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The Staff of SOH
Ah, there's the issue! I had forgotten those light covers used a texture. Now to see if we can find a way to have our cake and eat it too: appropriate lighting on rain at night AND no blood rain.Okay, figured out what's different. The SJ Spitfire Mk.V doesn't trigger the tinted rain because it uses the texture "spit5_navlights_t.dds" to define the color on the transparent surface rather than setting it directly in the diffuse color section of the m3d.
Your overcast shots are extremely dark. Is this during daylight? It seems way darker than it should be showing up if so.I redid the small rain mod so now it's much less rain in the animation rather than invisibly small.
View attachment 162459
The Little Boy issue is caused by a shockwave class effect. You can try playing around with different Z Bias Terrain Decal settings in the config program, it might help.Curiouser and Curiouser . . .
I spent a while today spit balling anything I could think of, with little success. The last thing I did was to search for and delete all the BDP files in my TOW install, delete them, restart my PC, any mysteriously, the problem is gone. Literally scratching my head, but at least I'm finally OK, at least for now.
However, as I had been noticing some visual oddities in other installs, I thought I'd repeat the process. I tried PTO and afterwards, when I dropped a Little Boy, the area of the devastation was flickering in a similar way. Maybe my PC/video card just can't handle the new stuff properly? I only installed parts 1 and 2 so i thought I'd be OK. Oh well. Thanks for trying to help.
You need to make sure the Aircraft and Airbase values are values that are present in your install. E.I. the aircraft should reference one that is installed, and the Airbase should be the airbase ID of one of the airfields in your global layer.I've often wondered about this. How exactly does one modify the frontend.xml file for the Pacific installs? Does it fix the in-game times as well or does that require another fix? I've never actually had an issue in the UI, but in game, the times of day are a crapshoot.
It is also possible to combine normal map, using the RGB channels, and specular, using the alpha channel, and have it all as a single texture. I don't recall the correct naming convention off the top of my head.Thanks MM!!
I use 4x SGSSAA and it eliminates most of the shimmer.
Hey! What's difference between "ConfigOverrides" and "ConfigOverridedw"?I would look at the z bias section.
<Config>
<FileVersion val="60"/>
<Adapter val="0"/>
<Device val="0"/>
<Mode val="19"/>
<MultisampleType val="D3DMULTISAMPLE_NONE"/>
<VendorId val="4318"/>
<DeviceId val="7812"/>
<VersionNumberLowPart val="0"/>
<VersionNumberHighPart val="589824"/>
<TextureLimits>
<aircraftmodels Scale="0" MaxDim="0"/>
<compositeterrain Scale="0" MaxDim="0"/>
<compositeterrainsource Scale="0" MaxDim="0"/>
<effects Scale="0" MaxDim="0"/>
<hud Scale="0" MaxDim="0"/>
<nonaircraftmodels Scale="0" MaxDim="0"/>
<precompiledterrain Scale="0" MaxDim="0"/>
<shadows Scale="0" MaxDim="0"/>
<ui Scale="0" MaxDim="0"/>
<uncategorized Scale="0" MaxDim="0"/>
</TextureLimits>
<ConfigOverrides>
<DisableWarningBoxes val="n"/>
<DisableSound val="n"/>
<DisableIntroMovie val="y"/>
<DisableMovieUI val="n"/>
<DisableUIAnimations val="n"/>
<SafeMode val="n"/>
<NoDXT1 val="n"/>
<NoDXT3 val="n"/>
<NoDXT5 val="n"/>
<DisableIndexBuffers val="n"/>
<DisableVertexBuffers val="n"/>
<Disable1600x1200 val="n"/>
<Disable1280x1024 val="n"/>
<Disable1024x768 val="n"/>
<DualPassRender val="n"/>
<HighResolutionZBuffer val="y"/>
<TerrainDetailTexture val="y"/>
<DisableWindowed val="n"/>
<DisableValidateDevice val="y"/>
<DisableWriteOnlyVB val="n"/>
<DisableWriteOnlyIB val="n"/>
<DisableTriangleStrips val="n"/>
<UnsupportedHardware val="n"/>
<UnsupportedDriver val="n"/>
<DisableCompositeTerrainTextureMips val="n"/>
<DisableCompositeTerrainTextures val="n"/>
<DisableCompositeGroundPlaneTextures val="n"/>
<DisableCompositeAircraftTextures val="n"/>
<DisableScenery val="n"/>
<DisableEnvironmentMapping val="n"/>
<DisableShadows val="y"/>
<DisableWhiteOut val="n"/>
<DisableTerrainLighting val="y"/>
<DisableSceneryLighting val="y"/>
<DisableSun val="n"/>
<DisableStars val="n"/>
<DisableRenderText val="n"/>
<DisableLabels val="n"/>
<DisableTacticalDisplay val="n"/>
<DisableTargetCone val="n"/>
<DisableHUD val="n"/>
<DisableChat val="n"/>
<DisableAdvisor val="n"/>
<DisableSimWarnings val="n"/>
<DisableTimeCompress val="n"/>
<DisableWeather val="n"/>
<DisableClouds val="n"/>
<DisableBlendToOffscreen val="n"/>
<DisableClear val="n"/>
<DisableTerrainRender val="n"/>
<DisableTerrainUpdate val="n"/>
<DisableSceneDBRender val="n"/>
<DisableWaterRender val="n"/>
<DisableWaterShorelineRender val="n"/>
<DisableWaterReflectionRender val="n"/>
<DisableWaterAnimationRender val="n"/>
<DisableTerrainTextureRingBlend val="n"/>
<DisableFog val="n"/>
<DisableRain val="n"/>
<DisableTexturedAlphaMaterial val="n"/>
<DisableShellCasings val="n"/>
<DisableTerrainDiffuseLighting val="n"/>
<DisableTerrainDecalRender val="n"/>
<DisableVCFog val="n"/>
<DisableInCloudEffect val="n"/>
<DisablePropDiscs val="n"/>
<CompositeAircraftTextureBudget val="10240"/>
<CompositeAircraftTextureMaxDim val="4096"/>
<CompositeAircraftTexturePool val="D3DPOOL_DEFAULT"/>
<CompositeAircraftTextureUsage val="D3DUSAGE_RENDERTARGET"/>
<CompositeTerrainTextureBudget val="Five"/>
<VertexBufferPool val="D3DPOOL_DEFAULT"/>
<IndexBufferPool val="D3DPOOL_DEFAULT"/>
<PreCompiledTerrainTextureBudget val="five"/>
<UserShadowTextureBudget val="1"/>
<AIShadowTextureBudget val="30"/>
<ObjectShadowTextureBudget val="500"/>
<UserShadowSize val="512"/>
<AIShadowSize val="512"/>
<ObjectShadowSize val="512"/>
<MaxParticles val="2000000"/>
<ZBiasBitsResolution val="16"/>
<ZBiasTerrainDecal val="1"/>
<ZBiasWaterPolyNear val="1"/>
<ZBiasWaterPolyFar val="0"/>
<ZBiasWaterLineNear val="1"/>
<ZBiasWaterLineFar val="0"/>
<ZBiasFlatEffects val="25"/>
<ZBiasShadow val="16"/>
<ZBiasTerrainAlphaNear val="0"/>
<ZBiasTerrainAlphaFar val="0"/>
<ZBiasObject val="0"/>
<ZBiasObjectFar val="0"/>
<ZBiasEffects val="1"/>
<ZBiasClouds val="1"/>
<TerrainVertexBufferCapacity val="65536"/>
<TerrainIndexBufferCapacity val="65536"/>
<VertexCacheSize val="64"/>
<BackClipDist val="128748"/>
<InteriorWaterLoadingFactor val="1"/>
<WaterDetailTextureSize val="5"/>
<WaterElevationBias val="4"/>
<WaterElevationBiasFactor val="0.5"/>
<NearPassBackClipDist val="1000"/>
<FarPassNearClipDist val="10000"/>
<FogStartDist val="10000"/>
<CloudScale val="10"/>
<TerrainBestImageQuality val="0"/>
<MaxLandClassVariations val="0"/>
<TerrainMaxBlenderInstPerFrameNear val="8192"/>
<TerrainMaxBlenderInstPerFrameFar val="8192"/>
<SceneryTriangleBudget val="five"/>
<TerrainTriangleBudget val="five"/>
<MaxModelLOD val="100"/>
<FullscreenSwapEffect val="D3DSWAPEFFECT_DISCARD"/>
<CompositeTerrainTexturePool val="D3DPOOL_DEFAULT"/>
<CompositeTerrainTextureUsage val="D3DUSAGE_RENDERTARGET"/>
<TextMaxTextures val="0"/>
<OverallGraphicDetail val="5"/>
<AircraftDetail val="5"/>
<SceneryDetail val="5"/>
<TerrainDetail val="5"/>
<EffectsQuality val="5"/>
<CloudsQuality val="5"/>
</ConfigOverrides>
</Config>
MajorMagee, when you copied over the "terrains" folder from part one of the shaders package, did you just let it copy over the "terrains" folder or copy the contents into the "terrains_korea" folder?I just installed it in DPC Korea. The biggest edit required was to reset the time in the frontend.xml files because of the offset for being on the other side of the planet. Without that the UI was always displayed as the middle of the night. Rising Sun and PTO will most likely need similar edits.