Attention all skinners!

MajorMagee, ah, I see.
It's odd that it happens - I will check why, but I think you can solve it by adding a line:
In.TexCoord.y = 1-In.TexCoord.y;
just before this one
float3 color = tex2D(Tex0, In.TexCoord).rgb;
in Generic.fx, inside ps_reflector block.

gecko, the mask is scaled to cover the whole sprite, just as standard texture does.
You can adjust the sprite size in effects.xml obviously, but I'm not sure what could be the point of altering the mask scale - if it becomes larger than the sprite it will be clipped at its edges anyway.
 
British and Soviet Reticle Collection

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German, Italian and Japanese Reticle collection

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Another Navy Mk8 Reticle. This time it's for the F7F-3 Tigercat.

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A collection of additional French and Italian high resolution dynamic reticles.

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I have ETO 1.5 with Ankor's mods; what needs to be changed in order to be able to use these gunsights with Trakir and appreciate the upgrade?
 
Currently the dynamic reticle isn't working yet in ETO 1.5. This feature is in a test version which has not yet been released.
 
Still a few bugs to fix.

Meanwhile I finally managed to add environment map reflections on glass surfaces -- something gecko was constantly reminding me about :)
And to my surprise these reflections appeared on quite a few objects. Previously I only knew that Ground Crew's BF110 used them on gauges, gunsight and canopy, but now I see many aircrafts having reflective canopies and gauges. Even some gauges in WOFF unexpectedly became reflective.
I wonder whether it is as intended or it is some kind of my bug :)

Should the canopy glass on P51D be reflective? (i.e. not just specular shine, but environment reflection)
 
Meanwhile I finally managed to add environment map reflections on glass surfaces -- something gecko was constantly reminding me about
And to my surprise these reflections appeared on quite a few objects. Previously I only knew that Ground Crew's BF110 used them on gauges, gunsight and canopy, but now I see many aircrafts having reflective canopies and gauges. Even some gauges in WOFF unexpectedly became reflective.
I wonder whether it is as intended or it is some kind of my bug

I see you've been busy AnKor, that reflective shine looks brilliant!
Head bobbing also has only been possible before with access to the virtual cockpit source model so if this is now possible through your mods then that is truly amazing!

Keep up the great work! :applause::applause::applause:

https://www.youtube.com/channel/UCcdJa0DL288u8eTg-_z05cQ

https://www.youtube.com/watch?v=7ioMiHL4kVA
 
Well, that kind of reflections as in the video won't be available. It was just a demo of what could be done, but it is not complete.
I will probably make head bob available as an option in d3d8.ini file, but it is not the priority now and will have an "experimental" status (i.e. even more experimental than other new features :) ).
 
Those look great! That Fokker looks beautiful. I'm excited to hear the glass environment map will be back, thanks! It's a pretty common effect, I think most models have it, and shortly before you released your first shaders I had figured out how to add it to any aircraft that didn't have it. I think it's totally appropriate for the P-51, you can see the reflections in a number of period photos. They may not have polished the rest of the aircraft like they do for airshows today, but having a perfectly clean canopy was a matter of life and death to a fighter pilot. Excited to see what's next!
 
AnKor, I noticed in the reflection video that the reflections are actually of the surroundings eg you can see the hangars in the wing as you flew over them. If this is so would working mirrors be possible?

cheers, clive
 
AnKor, I noticed in the reflection video that the reflections are actually of the surroundings eg you can see the hangars in the wing as you flew over them. If this is so would working mirrors be possible?

You are right those reflections exactly match surroundings, as opposed to standard environment map which is just a premade texture.

However mirrors are not possible because CFS3 doesn't draw anything behind you. I can turn the in-game "camera" to face in any direction, but there won't be anything except the sky - not even terrain, and definitely no aircrafts.
This is also the reason why biplanes in WOFF display some oddities with
upper wing's shadows disappearing when you look at lower wing -- if a part of airplane is not going to be visible anyway CFS3 optimizes it by not attempting to draw it at all.
So, no, there is currently no way to make a working mirror. If I had access to the code which decides what to draw and what not to I could implement it, but it is somewhere inside CFS3.exe and I was unable to find it (and I looked for it a lot!).
 
However mirrors are not possible because CFS3 doesn't draw anything behind you. I can turn the in-game "camera" to face in any direction, but there won't be anything except the sky - not even terrain, and definitely no aircrafts.
This is also the reason why biplanes in WOFF display some oddities with upper wing's shadows disappearing when you look at lower wing -- if a part of airplane is not going to be visible anyway CFS3 optimizes it by not attempting to draw it at all.
So, no, there is currently no way to make a working mirror. If I had access to the code which decides what to draw and what not to I could implement it, but it is somewhere inside CFS3.exe and I was unable to find it (and I looked for it a lot!).

Thanks for the detailed reply. That's a shame. It also explains then why effects such as smoke re-start if you look away and then back at them again.

The in-game camera you mention sounds intriguing, is there any way to change the view angle? (I may have asked this before, sorry). If you look at games such as BoB2 and IL2 objects in the background look closer (higher focal length?)

I'm very impressed that you are able to look 'inside' the .exe, you clever s*d! :) How are you able to do that!?

Cheers,

Clive
 
It also explains then why effects such as smoke re-start if you look away and then back at them again.
Yes, the same reason. I don't know if it is possible to workaround.

The in-game camera you mention sounds intriguing, is there any way to change the view angle? (I may have asked this before, sorry). If you look at games such as BoB2 and IL2 objects in the background look closer (higher focal length?)
Well, shaders which shipped with WOFF 2.0 already have this feature. I managed to find the location in cfs3.exe which stores the view angle for external cameras and now my dll is able to "patch" it when loaded.
In fact it is even possible to change without using my dll by hex-editing the cfs3.exe if you are ok with that ;)

I'm very impressed that you are able to look 'inside' the .exe, you clever s*d! :) How are you able to do that!?
I'm using a disassembler and debugger, but it is like 10% of intellectual work, 10% of wild guessing and 80% of sheer luck to find anything useful there.
Based on my experience and common sense I'm trying to guess what original devs were thinking when they coded the game. Sometimes it works, sometimes it doesn't, but it takes a lot of time.
 
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