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AnKor's Shaders

Hard to tell what could it be. Maybe a driver issue?

GTX 660 should be perfectly ok, back when I started working on these shaders I had GTX 285 1GB made in 2009.

Make sure you've installed the latest version of DirectX 9, available here: https://www.microsoft.com/en-us/download/details.aspx?id=8109

What seems weird is that you are using 16-bit mode. It is not supported by DX9 shaders and (if I remember it correctly) should not even appear in CFS3Config, only 32 bit modes should be visible.

Can you find d3d8.log in your CFS3 folder and post its contents here? It is just a text file which will open in Notepad (and Windows will likely show it simply as "d3d8" with an icon like a text file)

Thank you , AnKor for your support and this is my log file.

0.00: DllMain - Starting up.
98.08: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
98.09: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
98.09: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
98.09: D3DWrapper::CreateDevice - Hardware Vertex Processing
98.09: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
98.09: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
98.09: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
98.09: D3DWrapper::CreateDevice - SwapEffect: 3, PresentationInterval: 0
98.68: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
98.68: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
98.68: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
98.68: FakeDevice::FakeDevice - Patching visibility culling.
98.68: EffectBase::CheckShaderCache
98.70: VirtualCockpit::EnableEnhancements - Patching cockpit view.
98.70: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
98.70: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
98.70: LightArray::ApplyPatch - Patching maximum dynamic light count.
98.70: DrawRecorder::DrawRecorder - Starting worker threads.
98.70: WorkerThread::WorkerThread - Number of Processors: 4
98.74: ModelBuffer::Init - SSE4.1 NOT available
98.74: ModelBuffer::CreateBuffers - Capacity = 600000
98.74: ModelBuffer::Init - Available Texture Memory 4050 MB
98.74: Models::OnInit - Shadow Map Size: 2048, Filter: On
98.75: Models::OnInit - Available Texture Memory 4002 MB
98.75: DrawRecorder::Init - Scenery Shadow Map Size: 8192
98.75: DrawRecorder::Init - Terrain Shadow Map Size: 2048
98.75: DrawRecorder::Init - Available Texture Memory 3890 MB
98.75: DrawRecorder::StartCompileShaders
98.75: CompileShaders - Starting.
98.75: SeaWater::CompileShaders - Sea: Light
98.75: CompileShaders - Finished.
108.57: EffectBase::CreateEffect - Loading: Texture.fx
108.59: TextureManager::Init - Loading TextureMagic.ini
113.12: DrawRecorder::LoadShaders
113.12: EffectBase::CreateEffect - Loading: Generic.fx
113.14: EffectBase::CreateEffect - Loading: GroundShadow.fx
113.15: SeaWater::LoadShaders - Sea: Light
113.15: EffectBase::CreateEffect - Loading: SeaWater.fx
113.17: EffectBase::CreateEffect - Loading: Scenery.fx
113.21: EffectBase::CreateEffect - Loading: Terrain.fx
113.28: EffectBase::CreateEffect - Loading: Clouds.fx
113.29: EffectBase::CreateEffect - Loading: Skybox.fx
113.29: EffectBase::CreateEffect - Loading: Models.fx
113.32: EffectBase::CreateEffect - Loading: RenderShadows.fx
113.32: DrawRecorder::LogStats - T:0.9 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
113.70: DrawCalls buffer resized to 1024
113.70: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768

after the last line , of course , CTD.
 
Thanks.
Nothing really wrong in the log.
However, could it be that you have set "Safest Settings" in cfs3config? This option may be incompatible with DX9 shaders.
Try selecting "Default Settings" there and see if it helps.
 
Default setting and CTD in loading game

0.00: DllMain - Starting up.
32.93: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
32.93: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
32.93: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
32.93: D3DWrapper::CreateDevice - Hardware Vertex Processing
32.93: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
32.93: D3DWrapper::CreateDevice - Windowed: 0, Width: 800, Height: 600, Refresh: 0, Format: 22, Multisampling: 0
32.93: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
32.93: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
34.14: FakeDevice::FakeDevice - Available Texture Memory 4090 MB
34.14: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
34.14: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
34.14: FakeDevice::FakeDevice - Patching visibility culling.
34.14: EffectBase::CheckShaderCache
34.14: VirtualCockpit::EnableEnhancements - Patching cockpit view.
34.14: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
34.14: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
34.14: LightArray::ApplyPatch - Patching maximum dynamic light count.
34.14: DrawRecorder::DrawRecorder - Starting worker threads.
34.14: WorkerThread::WorkerThread - Number of Processors: 4
34.18: ModelBuffer::Init - SSE4.1 NOT available
34.18: ModelBuffer::CreateBuffers - Capacity = 600000
34.18: ModelBuffer::Init - Available Texture Memory 4069 MB
34.19: Models::OnInit - Shadow Map Size: 2048, Filter: On
34.19: Models::OnInit - Available Texture Memory 4021 MB
34.19: DrawRecorder::Init - Scenery Shadow Map Size: 8192
34.19: DrawRecorder::Init - Terrain Shadow Map Size: 2048
34.19: DrawRecorder::Init - Available Texture Memory 3909 MB
34.19: DrawRecorder::StartCompileShaders
34.19: CompileShaders - Starting.
34.20: SeaWater::CompileShaders - Sea: Light
34.20: CompileShaders - Finished.
34.95: EffectBase::CreateEffect - Loading: Texture.fx
34.96: TextureManager::Init - Loading TextureMagic.ini
36.48: DrawRecorder::LoadShaders
36.48: EffectBase::CreateEffect - Loading: Generic.fx
36.49: EffectBase::CreateEffect - Loading: GroundShadow.fx
36.49: SeaWater::LoadShaders - Sea: Light
36.49: EffectBase::CreateEffect - Loading: SeaWater.fx
36.51: EffectBase::CreateEffect - Loading: Scenery.fx
36.54: EffectBase::CreateEffect - Loading: Terrain.fx
36.59: EffectBase::CreateEffect - Loading: Clouds.fx
36.59: EffectBase::CreateEffect - Loading: Skybox.fx
36.60: EffectBase::CreateEffect - Loading: Models.fx
36.62: EffectBase::CreateEffect - Loading: RenderShadows.fx
36.63: DrawRecorder::LogStats - T:0.7 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
57.72: DrawCalls buffer resized to 1024
57.72: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768



Ankor you have a pm , thank you
 
0.00: DllMain - Starting up.
3.80: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
3.80: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
3.80: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
3.80: D3DWrapper::CreateDevice - Hardware Vertex Processing
3.80: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
3.80: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
3.80: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
3.80: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
4.44: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
4.44: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
4.44: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
4.44: FakeDevice::FakeDevice - Patching visibility culling.
4.44: EffectBase::CheckShaderCache
4.44: VirtualCockpit::EnableEnhancements - Patching cockpit view.
4.44: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
4.44: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
4.44: LightArray::ApplyPatch - Patching maximum dynamic light count.
4.44: DrawRecorder::DrawRecorder - Starting worker threads.
4.44: WorkerThread::WorkerThread - Number of Processors: 4
4.48: ModelBuffer::Init - SSE4.1 NOT available
4.48: ModelBuffer::CreateBuffers - Capacity = 600000
4.48: ModelBuffer::Init - Available Texture Memory 4050 MB
4.49: Models::OnInit - Shadow Map Size: 2048, Filter: On
4.49: Models::OnInit - Available Texture Memory 4002 MB
4.49: DrawRecorder::Init - Scenery Shadow Map Size: 8192
4.49: DrawRecorder::Init - Terrain Shadow Map Size: 2048
4.49: DrawRecorder::Init - Available Texture Memory 3890 MB
4.49: DrawRecorder::StartCompileShaders
4.49: CompileShaders - Starting.
4.49: CompileShaders - Finished.
4.59: EffectBase::CreateEffect - Loading: Texture.fx
4.60: TextureManager::Init - Loading TextureMagic.ini
5.30: DrawRecorder::LoadShaders
5.30: EffectBase::CreateEffect - Loading: Generic.fx
5.31: EffectBase::CreateEffect - Loading: GroundShadow.fx
5.31: EffectBase::CreateEffect - Loading: SeaWater.fx
5.33: EffectBase::CreateEffect - Loading: Scenery.fx
5.36: EffectBase::CreateEffect - Loading: Terrain.fx
5.41: EffectBase::CreateEffect - Loading: Clouds.fx
5.42: EffectBase::CreateEffect - Loading: Skybox.fx
5.42: EffectBase::CreateEffect - Loading: Models.fx
5.44: EffectBase::CreateEffect - Loading: RenderShadows.fx
5.45: DrawRecorder::LogStats - T:0.9 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
5.51: DrawCalls buffer resized to 1024
5.51: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
10.93: WaterBuffer::AddIndexed - Realloc Vertex Capacity: 16384
10.93: WaterBuffer::AddIndexed - Realloc Index Capacity: 16384
10.93: ModelDrawData buffer resized to 512
11.06: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
11.06: GeometryBuffer::populateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384
11.07: SeaWater::SetupNormals - Normal Map #1: 256 x 256
11.09: WaterBuffer::populateBuffers - Water Vertex Buffer, Capacity = 16384
11.09: WaterBuffer::populateBuffers - Water Index Buffer, Capacity = 16384
11.15: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 32768
11.15: GeometryBuffer::populateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
19.25: DllMain - Exiting

Now run , but can't move the graphic setting slider on full quality , becouse give me a graphic error
 
I was doing some restoration work in my base install of CFS3 and wondered why I wasn't seeing the same level of glass reflectivity that I was getting in ETO. Both had AnKor's Shaders installed, but there were other file differences (sky, sun and weather related files, suneffect.xml, shader.xml, etc.). I kept changing the ones in the base install to match what was in ETO, with no effect, until I tried the panoramic_cubic_test.dds, and viola that was it.

Back when we first started developing the new shaders in 2015 the panoramic_cubic_test file was key to simulating some of the water reflection effects we were trying to show. Over time most of that was done directly within the environment and the importance of panoramic_cubic_test faded. Evidently it still has an important part to play.

The default panoramic_cubic_test.dds that comes with the game was not laid out correctly, in that the Up, Down, Left, Right sequence was done improperly. I've never provided the improved panoramic_cubic_test.dds I created with the Shader packages, but now perhaps it looks like I should have.

p.s. Now I wonder if this had anything to do with the differences in the B-17 reflectivity we were recently trying to figure out.

p.p.s. I see that my improved set of panoramic files was included within the MAW 1943 install package, so many of you have them already.
 
Last edited:
Get it while it's hot! Ankor has put a ton of work into some really impressive updates to His shaders. There are several new graphical improvements, including improved cloud rendering, and live reflections inside the cockpit, meaning you will now see the real world, including parts of your own aircraft and cockpit, and scenery items outside, reflected in cockpit glass and other reflective parts.

Some of the biggest changes though are support for some really big new features for developers to incorporate into their aircraft. These include pilot controllable landing lights, and additional controls for the gunsight reticle. There is now a way to make any existing aircraft's cockpit clickable. As part of this feature, external scripts can be written to create new custom player commands which will now be recognized by CFS3 and enable much more realistic and detailed modeling of aircraft systems. The upcoming Spitfire Mk.II release will showcase what can be done with these new features and has been developed with a great deal of support by Ankor. It is therefor strongly recommended that you install this update before installing the Spitfire, once it is released, in order to take full advantage of these features.

Get the new update here once the admins see to it:
http://www.sim-outhouse.com/sohforu...keys=1&keyword=ankors_shaders_22_oct_2019.zip

Many thanks to Ankor for yet another incredible update to his already incredible work!:applause:
 
So, a fair number of our legacy aircraft used an additional semi-transparent object layered inside the cockpit glass to simulate reflections. These are static (rather than dynamic with lighting and head position changes) and are typically pretty obvious. In the past I've had to remove the reference to those textures in in order to activate dynamic reflectivity on the glass. How does AnKor's new code deal with that? Does it automatically recognize them and delete the legacy effect, or will there potentially be a clash between them? Where the extra texture represents a layer of dirt, oil, scratches, blood, etc. it probably still makes sense, so I would guess he left the static interior cockpit reflections intact.
 
So, a fair number of our legacy aircraft used an additional semi-transparent object layered inside the cockpit glass to simulate reflections. ... I would guess he left the static interior cockpit reflections intact.
Correct, my code does NOT remove them.

For the new dynamic reflection to be visible an object must be quite reflective. It was originally implemented to prevent gauges with shiny glass from reflecting terrain that shouldn't be visible through the cockpit. The reflection is not 100% accurate, but good enough unless you are specifically looking for inconsistencies.
Unfortunately any aircrafts behind you are not reflected and this feature cannot be used for useful mirrors.

There's also a subtle but very useful side effect of these reflections. Even if a surface is not shiny it still reflects at certain angles (Fresnel effect). Previously it could cause bright outlines around objects deep inside the cockpit as they were reflecting the environment. Now it should look more natural (but again, not perfect) because reflections are based on the cockpit interior instead.
 
@ MajorMagee

Are the suggested cfg settings the same as you have used before as I use your previous in my cfg file?
 
@ MajorMagee

Are the suggested cfg settings the same as you have used before as I use your previous in my cfg file?

I don't know, as I was not part of putting the package together this time. I would assume that most things have remained as they were in the past. As always, AnKor has provided us with a huge amount of control over the game's display parameters so there are a lot of individual customizations possible.
 
I seem to have a lot more dds files in my TextureMagic.ini in the Shaders 30. I may have added a lot myself but below are some but not all I have but don't see here.

[PropDisk]
prop_german.dds
prop_us_brit.dds
prop_dr1.dds
prop_german.dds
prop_hp0400.dds
prop_pfalz.dds
prop_us_han.dds
prop_us_hann.dds
propspad.dds
Ger_prop_EarlyAxial.dds
Ger_prop.dds
Brit_prop.dds
Brit_propB.dds
Biff-prop.dds
off_prop.dds
Se5a_prop.dds
spit_prop.dds

[HighAltSprite]
tr_condenstrail_basis1.dds=7500|500
tr_condenstrail_basis2.dds=7500|500
tr_condenstrail_basis3.dds= 2500|-1500

[ShipWake]
dr_wake_5.dds
dr_wake_6.dds
dr_wake_6_add.dds
tr_smoke_5.dds
tr_smoke_6.dds
tr_smoke_6_add.dds

[ReticleStatic]
reticle_ru.dds
eto_reticle_spit5.dds
reticlepru.dds
reticle_sea1.dds
reticle_sea2.dds
acc_reticle_br.dds
acc_reticle_br1.dds
reticle_50.dds
la5_reticle.dds
ret.dds
a6m2_sight.dds
f6fsight.dds
gunsight.dds
f7f-3_mk.8_gunsight_reticle.dds
gc_revi12_c2.dds
dr_br693_vichy_reticule.dds
dr_d520_fafl1_reticule.dds
dr_d520_ii-3a_reticule.dds
dr_d520_vichy_reticule.dds
dr_d520__late_reticule.dds
dr_ms406_ax675_reticule.dds
dr_ms406_syria_reticule.dds
dr_ms406_vichy_reticule.dds
dr_po630_ryaf1_reticule,dds
dr_po631_mg_vichy_reticule.dds
dr_po631_vichy_reticule.dds
sitz_po630_no9_reticule.dds
f86_gunsight.dds
gunsites.dds
110gunsight.dds
GyroReticule.dds
reticle_cr42.dds
reticle_b2.dds
sj_revi12_c1.dds
gr_reticle.dds
bf_reticle.dds
br_reticles.dds

[FullbrightSprite]
exhaust_jet.dds
piston_exhaust.dds
piston_exhaust_n.dds
piston_exhaust_blank.dds
piston_exhaust_blank_n.dds
RP-3_flame.dds
RP-3_flame_end.dds
tracerend5blue.dds
tracerside5blue.dds
tracerend5green.dds
tracerside5green.dds
tracerend5purple.dds
tracerside5purple.dds
tracerend5red.dds
tracerside5red.dds
tracerend5white.dds
tracerside5white.dds
tracerend5yellow.dds
tracerside5yellow.dds
tracerend5yellow_geko.dds
tracerside5yellow_geko.dds
tracerend7.dds
tracerend8.dds
tracerend9.dds
photostar_head.dds
photosmokeball.dds
photodebrisadd.dds
photofireball.dds
buoy_flare_surface_light.dds
flare_corona1.dds
flare_surface_light_green.dds
flare_surface_light_green_high.dds
flare_surface_light_pink.dds
flare_surface_light_pink_high.dds
flare_surface_light_red.dds
flare_surface_light_red_high.dds
flare_surface_light_white.dds
flare_surface_light_white_high.dds
green_foam.dds
green_surface_light.dds
na3_surface_light_white.dds
red_foam.dds
red_surface_light.dds
shock1cs.dds
shock1cs1.dds
small_flare.dds
tow_shock1cs_charlie.dds
tow_white_light_fox.dds
us3poflare_ETO_t.dds
white_flare.dds
white_flare_qs.dds
white_surface_light.dds
bombs_flarem8.dds
flare_br.dds
R_flare_t.dds
E_flare_t.dds
G_flare_t.dds
B_flare_t.dds
parachute.dds
na3poflare_ETO_t.dds

[NightSprite] ; Sprites which are drawn (fullbright) only when the world light is below the certain threshold set in d3d8.ini
nav_glow_blue.dds
nav_glow_white.dds
nav_green_light.dds
nav_red_light.dds
nav_blue_light.dds
nav_glow_green.dds
nav_glow_red.dds
nav_glow_white.dds
nav_red_light.dds
nav_green_light.dds
nav_red_light_small.dds
o2_blinker_OFF1.dds
o2_blinker_OFF2.dds
dr_green_light.dds
dr_red_light.dds
dr_white_light.dds
light_yellow.dds
red_light.dds
red_light_sm.dds
red_surface_light.dds
photoflare_light.dds
photospike_head.dds
photoflare.dds
 
So you're saying those you just listed were in a previous texturemagic.ini but not found in the latest one? You can always copy over anything from your old one that isn't present in the new one.
 
As I mentioned, I know I added a lot myself a while back and these may be part of those. I also have a TOW TextureMagic.ini for night time which I swap through the ETO .bat files which has more, so many or most or all might be dds files I added.:wiggle: However I just posted for information sake, not as a criticism.
 
I can't get this version to run on my system. It produces an immediate dialog box stating that it can't find the Direct3DCreate9Ex procedure entry point in the d3d8.dll. This happens even before it starts to create a boot log so there are no diagnostics to look at. I tried changing the UseD3D9Ex=0 entry to UseD3D9Ex=1 but it didn't make any difference. When I tried running cfs3config.exe I get the same error before it starts if these shaders are installed.
 
Sad to hear that. What OS are you running and I assume the previous version is still working? I'm using Win 10 Pro with latest updates and so far so good.
 
Win 10 1803 and the previous version (Jan 2018) is still working fine. Fortunately I did the install with JSGME so going back and forth between the two versions is a quick and easy.
 
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