I'm experiencing shading issues on a recently created barrack building. The issue is also affecting the older Acc_ Manston_barrack building, though the result is less obvious because of the darker texture. This is the reason that I did not complete my Weymouth pavillion model skinning. This seems to be either a Gmax or shader issue and affects the side of the models facing the light. I have lowered the sim resolution and tried various gmax and gimp adjustments to eliminate this highly irritating glitch with no change. Any suggestions would be appreciated.
I added the texture to Ankor's Texturemagic file, also no change. I also saved the texture with Paint.net,no change.
I have added my d3d8.ini and ConfigOverrides.xml as there may be an inappropriate setting.
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[D3D8]
; Change to NoMultisampling=1 for SweetFX compatibility, but it will disable ingame antialiasing.
NoMultisampling=0
; Aircraft shadows. 0 - No Shadows; 1 - Low; 2 - Medium; 3 - Good; 4 - High; 5 - Best
ShadowQuality=5
; These numbers define thresholds (in meters) for shadow quality steps. They are different for cockpit
; and external views because cockpit view requires much more detailed shadows at close distances.
; So what you get for cockpit view by default is that the best quality is from 0 to 2.2m, then next step
; is from 2.2m to 8m, then goes another step, and the last one is from 50m to 250m after which shadows
; are no longer rendered. Numbers can be arbitrary, but there must be 4 of them and they should increase
; with each step.
; Default values are quite conservative, so perhaps you can extend them further, for example something
; like “2.5, 15, 90, 500” may also work well for cockpit view. It is mostly about balancing distance
; vs quality and shouldn’t affect performance much.
ModelShadowDistanceCockpit=2.2, 8, 50, 250
ModelShadowDistanceExternal=20, 40, 100, 360
; Terrain shadows. 0 - Disabled; 1 - Low Quality; 2 - Medium; 3 - High
TerrainShadows=3
; 0 - Disabled; 1 - Enabled
TerrainBumpMapping=0
SceneryShadowDistance=200
SceneryShadowRefresh=2000
TerrainShadowDistance=200
TerrainShadowRefresh=2000
; Dithering is used instead of alpha blending on trees. Instead of semi-transparent pixels my shaders
; generate random “noise” making some pixels completely transparent and some completely opaque.
; It works quite well for summer trees with leaves, but may appear odd for winter scenery if it tries
; to dither tree trunks and branches. Disabling dithering removes this noise.
DitherFoliage=1
; If you use multisampling, you may try setting it to 1. This could add some level of alpha blending for trees.
; It is normally disabled, because it doesn’t work for everyone, and it is hard to tell whether it does anything.
AlphaToCoverage=0
; Enable dynamic lights (gun flashes, etc) for scenery objects. 0 - Off. 1 - On.
SceneryDynamicLighting=1
; Adjust sprite (smoke, dust, etc) brightness according to time of day. 0 - Off (always bright). 1 - On.
SpriteLighting=1
; Sun glare and lens flares. 0 - Off. 1 - On.
SunGlare=1
GlareFadeStart=-0.003
GlareFadeRange=0.015
GlareFadeAltFactor=0.8
; Ambient light (R+G+B)/3/255 threshold below which sun glare is disabled
; Should prevent underground moon glare
GlareThreshold=0.11
; Sky glow
GlowFadeStart=0.04
GlowFadeRange=0.1
GlowFadeAltFactor=0.15
; Direct sunlight
SunFadeStart=-0.003
SunFadeRange=0.015
SolidSkybox = 0.0, 0.031373, 0.176471
; How often cockpit reflections are updated (1 - fastest, 1000 - every 1000th frame, 0 - disabled)
; Note that the reflection consists of 6 sides of a cube, and this interval is for ONE side
; So even though the 1 is fastest it will still take 6 frames for full update.
CockpitReflectInterval=1
; Resolution of environment reflection cubemap.
; 1 = 128x128; 2 = 256x256; 3 = 512x512; 4 = 1024x1024
EnvMapSize=4
; Tweaks strength of environment reflection. 0 - off. 1 minimum, 9 maximum.
EnvReflection=7
; Tweak sharpness of sun and environment reflections. 1 dullest, 9 sharpest.
Glossiness=4
; -1 - Off; 0 - Default; 1 - VSync On
VSyncMode=-1
; 0 - Use default (which is 60 degrees); 1...180 - override FOV for external views.
ExternalFOV=35
; Controls zoom increment/decrement steps. Valid values from 1 to 50 - 20 is the default value for WOFF.
ZoomInStep=20
ZoomOutStep=20
; Smooth zoom speed. Zoom still changes step-wise, but transition between steps is smooth. Range of values 0 to 10. Set to 0 to disable smooth zoom.
ZoomSpeed=5
; Adjusts mouse speed for clickable cockpit functions.
MouseControlSpeed=5
; Range 0 to 10. Value of 0 disables mouse look entirely.
MouseLookSpeed=9
; Time in seconds before mouse look automatically returns to centered view.
MouseLookResetDelay=5
; Zoom Direction. Default behavior is wheel-up = zoom-in. To change it to wheel-down = zoom-in use InvertMouseZoom=1.
InvertMouseZoom=1
; Set to 0 to disable acceleration effects.
HeadShake=1
; Magnitude of head lateral movement.
; You can reduce or set it to 0 to disable head movement while still keeping rotation caused by acceleration.
OffsetScale=100
; Offset and Rotation Spring controls how much the view resists the acceleration, lower values make the view deviate from forward/center more and return slower.
OffsetSpring=24
RotationSpring=24
; Sort of "anti-damping". Higher values will make the view shake more and respond to smaller changes in speed.
OffsetResponse=6
; Reflector Sight Setup Mode for Modders
; Set to 1 to be able to see reflector gunsight coordinates on screen, use CTRL or ALT + arrow keys to adjust the gunsight.
; Additionally use CTRL/SHIFT + D/W/S/A to adjust "target" distance/wingspan and relative scale for calibrating gunsight size.
;Use ctrl/shift + one of following keys:
;W – adjust target wingspan
;D – adjust target distance
;S – adjust reticle scale #1
;A – adjust reticle scale #2
;The target is drawn as a semi-transparent magenta square at specified distance in front of “camera” (so you have to align you view with reticle first).
;Adjusted values are not saved automatically, you have to type them in manually.
ReflectorSetupMode=0
ClickableSetupMode=0 ; Set to 1 to set part names and bounding boxes to aid in setting up the clickable cockpits.
TerrainDiffuse=2.5
TerrainDetailBump=1.0
TerrainDetailColor=1.0
TerrainSpecular=-8.4, 8.0, 2.4
TerrainGlossiness=3.0
TerrainBumpFactor=1.5, 2.4, -4.5
; Scenery Lighting
SceneryDiffuse=0.9
; Facility Lighting - FacilityBrightness works as a multiplier for diffuse color of building.
; So if you have a texture pixel with RGB value = 200 and FacilityBrightness = 0.8 the result will appear as if RGB value was 200 * 0.8 = 160. It can also make objects brighter if you use value >1.1.
FacilityBrightness=1.0
; Should match PatchPixelDim in compositetexturebudgets.xml to get correct terrain bumpmapping
TerrainPatchPixelDim=256
; Weather tuning (might be overwritten by WOFF)
; Range 0...100 as percentage of sunlight reduction.
CloudShadowOvercast=0
CloudShadowHeavy=0
; 0 - No shadows; 1 - 10%; 2 - 20%; ...; 10 - 100%. Doesn't make much sense to go below 50%.
CloudShadowScale=10
; 0 - No shadows; 1 - 10%; 2 - 20%; ...; 10 - 100%. Smaller values cause brighter shadows.
CloudShadowDensity=4
CloudRenderDistance=5
; range 1 to 10, defaults to 2 (so 2 * 16km = 32km)
CloudShadowDistance=75000
; value in meters, min 10000, defaults to cloud render distance + 8km.
ModifiedCloudPattern=1
; defaults to 0, set to 1 to use XOR for better randomization of cloud positioning
CloudShadowQuality=2
;range 0 (off) to 4 (which is 8192). Defaults to 2 (i.e. 2048) that is a step above the quality in old versions.
FogLayerFadeInStart = -35.0
FogLayerFadeInRange = 4.0
FogLayerFadeOutStart = 6.0
FogLayerFadeOutRange = 5.0
; Ambient+sun light amount when night sprites are enabled
NightLightThreshold=0.30
; Set to 1 to hide searlight beams pointing directly upwards for some time (as in WOTR)
HideInactiveSearchlights=0
; Set to 1 to draw clouds sprites from both sides (normally only one side is visible)
; Slightly reduces cases of abruptly disappearing clouds when you fly past by but not much really.
DoubleSidedClouds=1
; Troubleshooting options
Enabled=1
Numpad0Switch=0
ForceHardwareVertexProcessing=1
ForceRenderTargetTextures=1
EnumAllDisplayModes=1
AutoGenMipMaps=1
WriteLog=1
FakeDriverVersion=1
AllowShaderReload=1
; Since Win7 DirectX 9 can use new drivers enabling 'unlimited' GPU memory and much faster Alt-TAB.
; Set to 1 to enable these new drivers, but may have problems with older ATI/AMD cards
UseD3D9Ex=1
; Set to 1 to convert any fullscreen mode selected in cfs3config into windowed mode.
; If resolution is less than desktop res it will appear as a normal window, if matches - borderless.
; Many modern games use 'borderless fullscreen' which is actually a windowed mode.
; Note that this mode yet doesn't support antialiasing (multisampling).
WindowedMode=0
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