Ankor's Shaders February 2025 Released!

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Ah, yes. That is an issue I worked hard to reduce as much as possible, but unfortunately it is a side effect of low altitude clouds coming in contact with the ground, so it can't be fully eliminated. It is often very difficult to see, but at other times it is more noticeable, such as in this case where the ridge is projecting up into the fog cloud more than the surrounding terrain.
 
Ah, yes. That is an issue I worked hard to reduce as much as possible, but unfortunately it is a side effect of low altitude clouds coming in contact with the ground, so it can't be fully eliminated. It is often very difficult to see, but at other times it is more noticeable, such as in this case where the ridge is projecting up into the fog cloud more than the surrounding terrain.

Yeah thought as much mate, I think it's one of things we have to live with regarding the CFS3 engine i suppose...No matter...what you've all achieved and still continue to achieve and improve on is outstanding, many thanks for taking time to reply and advise. Appreciated massively thank you.
 
Yeah thought as much mate, I think it's one of things we have to live with regarding the CFS3 engine i suppose...No matter...what you've all achieved and still continue to achieve and improve on is outstanding, many thanks for taking time to reply and advise. Appreciated massively thank you.
No worries, happy to help.
 
Nice! I had never tried using negative values, but it clearly doesn't break the equations. Since it is a float value, you can adjust it with as much precision as you like, not just .1 increments. There is an upper limit where it starts to create strange results, noted in the readme. Personally your -0.4 setting looks a bit too clear, as though operating with not a molecule of air between you and those distant mountains, but enjoy your experimenting. You can dramatically change the look of the conditions with that one setting, and I've had great fun trying out different values in different conditions.
Needed to know that about haze as I was wondering! I had mine set at >1 !! Can save that high setting for certain missions; talking of which, I suppose Those hi settings could be used for smog??
 
So something might be happening in the texturemagic.ini from Shaders25 causing this 'flame' on the startup screen. The ini I call TextureMagic2025 causes this while my backup TextureMagic does not. Comparing with notepad++ shows a lot of differences, which maybe location issues rather than content, but there must be something specific. I should add that I have seen the flame b4 when changing something, but often if I retart the C, it goes away; not this time.
 

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Personally your -0.4 setting looks a bit too clear, as though operating with not a molecule of air between you and those distant mountains.
Agreed, I was searching for the limits of clarity. -1.0 didn't really change the terrain from what you see at -0.4, but it did shift the darkness of the sky dome a bit.

It would be nice if HazeDensity was a parameter that could be changed within the weather file. Then it could be tuned to match each weather condition.
 
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Depending on the direction I'm looking the raindrops turn red or green. Is this something unexpected or part of the new shaders? It makes it look like it's raining blood sometimes.

Screenshot 2025-02-21 180725.png
 
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Ok, I've seen that before...thought I got rid of it. Check the format of textures of nearby buildings, I think it may have something to do with that. It's been quite a while since I dealt with it.
 
So something might be happening in the texturemagic.ini from Shaders25 causing this 'flame' on the startup screen. The ini I call TextureMagic2025 causes this while my backup TextureMagic does not. Comparing with notepad++ shows a lot of differences, which maybe location issues rather than content, but there must be something specific. I should add that I have seen the flame b4 when changing something, but often if I retart the C, it goes away; not this time.
This looks like it's unlikely to have anything to do with the shaders, especially if you've seen it before. I recommend checking the relevant aircraft xdps.
 
I found the source of the plague in shaders.xml

Lighting was set to True for rain. To correct this set

<Prelit_Rain Desc="Prelit with zwriting disabled" Fallback="Prelit_Rain_Fallback"
Lighting="False" SpecularEnable="False"

and

<Prelit_Rain_Fallback Desc="Prelit with zwriting disabled, no multiplyadd second stage"
Lighting="False" SpecularEnable="False"
 
Double check that this doesn't have other unintended consequences. IIRC this also caused all precip to show up brightly at night. I was able to get rid of this issue in my install, but I had forgotten about it. I believe the fix had to do with building texture format.
 
I don't think you have to choose.

I recall that I encountered this issue when flying near the groundcrew harbor facility, of which I had several installed in my gsl. I know that I went through all the models and textures, and found something amiss, changed it, and did not have the problem again. I don't recall the exact fix. This was a couple years ago I think, and I'd forgotten all about it until you ran into it just now.
 
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So far I'm getting it everywhere, even at night, if I have Lighting="True". When flying if I look right it's red, and I look left it's green. Ahead and behind it appears normal. Stationary on the ground it's as shown in the picture above at every airfield. Tried changing the rain textures to no effect.
 
Ok, that is a new issue then that I have never seen. Has anyone else encountered this issue?

Mine looked the same, but was only encountered around specific models. And I believe I have found the edit I made. It was actually a hex edit to GC_Harbour.m3d. 99% sure this is what solved the issue in my case. Compare the edit to the original below. I know you hex edit models as extensively as I do, could you have applied something similar that might cause this everywhere for you?EDIT.jpg
 
Thanks, but the install I'm seeing it in is baseline and doesn't have GC_Harbour.m3d installed.

I'll look around for something similar.
 
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