Fixed! It turned out to be a shaders tweak I had made and forgot about as it had no effect in DX8 but messed it up running in DX9. Also, the format the .dds cube map texture is saved in is important. The stock texture works fine, but others don't and need to be converted.
I just tried the new self-shadow version and it looks great, but has a problem with double rendering the cockpit where one is normal and the other turns with Track IR.
It turns out that it's related to having labels turned on and it doesn't happen in WOFF, just OFF, and CFS3.
I've been putting it in all 14 of my different installs of CFS3 this afternoon, and I've now experienced a couple of kick-outs to the desktop.
There does seem to be a problem with any aircraft model that uses reflectance layer textures (white bands, etc.), but I just use the Num Pad 0 key to turn the whole thing off when things get wonky like that.
I've now toned down the Glint by editing the shader file to: float sunStrength = mul(arrDirLights[0].vDiffuse.rgb, float3(1,1,1))*0.5
(instead of the default multiplier of 10 as shown in the picture of the Nieuport)
The self-shadowing really is a big jump in bringing the look of CFS3 up to date with other sims.
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