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AnKors_Shaders_25_Feb_2017.zip 2024-04-28

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This incredible addition to CFS3 was begun by Andrey Korchinskiy in December of 2013 and was originally intended to become part of WOFF so that it could access DX9 functionality making it compatible with the SweetFX shader injector. Since then it has grown to be so much more that it's easy to forget that it still provides the bridge to using SweetFX in CFS3. It's major features are:

External Views
Aircraft Self Shadowing
Anti-alias Aircraft Shadows On The Ground
Tree and Building Shadows
Dynamic Lighting
Environmental Reflections
Horizon Line Haze Blending
Eliminated In Cloud Square Border
Bump Mapping
Ability To Add Shading Textures To Aircraft That Don't Reference Them In Their Model File
Realistic Water Rendering
Cloud and Terrain Shadows
Adjustable Field Of View Angle
Adjustable Night Sprite Effects Levels
Searchlights
Self-Illuminating Secenery Objects
Altitude Controlled Track Effects

Tree Rendering with Alpha Transparency Effects

Cockpit Views
Dynamic Reticles Variable Range Settings
Mouse View
Mouse Scroll Zoom
Cockpit Lighting
Luminous Gages
Improved TrackIR Image Rendering

Performance Enhancements
Multi-Processor CPU Management
Modern Rendering Optimizations
Cfs3config.exe No Longer Needed Everytime Video Drivers Update
Auto Generates Mip Maps

These files are installed into the CFS3 main directory the same way as AnKor's previous versions.

This package includes some of my personal modifications, including new water files in the Effects folder, and a couple of adjusted .fx files (the originals are included with - Copy added to the names) in the Shader30 folder. These adjusted .fx files include several new variables near their tops that will let you fine tune the look of some of the effects. The suggested values are listed in the comments for the variable.

The foamamount value in SeaWater.fx is dependent on the water files you're using and is the cut-off brightness that switches the rendering animation from water to foam. Using a different set of water files than the ones I've included will most likely require you to change this value.

The TextureMagic.ini file has the list of my animated gunsite files already included too. The bottom of this file is where you can make edits to customize what will be included or not in the new auto-adjustment of special effect brightness at night to fit your particular installation.

I've also edited several settings in the d3d8.ini like the FOV that you may want to change to fit your particular set-up better since I'm running at an extra wide 3440 x 1440 resolution.

*** Warning ***
You must turn off Dual Pass Render, and turn on the High Resolution Z Buffer, and Disable Shadows. in cfs3confing.exe.

Z Bias Resolution should be typically be limited to 15. Higher values can lead to some rendering problems on some systems.

Z Bias Flat effects should be set to 25 to reduce flickering of the bomb crater decals.

The CFS3 Default Water Detail Texture Size is 5 and the SeaWater.fx settings in this package are preset to match. Using a different texture size will change the appearance of the wave dimensions unless you adjust the values in SeaWater.fx to match.

2017 Changes:
Head Shake calculated from the cockpit and gunner station locations. As the aircraft maneuvers your view is shifted in response to the g-forces being experienced. d3d8.ini contains new parameters to control the intesiity of this effect, and it can now be switched completely off as well.

Mouse Look activates in the cockpit when you move the mouse allowing you to dynamically change your view direction. If you stop moving the mouse it will rotate back to the default forward view direction after a preset time. Mouse look can be switched on/off in-game by clicking RIGHT mouse button and it starts OFF by default. So to use mouse look you will need to right-click the mouse once. This can also be temporarily disabled in game by going to an external view or holding down the "Alt" key in the cockpit.

Mouse Scroll Wheel Zoom works like using the [ and ] keys. The step size and smoothness of the transition between levels is set in the d3d8.ini.

This version also fixes the old "sky-colored triangles at edges of the screen" issue caused by head rotation when using TrackIR.

Improved CPU utilization.

Altitude Controled Track Effects are now available so contrails only show up at their appropriate altitudes.

Self-Illumination capability has been expanded to allow even black surfaces to display a light map. This will let you have lights shown on parts of scenery objects like building windows.

A comprehensive set of user instructions and developer notes with example images are included in this package.

MajorMagee
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