsequent mission you play during that game session. If the Moon is, say, a thin evening crescent for the first mission, until you load a different map it will stay that same thin crescent over days, weeks or months of game time. (You won't suffer this if you play only one campaign mission per game session.)

By loading a differently named load.ini, this tricks the game into treating this as a different map, and the correct Moon phase image will now be loaded.
I prefer some degree of control over the high cloud textures.

If missions involve flight altitudes that go through this cloud, skies having lots of dense structure are illusion-breaking because the textures become invisible when you're above them, seeing them from the other side. Dense cloud from below, but suddenly nothing from above, is jarring. In such cases, a much subtler, gauzy, cirriform cloud is far better, for this disparity does not call attention to itself in near the same degree.

These denser, opaque high cloud textures are fine enough if flights are confined to altitudes below them. But even then, as an ex weather observer (that's why my handle is WxTech, or weather tech), textures which clearly are images based on lower tropospheric cloud forms do clash. Pictures using large cumulus clouds are particularly egregious. Up there in ice crystal territory, the only clouds having supercooled water droplets that are cumuliform are cirrocumus, whose individual cloudless are pretty small; not huge things of several to tens of degrees in width as seen from sea level.

And all cirriform clouds are not dense enough to blot out the sun, for their thinness is insufficient.

For these reasons I cull the worst offenders of high cloud textures.

To have no high cloud for some maps, you could place that map's folder and its load.ini in your MAPMODS folder in #WAW3. In the _tex folder, place there an all-black, greyscale texture, of small size (256 pixels is fine), and call it something like,

HighCloudsClear.tga

In the map's load.ini, replace the existing HighClouds texture name with this one.

Years ago, for a campaign I hit on the idea of making a bunch of load.ini files. Each load.ini would use a specific high cloud texture. Depending on the weather type set in the mission file, a suitable texture was selected from among clear, scattered/broken/overcast cirrus, cirrostratus, cirrocumulus and a mixed bag. The mission files were then altered to call the relevant load.ini, all named appropriately. Such as, load_bkn_ci.ini, for example.

A further advantage of this approach is this.

The game currently has this stupid quirk, really annoying for this amateur astronomer. If you're playing a campaign on the same map over a run of missions, the moon phase graphic loaded for the first mission in your play session stays unchanged for all subsequent mission you play during that game session. If the Moon is, say, a thin evening crescent for the first mission, until you load a different map it will stay that same thin crescent over days, weeks or months of game time. (You won't suffer this if you play only one campaign mission per game session.)

By loading a differently named load.ini, this tricks the game into treating this as a different map, and the correct Moon phase image will now be loaded.

WxTech so are you telling me that I will have to edit all the load.ini files of the maps I am interested in? The problem is that I don't want to mess around and complicate the situation ... Anyway, thank you for the info 😉
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