MechWarrior 5: Mercenaries

File information

Last updated

Original upload

Created by

Nek

Uploaded by

CyberNek

Virus scan

Safe to use

Tags for this mod

About this mod

This mod adds mech cockpit windshield to give a feeling of some barrier between you and the world outside of mech.
Windshield is influenced by weather effects. Such as rain and ice. And imitates environment lighting influence.

Requirements
Permissions and credits
Changelogs
Mod features

- Dynamic Weather Effects on the glass ( requires "Effects Quality" of game options to be set to "High" or "Maximum" )
- Glass Lighting
- Biome Lighting Correction

Dynamic Weather Effects
Shows rain and ice on the glass depending on weather conditions. Better visible with FXAA antialiasing mode.
In versions 0.84 - 0.91 have same appearance. Can not be configured or disabled for these versions.
In versions from 0.92 weather effects are affected by:
- Time ( increases water or ice amount to maximum value defined by rain/snow intensity )
- Any cover above mech like any objects, buildings or terrain arcs ( prevent from raining and freezing )
- Mech temperature ( causes ice melting )
Some weather effects can be configured for versions from 0.92 and above.
Check section Gameplay influence of Dynamic Weather Effects below for details.

Glass Lighting
Imitate dynamic glass lighting depending on surrounding. Influenced by obstacles in front of cockpit, and by direct sun light.
Available in version 0.90 and later.
Can be configured or disabled.

Biome Lighting Correction
Changes biome lighting to allow Glass Lighting system look better. These changes are also trying to increase time of day difference: nights and dawns becomes darker.
Available in version 0.91 and later.
Required for Glass Lighting system to work. Can be disabled along with it.

Gameplay influence of Dynamic Weather Effects
Target reticle zone is not clear from weather effects by default in versions from 0.92. It means that you may see droplets and ice covering your target. In bad weather conditions it may lower your accuracy. Or may not, it depends on you. But you can lower rain drips and flows intensity a bit by standing under some cover. It may be building or terrain arcs. Also, you can melt ice by rising a heat of your mech to values more than 50% ( by default ) and keeping high temperature. When it will drop below 50%, it will start to freeze again. Although freezing is not so fast as melting. It will take few minutes to be covered with ice again. When you start your mission outside of dropship ( it means you had a long way to this point under open sky ) you'll start with already frozen glass. So if weather conditions is very bad, maybe you will need to melt ice right at the mission start time.
If you don't like this mechanics, you can set parameter   Transparency_Reticle_Zone   to 100 to keep your reticle zone always clear from weather effects like it was in versions before 0.92. Also you can tune other parameters like melting speed, freezing time or water and ice amount and weather effects contrast in main settings file. Check Problems resolving part of this description to know more about parameters.

Biomes support
Mod versions 0.9x has support for all vanilla biomes except some scenario missions that can be found in "Select Scenario" tab in Instant Action window.
Maybe there are also some scenario missions in DLCs, not accessible from this tab, but I know nothing about them at this moment.
Also mod 0.9x has draft support for most of vonBiomes except Crystal Field and Mushroom Biome. Dusk time of almost all biomes is also not supported.
"Not supported" means it has not lighting presets. It still will be playable and will have weather effects, but glass will be absolutely transparent without lighting. Biome lighting also will be native in this case.
Further updates for lighting presets will be released as presets files pack separately from mod versions.

Known bugs
- Rain or ice inside of dropship at mission start time. Can be faced in versions up to 0.91x. Solved in versions from 0.92.
- Environment lighting is bright ( has native settings ) for short time at mission startup. Available in version 0.91 and later because of Biome Lighting Correction activation latency.

Conflicts
It may conflict with other mods with altered:
- Mech Cockpit asset ( only versions 0.9x )
- cockpit glass material 
- windshield models

Conflictable or Not Supported Mods Compatibility
InThePit - Cockpit Glass versions 0.9x should be loaded in order after it.
Relux - is not supported by Cockpit Glass versions 0.9x. You can use version 0.84 for it.
VRWarrior - is not supported by Cockpit Glass versions 0.9x. You can use version 0.84 for it.

Configuration and lighting presets files
You can find these files in mod folder, in subfolder <Config>
Settings.cfg     - main settings file
GEST_ ... .csv  - all other files with lighting presets
You can change these files and parameters even while game ( mission ) is running. But after you made some changes and saved file, you need to restart mission ( not abort, but just restart, it's much faster ) to see changes in game.

---

Problems resolving

I want to tune Dynamic Weather Effects ( can be used only for mod version 0.92 and later ).
You can change water and ice maximum amount for every variant of weather intensity by changing parameters:
Water_Trace
Water_Light
Water_Moderate
Water_Heavy
Water_Extreme

If you want to lower or increase ice amount without changing rain intensity, you can change it only by single parameter that will affect all weather conditions at once. This parameter is a multiplier that defines ice amount by applying to water values above:
Ice_Multiplier
If you want to change freezing time to be slower or faster, you can use:
Freezing_Time_Scale
When ice is melting, there are some droplets will still left on glass, because droplets are not vaporating. To vaporate them, you can lower next parameter. Or you can rise it to keep more non-melting ice amount:
Ice_Min_Outside
You can change next parameter If you want to change mech temperature what causes ice melting. Supported values 0-99. This value defines starting temperature wich will give melting power. In this value this power is still zero, and it rises up to higher temperature. It means if you will change it from 50 to 0, you will have twice more melting power at 100 degrees, and same melting power at 50 degrees that was at 100 degrees when your melting floor was 50:
Melting_Floor
Next parameter will help you change melting speed. So you can scale that melting power mentioned before.
Melting_Speed_Mult
Next parameter allows you keep reticle zone clear from weather effects. Just set it to 100 to be clear. You can also use any value from 0 to 100 to get intermadiate result.
Transparency_Reticle_Zone
Water and ice refraction ( contrast ) can be changed with next parameter. But be careful, rising it may cause odd black shapes to appear on droplets. That shapes will have visible straight borders. They caused by Screen Space Refraction used in this game.
Weather_Refraction

Glass lighting is too subtle ( or too bright ), I want to tune it.
You can change brightness by modifying parameters:
Dust_Brightness_Ambient
Dust_Brightness_Diffuse
Dust_Brightness_Direct
It's easier to set them together to same value. They will change glass brightness. Too bright glass will make world outside also look brighter and even can reveal object details hidden in initially pitch dark places at night.
Another way is to change
Opacity_Dust_Total
It will change glass opacity. Increased opacity will make glass appearance brighter at bright days, darker at night time, and fogger at cloudy weather.
Weather effects will not be changed by these parameters.

Glass lighting is too subtle in some weather conditions, while too bright or foggy in different.
The reason of this is that the Glass Lighting system is not ideal. It's just imitation. I tried my best to tune it, but sometimes it gives too narrow range for settings to look good or just not too bad.
Lighting settings for different biomes, time of day and weather can be tuned only with changing presets in .csv files. It's very hard without special mod version with debug GUI panel. Even with it it's very time consuming. But if you have very strong passion to do this, you can change csv files manually or with electronic tables editor software like MS Office Excel or similar freeware tables editors. And you will need to restart mission every time to see changes after you saved file. Maybe later I'll release special mod version for presets debugging, but I afraid it will require a lot of time to make tutorial on how to use it.

I don't like glass lighting, i want to disable it, but I like corrected biome lighting and want to keep it.
Just set settings parameter   Opacity_Dust_Total    to zero value and glass will become absolutely tranparent. It will not affect corrected biome lighting as well as weather effects.
Alternatively, you can set  Opacity_Dust_Foggy_Overall   and  Opacity_Dust_Foggy_Borders  to zero. This way you can keep some dusty stains on absolutely clear glass.

I want to use different mod for biome lighting control ( or want to use vanilla lighting ). I want to disable biome lighting corrections in your mod.
If you disable it, it will also disable Glass Lighting system. Glass will become absolutely transparent, but weather effects still will be present.
To disable it just rename or remove <Config>  subfolder from mod folder.

I want to use your mod, but it has conficts with another mod I want to use
Sometimes two mods uses same asset ( game resource ) and marked in game as conflictable. But they still may be compatible. Try to use different load orders to check their compatibility. If Cockpit Glass version 0.90 and later still don't want to work with other mod, there is only one way: using older version - 0.84. It is less conflictable because uses less resources.

There is very high platform ( or roof of some building ) in game, and your mod does not detect it as cover.
Try to change next parameter. It's the height of cover tracking. In meters.
Weather_Cover_Height