Projected knowledge base:

.m3d model viewer

It is possible to view cfs3 models outside of the game. This applies to most .m3d models such as aircraft, buildings, vehicles etc.

Make a copy of your desktop shortcut, right click on it and in the box where it says 'target' add this to the end of the entry: -m3dview

Mine looks like this:

"C:\Program Files\Microsoft Games\Combat Flight Simulator 3\cfs3.exe" -m3dview

You can then also change the name of the shortcut to read 'm3d viewer' or whatever by right clicking on the shortcut again, selecting 'rename' from the drop down menu and then typing in your desired name.

The viewer opens just like cfs3 with the same screen. Once open click on 'window' and select 'text' from the options, this will show on-screen instructions on how to use it.
 
Specular Enable

Originally Posted by: FBP On 08-22-04 @ 13:58 (Before the Site Attack)
Transcribed by CADFather from a PDF posted by Daiwilletti

Here is a way to get all your aircraft to have that shine created by the s.dds file in the aircraft folders, without having to create a new s.dds file in the cfs3 main folder edit the shaders.xml

Open the shaders.xml and follow the instructions noted in Bold/Italics and save the file as with any changes you make to the program back up your original file first)

<ModelSpecularGloss Desc=”Vertex lighting w/ Specular modulated by Gloss Map”
Lighting=”True” SpecularEnable=”true” (Ensure SpecularEnable is set to “true”)
SrcBlend=”One” DestBlend=”Zero”
ZEnable=”True” ZFunc=”(ZFunc)” ZWriteEnable=”True” ZBias=”0” FogEnable=”True”
AlpahBlendEnable=”true” AlphaTestEnable=”true” AlphaRef=”8” MultiSample=”True”
ColorArg10=”Texture” ColorOp0=”Modulate” ColorArg20=”Difuse”
AlphaArg10=”Texture” AlphaOp0=”SelectArg1” AlphaArg20=”Current”
Texture0=”0”
ColorArg01=”Current” ColorArg11=”Specular” ColorOp1=”MultiplyAdd” ColorArg21=”Texture”
AlphaArg11=”Current” AlphaOp1=”Modulate” AlphaArg21=”TFactor”
Texture1=”3” TexCoordIndex=”0”
 
To Enable Fog in your Skybox with Heavy Couds.

Originally Posted by: AWESOME On 08-22-04 @ 14:51 (Before the Site Attack)
Transcribed by CADFather from a PDF posted by Daiwilletti


Open the shaders.xml and follow the instructions noted in Bold/Italics and save the file as with any changes you make to the program back up your original file first)

<FoggedSkybox Desc=”for Rendering fogged skybox”
Lighting=”False” SpecularEnable=”True”
SrcBlend=”SrcAlpha” DestBlend=”InvSrcAlpha”
ZEnable=”False” ZFunc=”LessEqual” ZWriteEnable=”False” ZBias=”0” FogEnable=”True” (Change ZEnable=”False” to ZEnable=”True”)
AlphaBlendEnable=”False” AlphaTestEnable=”False” AlphaRef=”0” MultiSample=”True” (Change AlphaBlendEnable=”False” to AlphaBlendEnable=”True”)
ColorArg10+”Diffuse” ColorOp0=”SelectArg1” ColorArg20=”Diffuse”
MinFilter0=”Linear” MagFilter0=”Linear” AddessU0=”Clamp” AddressV0=”Clamp” Texture0=“0”/>
 
More Transparent Smoke (Doesn’t Look So Solid)

Originally Posted by: AWESOME On 08-22-04 @ 14:51 (Before the Site Attack)
Transcribed by CADFather from a PDF posted by Daiwilletti


(Open the shaders.xml and follow the instructions noted in Bold/Italics and save the file as with any changes you make to the program back up your original file first)

<Add Desc=”Additive blending for special effects”
Lighting=”True” SpecularEnable=”True” (Change Lighting=”True” To Lighting=”False” and SpecularEnable=”True” To SpecularEnable=”False”)
SrcBlend=”One” DestBlend=”One”
ZEnable=”True” ZFunc=”LessEqual” ZWriteEnable=”False” ZBias=”0” MultiSample=”True”
ColorArg10=”Texture” ColorOp0=”Modulate” ColorArg20=”Diffuse”
AlphaArg10=”Texture” AlphaOp0=”Modulate” AlphaArg20=”Diffuse”
MinFilter0=”Linear” MagFilter0=”Linear” AddressU0=”Wrap” AddressV0=”Wrap” Texture0=”0”
 
Standalone
Transcribed by CADFather from a PDF posted by Daiwilletti

Originally Posted by: Kevboy On 04-13-05 @ 04:18 (Before the Site Attack)

“Hello all
Question, if a plane has been converted to run on CFS# from CFS2 of FS, can I convert it to another standalone? I would like to hear yes!
But it has no Mos File so how do I tell it about the texture name changes? I do however hace an Air File, but the has nothing in it that I can read with the Hes editor, that looks like the text file names. As I am sort of new to CFS3 I guess someone must have come up against this before.”
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Reply Posted by: Mathias On 04-13-05 @ 04:40 (Before the Site Attack)

“CFS1 & 2 * FS don’t work at all in CFS3 as they use a different model format.

As for making standalones in CFS3 have a look here:
http://www.cfcforums.com/showthread.php?t=16351 (Link is long since dead, another source is needed)
The texture name references can be found in the m3d file btw, texture format is dds.
You’ll just see no bullet holes if you don’t hace a mos file, that’s about it.”
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Reply Posted by: Kevboy On 04-13-05 @ 04:48 (Before the Site Attack)

“Thanks Mathias.
Then the folder has,
A file called.
This_plane.air
But no file called.
This_plane.mos
Why and how does this work?
Kevboy”
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Reply Posted by: Mathias On 04-13-05 @ 04:52 (Before the Site Attack)

“The mosaic file is used to lay noseart/damage.cannon.bullethole textures over the plane’s base texture, sort of cross-linking to the texture (which is defined inside the model just as in other [C]FS builds.
There is an editing tool in the aircraft and vehicle SDK.
Think of the tool like dealing with layers in Paintshop Pro of Photoshop, you would just put the damage textures as a new layer on top of the main texture.
If you want to make your own mosfile for your plane in question you’d usually start out with one of the stock mosfiles and change textures and filename to whatever you need.
Next step would be to move around all those bullet layers until you are happy.
If you have no mosfile the texture is still processed normally, just there’ll be no visible damage textures.”
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Reply Posted by: Kevboy On 04-13-05 @ 09:22 (Before the Site Attack)

“Thanks Mathias
Just seen I Robot and had ¾ bottle of wine, but I just about get what you are saying.
Will play around with another misfile later. But is a misfile not needed then to make a plane work?
I need to sleep on this.
Kevboy”
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Reply Posted by: Mathias On 04-13-05 @ 09:25 (Before the Site Attack)

“Not definitely needed, the plane will work just fine without mosfile.”
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Reply Posted by: Kevboy On 04-13-05 @ 10:08 (Before the Site Attack)

“Yes Yes
Ok, got the plane flying, but it’s all black, that’s good, getting close. Just need to get the textures to be seen.
Nice,
Very nice.
Thanks Mate,
Kevboy”
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Reply Posted by: Kevboy On 04-13-05 @ 21:36 (Before the Site Attack)

“Textures working now. Is it possible to get reflections to work on a plane that did not have them from the start? I take it, it’s to do with the _s files.
Kevboy”
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Reply Posted by: Mathias On 04-13-05 @ 22:13 (Before the Site Attack)

“No Reflections or specular shine without the Gmax source file.”
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Reply Posted by: Kevboy On 04-14-05 @ 02:09 (Before the Site Attack)

“Ok Mathias, Thanks for all your help on this.
Kevboy”
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Reply Posted by: Corrado On 04-14-05 @ 07:06 (Before the Site Attack)

Quote:
Originally Posted by: Mathias
“No Reflections or specular shine without the Gmax source file.”

“That is a wrong statement.
Here is a tuto(rial) on how to do that using a hex-editor.
No reflect maps needed nor Gmax source, just you must be good at hex-editing.
Kevboy,
If you can’t figure it out drop me an e-mail at MC5834@mclink.it
http://www.isoliti4gatti.com/shine.htm (Link is long since dead, another source is needed)
Corrado”
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Reply Posted by: Kevboy On 04-14-05 @ 07:31 (Before the Site Attack)

“Ok
Corrado, I will have a look, thanks.
Kevboy”
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Reply Posted by: Mathias On 04-14-05 @ 07:48 (Before the Site Attack)

Quote:
Originally Posted by: Corrado
“That is a wrong statement.
Here is a tuto(rial) on how to do that using a hex-editor.
No reflect maps needed nor Gmax source, just you must be good at hex-editing.
Kevboy,
If you can’t figure it out drop me an e-mail at MC5834@mclink.it
http://www.isoliti4gatti.com/shine.htm (Link is long since dead, another source is needed)
Corrado”

“Oh, interesting, I didn’t know that you’ve hacked it
So you can add reflection and specular maps or just basic polygon shine?”
--------------------------------------------------------------------------------------------------------------------------------

Reply Posted by: Corrado On 04-14-05 @ 08:08 (Before the Site Attack)

Quote:
Originally Posted by: Mathias
“Oh, interesting, I didn’t know that you’ve hacked it
So you can add reflection and specular maps or just basic polygon shine?”

“Basic shining or reflecting if you don’t have a spare texture to sacrifice.
If you have that one you can add maps either.
I guess the M3D can be further hacked to add as many maps as you like but I haven’t experimented on this one possibility. It worked with MDL files, it might work with M3D’s as well.

Frankly, I have been using maps very little in my planes, odd it might look; I know this brings limitations but gave me the challenge of experimenting and exploring, that’s part of the fun, and that’s why I discovered the above.
All of my planes have this hex rework, one of the very first things I discovered in CFS3, even the early ones that have pre-lighted texture; wrongly believed by some not having true reflections they just have a very light touch of it, handmade.

Having abandoned those maps one thing I could never figure out is if reflect maps and shine maps work as advertised; could you recap it for me, what is the difference and is it worth it?

Hacking the M3D files I have found you can have a material to load both (_r and ­_s) at once, don’t know if it can be of any use though.

Another interesting thing I have discovered but never used is that maps can be colored not just B/W, this gave some nice effects, but that’s it.
Also you can name them what you want, not necessarily xxx_r etc.

The obvious advantage of this kind of approach is that you can mod to your likes someone else’s models (the ones you don’t have the source code for), including M$ ones.”
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Reply Posted by: Corrado On 04-14-05 @ 08:11 (Before the Site Attack)


“Kevboy,
I am very curious on what you are doing, or am I reading too much into your post #1?
Corrado”
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Reply Posted by: Mathias On 04-14-05 @ 08:48 (Before the Site Attack)

“Hmm, it can all be done from within the Gmax file, colored specular and reflection maps and both together in the same materials as well as colored specular polygon materials.
Whatever , your hack is sure great for aircraft that otherwise would not come into the benefit of such neat features.

Are you asking what the difference is between specular and reflections?
It’s both reflections, LOL, Just specular is more that milky camo kind of stuff while you would use the reflection slot for bare metal and such.”
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Reply Posted by: Corrado On 04-14-05 @ 08:58 (Before the Site Attack)

Quote:
Originally Posted by: Mathias
It’s both reflections, LOL, Just specular is more that milky camo kind of stuff while you would use the reflection slot for bare metal and such.

“Watching from inside I have found only, but might have missed some, the stock P-51D using reflect maps but it looked like crap to me so I modded it.
So, have you ever found a suitable use for those?

Corrado”
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Reply Posted by: Mathias On 04-14-05 @ 09:05 (Before the Site Attack)

Quote:
Originally Posted by: Corrado
“Watching from inside I have found only, but might have missed some, the stock P-51D using reflect maps but it looked like crap to me so I modded it.
So, have you ever found a suitable use for those?

Corrado”

“For reflection maps?
Honestly no, it always looks as if the plane is inside of a glass bottle, LOL.

EDIT: Thinking of it, I really like the allied bare metal skins.
Makes it easier to spot the Indianer at distance.”
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Reply Posted by: Corrado On 04-14-05 @ 09:09 (Before the Site Attack)

Quote:
Originally Posted by: Mathias
“For reflection maps?
Honestly no, it always looks as if the plane is inside of a glass bottle, LOL.

Neither I found it.
I wonder why they put them in at all.
Not I have ever found any other designer using them, but I haven’t checked every single plane I have downloaded.
Corrado”
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Reply Posted by: Mathias On 04-14-05 @ 09:16 (Before the Site Attack)

“I like reflections on gauge glass.
Diffuse color pure black, opacity 6-8% and the reflection slot just checked, no level map in it.”
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Reply Posted by: Corrado On 04-14-05 @ 09:09 (Before the Site Attack)

Quote:
Originally Posted by: Mathias
“I like reflections on gauge glass.
Diffuse color pure black, opacity 6-8% and the reflection slot just checked, no level map in it.”

“Hehe,
I do that either (too), my way of course.
Corrado”
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CAD :salute:
 
XDP Verification Script Found in GMax

Just came across this very useful info inside my GMax install under Gamepacks/documents, inside the "Overview" document:

"XDP Verification Scripts


Some simple scripts and an XML Schema Definition (XSD) are provided for the purpose of verifying XDP files. If you copy these files to your main Combat Flight Simulator and then run the chkallxdp.cmd command file, a log with the name chkallxdp.log is created in your Combat Flight Simulator 3 directory. This verification process make take one or more minutes to complete. This log will provide warnings to you about possible problems in your newly created XDP files and help you to prevent errors in your content."

Not only does it check xdp files, but I suspect it would work on .xml files. I'll give it a go and hopefully get back on this.

D
 
Getting Effects.xml into Alphabetical Order

The attached thread extract was provided by Oki, IIRC.

To edit the effects.xml the best tool is Notepad as most dedicated xml editors don't like "duplicate attributes".

However Oki's method also requires MS Excel or a freeware alternative.View attachment 18320
 
Tweak Your Water Appearance In Shaders.xml

And much much more...

Attached is a thread from about 2004, discussing how to change the appearance of your seawater, including a post containing eidts to the shaders.xml.

Always Back Up before editing anything!! :jump:

View attachment 18321
 
Windows 7 Install Fix

Windows 7 install fix

WINDOW 7 INSTALL
NOTE
Modifying the CFS3.exe comes curtsey of Deadmeat1971. Original instructions can be found here
http://www.sim-outhouse.com/sohforum...ead.php?t=9007
Blacksheep-ghost03 and I have Win7 working in both on and off line sessions but have had to use different means to do so.
These instructions assume that your game is installed on a C:\ partition
Main game folder is located at c:\Programfiles\Microsoftgames\Combat Flight Simulator 3
STEP ONE:
Install CFS3. Choose complete install option. Look for and uncheck the option to place short cut on desktop. Follow the instructions to complete the game install. Once done DO NOT choose run game now. Close all windows and go to desktop. If you have a short cut to CFS3.exe on your desktop delete it. Now browse to your main game folder. Right mouse click on the CFS3.exe and select COPY. Go to desktop and select PASTE. The CFS3.exe should now be on your desk top. Right mouse click on it and select rename. Change the name to CFS3win7. Right mouse click on the CFS3win7.exe and select CUT, browse to your main game folder and select paste. In the main game folder you should now have two .exe icons. The original one and the new CFS3win7 one. Right mouse click on the CFS3win7.exe and go to properties. Select Compatibility. Put a check mark in the “run this program in compatibility mode for” and then select Window XP SP3 in the drop down box.NOTE: This is the only choice that will work. SP2 will not. In privilege level at the bottom select “run this program as administrator” Click apply. Click OK. Now right mouse click on the CFS3win7.exe icon and select Send to and Desktop(created shortcut). Close all windows. You should have an icon on the desktop that is named CFS3win7. Go to properties on this and double check that Windows XP SP3 and administrator settings are selected in compatibility. If they aren’t select them and click OK. Run the game for the first time. If it’s OK then apply the CFS3 patches. Test in multiplayer if required
NOTE
This method worked on my system but not on Blacksheep-ghost03. For his system he applied step 2 which involves applying the same settings but to the original CFS3.exe
Step two
If you have installed the game as above and created the new icon and it doesn’t work or won’t fly in multiplayer, delete the CFS3win7 icon from your desktop. Browse to your main game folder and delete the CFS3win7.exe. You should now have only the original CFS3 .exe in the game folder and no icons on your desktop. Right mouse click on the CFS3.exe and follow the same steps as above for compatibility and privilege level. Once done create a shortcut for the CFS3.exe on your desktop. Check that the compatibility and privilege settings are correct. Run the game. If it works apply the CFS3 patches. Test in multiplayer if required.
WINDOWS 7 64 BIT
NOTE
I have Windows 7 64 bit installed. It would not run multi player regardless of the steps performed above and would crash to desktop. Event viewer described an MFC70.DLL error. I browsed and found an old Microsoft article that referred to the same type of issue I was having.
http://support.microsoft.com/kb/555608
I followed the recommended fix. Go to main game folder and delete the OLEACC.DLL file. After doing this my game runs fine and I can host and join multiplayer games.
Hope this works for you too.
Special thanks to Deadmeat1971 and Blacksheep-ghost03 for their contributions





 
Windows 7 Install Fix 2

I would like to make an adjustment to step two.For Blacksheep-ghost03 to get his to work he had to set compatibility to Windows Vista SP2 first. Fly the game then change it to Windows XP SP3. We deleted his install a couple of times to test and this worked every time. We really never sorted what caused this but he is running an RC candidate and I am running a post release version. Might have something to do with it

So step two should read

STEP TWO
If you have installed the game as above and created the new icon and it doesn’t work or won’t fly in multiplayer, delete the CFS3win7 icon from your desktop. Browse to your main game folder and delete the CFS3win7.exe. You should now have only the original CFS3 .exe in the game folder and no icons on your desktop. Right mouse click on the CFS3.exe go to compatibility and select Windows Vista SP2. Also select run this program as administrator. Once done create a shortcut for the CFS3.exe on your desktop. Go to properties and check that the compatibility and privilege settings are correct. Try and run the game. It will probably crash. That's fine. Go to the main game folder CFS3.exe again and change compatibility to Windows XP SP3. Go to desktop and check your short cut to make sure it is also Windows XP SP3 if its not change it. Fly the game. If it works apply the CFS3 patches. Test in multiplayer if required.

Sorry for the mix up but there were so many attempts to get this working I forgot about the vista setting

TW
 
Windows 7 Install Fix 3

The problem with OLEACC.DLL appears to be one of versions. FS9 had a similar problem reported, which is where Tailwind's answer came from. The file supplied with CFS3 has a date of 2003 and is about 5KB in size. XP's own version in \System32 is about 160KB in size, but doesn't seem to clash.

The same file in Windows 7 is several hundred KB in size, much more recent, and presumably doesn't live happily alongside the CFS3/FS9 versions. Happily, CFS3 seems to work perfectly well with the Win7 version, so everybody wins.


WARNING - The MOS Editor will NOT run on Windows 7 or Vista!


Thanks to Tailwind for the above info.
 
Vista Users - Shell.exe not needed.

From Deadmeat1971


Attention VISTA users!!! (Shell.exe is NOT needed)


If you had read all the posts I've presented (it was a continuing and learning process), it didn't take long to figure this out. After doing series of tests on ETO and Game Ranger, I had posted a ***warning*** under ETO 1.02 Multiplaying in VISTA thread here: http://www.sim-outhouse.com/sohforum...ead.php?t=8334

From this experience, you could see why I have come to this conclusion...

Once again, I apologize for those who went all the trouble in installing OFF Phase 2, just to get that Shell.exe file. It has come to my realization is that you don't really need the Shell.exe in order to make the multiplaying work under VISTA.

Read this carefully:
HOW TO PLAY MULTIPLAYING FOR THE ORIGINAL
MICROSOFT COMBAT FLIGHT SIMULATOR 3
UNDER VISTA





This is only applied for VISTA users, XP users do NOT need it to host or join servers for VISTA players.
Requires just the original CFS3 only!

Here what you do to make it work for the CFS3:

Copy the cfs3.exe from your CFS3 folder (example: C:\Program Files\Microsoft Games\Combat Flight Simulator 3) and paste it into a different folder. Under this different folder, rename this cfs3.exe (by right-clicking the mouse button to select 'Rename') into whatever name you choose--like cfs3mp.exe, cfs3vista.exe, vistacfs3.exe, etc..

Suppose, you renamed it cfs3mp.exe. Now, cut this new cfs3mp.exe back into the main CFS3 folder (example: C:\Program Files\Microsoft Games\Combat Flight Simulator 3).

Next, make a shortcut on your desktop to browse for the cfs3mp.exe under your CFS3 folder. Once the shortcut is created, right-click the mouse button on the shortcut to bring up the 'Properties'. Click on 'Properties'. Select the tab, 'Compatibility', and then check 'Run this program in compatibility mode for: Windows XP (Service Pack 2)' under Compatibility mode.

Try that---join a mutiplaying server.

If CFS3 doesn't start correctly, try running it as an administrator either by:

1) Right-clicking the shortcut icon again and choose 'Run as adminstrator'
or
2) Check 'Run this program as an adminstrator' under Privilege Level which is also located under the tab, 'Compatibility', in 'Properties'.

That's it!


The Shell.exe was actually probably a stock cfs3.exe renamed. It was only modified by its name!

By following the complete instructions from above, just rename the cfs3.exe into whatever name you choose from the top of your head. Once again, you could try sample names like vista.exe, cfs3vista.exe, vistacfs3.exe, cfs3mp.exe, whale.exe, etc., as long it's not cfs3.exe!

Once again, thanks for my beta testers and those who has and still continued to spread the words...

Thank you.


For off phase 3.

See this thread if you're interesting playing OFF PHASE 3 under VISTA.

http://www.sim-outhouse.com/sohforum...ead.php?t=9644

By using the renamed cfs3.exe (like cfs3mp.exe, cfs3vista.exe, etc.), you should be able to host multiplayer the normal way. I have with success on my laptop Vista 32-bit (Home Premium)..
Clarification for this procedure

clip_image001.gif
To all,

Note: You will have to allow extensions for all known file types to be seen on your machine, or the re-naming will not work.

Here is how to do that:

For seeing hidden files and folders, and revealing file-name extentions:
Open a folder, say My Documents. At top left click on Organize and then Folder and Search Options. Click on View and you will find both selections in the list.

Here goes. Maybe this will seem clearer:

1. Copy the cfs3.exe icon from the Combat Flight Simulator 3 main game folder in question and paste it to a safe location anywhere outside of the main game folder. Your desktop will do just fine.

2. Go out to your desktop, or where ever you copied it to, and rename it to whatever name you choose, keeping the extension intact (*.exe). Example: Rename cfs3.exe to cfs3mp.exe.

3. Cut (DO NOT COPY) and paste this newly-named icon from the desktop (or where else you copied it to) from there, back into the Combat Flight Simulator 3 main game folder.

Note: Do not delete the original cfs3.exe from your main game folder.

4. While still in the Combat Flight Simulator 3 main game folder at this time, right-click on the newly-pasted icon and send it to the desktop. This will be your CFS3 Start icon.

5. Now go back out onto the desktop and look for the new cfs3mp.exe you just sent there. Then right-click on it and select Properties. Thenpick Compatability and check "'Run this program in compatibility mode for: Windows XP (Service Pack 2)" under Compatability mode. You may also want to choose "Run as administrator".

I hope this helps.
clip_image002.gif
 
CFS3 Command line parameters

I found these old command line parameters on my HD. They are from a post on the 'old-old' SOH CFS3 forum by an unknown author. Some of these have been mentioned earlier in this thread:


"CFS3 command line and command prompt options


There are several command line parameters you can you use to force CFS3 into a certain mode. You can do this the following way:
1. Right-click the CFS3 shortcut symbol.
2. Select “Properties”
2. Go to the “Shortcut” tab.
3. Type one of the commands below at the end of the “Target” command line.
For example "E:\Program Files\Microsoft Games\Combat Flight Simulator 3-X(perimental)\cfs3.exe" –window


NB. Don’t forget to add the space or they will not work!


Apparently there are more command line parameters and even a command console. Some of these commands may be left over from the game development of from features that never appeared in the final version.


[space]-window
Runs CFS3 in a window.

[space]-into
Skips the intro movie.
NB. You can also disable the intro movie in the CFS3 Configuration tool.


[space]-full
Runs CFS3 in full screen mode.


[space]-m[mission_type_folder/your_mission.xml]
Loads the given mission on start-up.
Eg. Typing [space]-mhistorical/falaise.xml loads this particular mission from your CFS3 mission folder.


[space]-m3dview
Starts a 3D Model Viewer. Use in conjunction with [space]–window. Enables you to preview the various 3D models used in CFS3 and view various properties such as bounding boxes, damage boxes etc.


[space]-movie
Starts dumping out .bmp files as a slideshow of the game running.


[space]-time
Allow time compression a-la Flight Sim. Use Ctrl-Shift-E and Ctrl-Shift -R


[space]-D24X8
[space]-D24S8
[space]-D16
[space]-R5G6B5
[space]-X8R8G8B8
It is not exactly clear what these do, but they describe texture colour formats so they may effect the rendering of textures in-game.


[space]-3840
[space]-3072
[space]-1600
[space]-1280
[space]-1024
[space]-800
No sure, but believe it forces the resolution CFS3 plays at (these are the horizonatal resolutions).


[space]-maxhz
Not sure but might set the maximum refresh rate of the screen in game.


-host
From what I can tell its supposed to start a dedicated server running. If you use it in conjunction with -m, it starts a server running that mission. Only problem is that it doesnt log into the Zone network so it never really begins! You can still hit start though but lord knows what connecting players see!


[space]-server
Same as above, doesnt seem to work. I think this only starts a dogfight server whereas host starts a co-op mission server.


[space]-campaign
Tries to start a multiplayer campaign server but asks for a username and password and will not accept anything it is given. On the other hand, it does give you access to the command prompt.


[space]-connect
Not sure, I assume you can give it the IP of a server and it will autoconnect to it on start.


[space]-invincible
Makes you invincible (I guess)


[space]-nostartup
Loads the game but doesnt start the UI or game proper, just the shell.


[space]-cmdfile
Execute console commands in the given file.




[space]-prompt
I assume this is meant to give you the command prompt but I cant get it to work on its own.


[space]-cursor
[space]-t
[space]-drtactive
No idea what these do.




If you start CFS3 with -campaign and -window the campaign server will fail but you still get access to the prompt. Press F10 or escape to bring down the menu, choose end mission and then select another mission from the menu and start it. Once the mission starts you'll have access to the command prompt again. When its running type help or ? for a list of console commands. “cfsaid” is fun as it give you a nice tactical display of all the aicraft in game.


Only problem I've noticed is that when the prompt is up, the game itself only responds to the joystick and mouse so you cant use the keyboard to do things like start/stop engines, release breaks etc.


Anyway, have a play


Theres references to XML files too which I suspect are to do with running servers from the command line but I dont know which is which and what should be in them."
 
CFS3 Target-to-Player view

Also from the 'old-old' days:

"Hit F4 until you get to "Target" view, then hit Shift/Ctrl/F4. That will give you "Target-to-Player" view. Then when you hit tab you will see from whatever you have padlocked to you. See your wingman's view to you or from the enemy or vehicle or ship or bld back to you. Try it."
 
Campaign Playing Tips

Campaign playing tips from days long gone (saved from a thread):

"Bomber Pilots: It's best to rotate the mission types. One mission Anti Ship, next a strike mission. By not doing Consecutive Mission ie. the same type for the next missions, you will save +2 from being added.

Dont do this all the time: When your country is on the Offensive, try to do as many consecutive missions as possible because of the Mission count bonuses. To find out how many Consecutive Mission you will have to do to get the bonus, check the campaign.xml and look for OffensiveEffects - MissionCount


So if MissionCount=4 that means you will have to do that type of misson 4 times to receive an extra bonus. Which, I know, does sound high 4X5=20 days offensive.


Recon: There's a bug - the mission will always be a failure.
"
 
Target importance values

From an old thread on attacking targets by bomber groups:

"If you think bridges have too much importance as targets, decrease their priority setting :

<General Hardness="2" LongName="" ShortName="Bridge" ModelName="bridge02.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="0" Priority="3" Type="static" EnteredService="01/01/1910" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="structure" Country="neutral" AllowSpawn="y" Placement="normal" />


I would suggest 3 (it's the setting for factories) or 2.

Don't forget to delete the bdp.
"

Obviously this advice can be applied to other targets as well. The lower (or higher) the number set under "Priority", the less (or more) important the target is for AI pilots. I don't remember exactly but 4 or 5 is the maximum number that can be used for this setting.
 
ViewUI entries explained

The following annotations to the ViewUI.xml file explain the entries (don't know where I got this from):

"
<Settings>
<!--This section contains all of the user settable attributes for each view mode.-->
<ViewUI>
<!--
VirtualCockpitView - Contains all user controllable settings for the virtual cockpit view.

FovScale - multiplier on the FovUp and FovDown specified in each vehicle's .xdp file.
RotationRate - controls the speed at which smooth scrolling occurs in the cockpit.
TranslationRate - controls the speed of head movement up/down, left/right, and front/back.
VerticalLimit - limits the amount of up/down and front/back movement for the head in the cockpit.
LateralLimit - limits the amoount of left/right travel of the head in the cockpit.
LightColor - controls the color of the in-cockpit lighting. It is an RGB triplet, with each component going 0-255.
DrawCockpit - true/false flag controlling if the cockpit is drawn or not. It will save the users in-game choice.
-->
<VirtualCockpitView FovScale="1.0" RotationRate="0.9" TranslationRate="0.5" VerticalLimit="0.3" LateralLimit="0.3" LightColor="255 50 50" DrawCockpit="true"/>

<!--
SpotView - Contains all user controllable settings for the Spot View.

ViewDist - Default distance from eyepoint to object center (Meters) - saves user settings
NominalAngles_x - Vertical offset angle for eyepoint (Degrees) - saves user settings
NominalAngles_y - Horizontal offset angle for eyepoint (Degrees) - saves user settings
ViewVerticalOffset - Amount to move the eyepoint up (Meters)
VerticalDelta - Controls vertical rotation speed
HorizontalDelta - Controls horizontal rotation speed
ZoomDelta - Controls zoom speed
ZoomMin - Minimum distance allowed eyepoint to object (Meters)
ZoomMax - Maximum distance allowed eyepoint to object (Meters)
-->
<SpotView ViewDist="20.0" ViewVerticalOffset="0.0" NominalAngles_x="3.0" NominalAngles_y="30.0" VerticalDelta="80.0" LateralDelta="80.0" ZoomDelta="10.0"/>

<!--
ChaseView - Contains all user controllable settings for the Chase View.

ViewDist - Default distance from eyepoint to object center (Meters) - saves user settings
NominalAngles_x - Vertical offset angle for eyepoint (Degrees) - saves user settings
NominalAngles_y - Horizontal offset angle for eyepoint (Degrees) - saves user settings
ViewVerticalOffset - Amount to move the eyepoint up (Meters)
VerticalDelta - Controls vertical rotation speed
HorizontalDelta - Controls horizontal rotation speed
ZoomDelta - Controls zoom speed
ZoomMin - Minimum distance allowed eyepoint to object (Meters)
ZoomMax - Maximum distance allowed eyepoint to object (Meters)
-->
<ChaseView ViewDist="20.0" ViewVerticalOffset="0.0" NominalAngles_x="3.0" NominalAngles_y="5.0" VerticalDelta="80.0" LateralDelta="80.0" ZoomDelta="10.0"/>

<!--
FloatView - Contains all user controllable settings for the Float View.

ViewDist - Default distance from eyepoint to object center (Meters) - saves user settings
ViewVerticalOffset - Amount to move the eyepoint up (Meters)
MaxTrackingOffset - Maximum distance eyepoint to object (Meters)
HistoryTargetOffset - Controls how far into the past to go to find the point to point the eyepoint at - must be less than 64
HistoryCameraOffset - Controls how far into the past to go to find the eyepoint - must be less than 64 and greater than or equal to HistoryTargetOffset
-->
<FloatView ViewDist="5" ViewVerticalOffset="2.0" MaxTrackingOffset="30.0" HistoryTargetOffset="24" HistoryCameraOffset="48"/>

<!--
FlybyView - Contains all user controllable settings for the Flyby View.

StartViewDist - Distance in front of object to start the camera (Meters)
StopViewDist - Distance behind object needed to reset the view (Meters)
ViewOffsetVert - Distance above objects path to place the eyepoint (Meters)
ViewOffsetHoriz - Distance right of objects path to place the eyepoint (Meters)
-->
<FlybyView StartViewDist="400.0" StopViewDist="400.0" ViewOffsetVert="15.0" ViewOffsetHoriz="15.0"/>

<!--
PlayerTargetView - Contains all user controllable settings for the PlayerTarget View.

OffsetDist - Distance behind player's object (Meters)
OffsetHeight - Distance above players object (Meters)
ZoomVal - Percentage of OffsetDist to use
ZoomRate - Controls speed of zooming
ZoomMin - Minimum multiplier of OffsetDist allowed
ZoomMax - Maximum multiplier of OffsetDist allowed
ViewToTarget - true = view from player to target, false = view from target to player - saves user setting
-->
<PlayerTargetView OffsetDist="25.0" OffsetHeight="2.5" ZoomVal="0.8" ZoomRate="1.0" ZoomMin="0.1" ZoomMax="10.0"/>

<!--
WeaponView - Contains all user controllable settings for the Weapon View.

ViewDist - Default distance from eyepoint to object center (Meters) - saves user settings
NominalAngles_x - Vertical offset angle for eyepoint (Degrees) - saves user settings
NominalAngles_y - Horizontal offset angle for eyepoint (Degrees) - saves user settings
ViewVerticalOffset - Amount to move the eyepoint up (Meters)
VerticalDelta - Controls vertical rotation speed
HorizontalDelta - Controls horizontal rotation speed
ZoomDelta - Controls zoom speed
ZoomMin - Minimum distance allowed eyepoint to object (Meters)
ZoomMax - Maximum distance allowed eyepoint to object (Meters)
-->
<WeaponView ViewDist="20.0" ViewVerticalOffset="0.0" NominalAngles_x="3.0" NominalAngles_y="30.0" VerticalDelta="80.0" LateralDelta="80.0" ZoomDelta="10.0"/>
<ObserverUI ForwardSpeed="600.0" LateralSpeed="600.0" VerticalSpeed="100.0" PitchSpeed="20.0" YawSpeed="20.0" JoyForwardScale="5.0" JoyLateralScale="5.0" JoyYawScale="5.0"/>

</ViewUI>
<HUD>
<!--
This section of the file defines not only which HUD gauges go where, but also how the needles move in the HUD gauges. The different colors used for friendly/enemy/bogie/goal can also be set here.
-->

<!--
The Gauge# sections define what is shown for each of those gauges, and where on the screen to display it.
Type can be one of the following
HUDAirspeed - Airspeed gauge
HUDCompass - Compass Rose
HUDAdi - Attitude/Direction Indicator
HUDAlt - Altimeter
HUDVsi - Vertical Speed Indicator
HUDText - Additional text display
HUDPipper - Fixed gun cross

pos - Initial position (0.0,0.0) -> (1.0,1.0) with (0.0,0.0) being the top left of the screen, and (1.0,1.0) being the bottom right. pos is not used for the TargetCone or the LabelDisplay.

visible - visibility flag - missing or non-zero means visible
-->
<Gauge1 Type="HUDAirspeed" pos="0.10 0.8"/>
<Gauge2 Type="HUDCompass" pos="0.30 0.8"/>
<Gauge3 Type="HUDAdi" pos="0.50 0.8"/>
<Gauge4 Type="HUDAlt" pos="0.70 0.8"/>
<Gauge5 Type="HUDVsi" pos="0.90 0.8"/>
<Gauge6 Type="HUDText" pos="0.83 0.2"/>
<Gauge7 Type="HUDPipper" pos="0.5 0.5"/>
<Gauge8 Type="TacticalDisplay" pos="0.1 0.1"/>
<Gauge9 Type="TargetCone" pos="1.0 1.0"/>
<Gauge10 Type="LabelDisplay" pos="1.0 1.0"/>

<!--
The colors section allows for customizing of the colors used to indicate object allegiance, current target, and current goal. All colors are in packed ARGB format.

FriendColor - color used for friendly objects
EnemyColor - color used for enemy objects
TargetColor - color used for the currently selected target
BogieColor - color used for unknown objects
GoalColor - color used for mission goals
HumanFriendColor - Used for human friendlies in MP missions
HumanEnemyColor - Used for human enemies in MP Dogfights
-->
<Colors FriendColor="0xFF0000FF" EnemyColor="0xFFFF0000" TargetColor="0xFFFFFF00" BogieColor="0xFFFFFFFF" GoalColor="0xFFAF00AF" HumanFriendColor="0XFF00FFFF" HumanEnemyColor="0xFFFF00FF"/>

<!--
For each gauge type you get to define what the background image is and what the needle image is. For each needle there can be a mapping table defining the relationship between the displayed value and the angle to rotate the needle. Each needle also defines its size, center point, and rotation offset to point to the nominal zero. Each gauge also has a "Metric" version for use when the HUD is in 'Metric' mode. All gauges should have a metric section

NOTE: All image sizes/coords are in pixels.

BGImage - Texture sheet where the background can be found
BGPos - Location on the sheet where the background is
BGSize - Size of the background image
BGScale - Image scale multiplier 1.0 if not specified
NeedleImage - Texture Sheet with the needle image (if needed)

For each needle
Pos - Location on the texture sheet to find the needle
Size - Size of the needle
Center - Center of needle rotation, relative to the top left corner
Offset - Rotation amount needed to get from the image to the gauge zero point
TableSize - Number of data points in the mapping table

For each entry in the mapping table there is a pair of numbers. The first is the value to be displayed, in gauge units, the second is the rotation of the needle needed to point to that location on the dial.

Several gauges also support additional tags. These are listed here

HUDText
Color - color to display the hud text in. (packed ARGB)

TacticalDisplay
BackColor - If a background image is NOT defined for the tactical diaplay then a square background of this color will be used (packed ARGB)
GoalAlpha - Alpha density of the goal pointer as it rotates around the outside of the tactical display.

LabelDisplay All of these settings store user preferences
ShowRank - Adds pilot rank to the label - default off - only applies when close enough to see the name
ShowKills - Adds pilot kills to the label - default off - only applies when close enough to see the name
ShowType - Adds object type to label - default off - only applies when close enough to see the name
DrawBrackets - Shows target brackets around selected object
-->
<HUDAdi BGImage="hud_guages.dds" BGPos="343 170" BGSize="166 166" NeedleImage="attitude_card.dds">
<Needle1 Pos="30 452" Size="68 120" Center="35 60" TableSize="3">
<DataTable Entry0="-90.0 -270" Entry1="0.0 0.0" Entry2="90 270"/>
</Needle1>
<Needle2 Pos="58 107" Size="7 11" Center="4 55"/>
</HUDAdi>
<HUDAdiMetric BGImage="hud_guages_metric.dds" BGPos="343 170" BGSize="166 166" NeedleImage="attitude_card.dds">
<Needle1 Pos="30 452" Size="68 120" Center="35 60" TableSize="3">
<DataTable Entry0="-90.0 -270" Entry1="0.0 0.0" Entry2="90 270"/>
</Needle1>
<Needle2 Pos="58 107" Size="7 11" Center="4 55"/>
</HUDAdiMetric>
<HUDAirspeed BGImage="hud_guages.dds" BGPos="345 343" BGSize="166 166" NeedleImage="hud_guages.dds">
<Needle1 Pos="372 22" Size="104 25" Center="31 12" Offset="90" TableSize="9">
<DataTable Entry0="0.0 0.0" Entry1="50.0 8.0" Entry2="100.0 44.0" Entry3="150.0 89.0" Entry4="200.0 135.0" Entry5="250.0 185.0" Entry6="300.0 233.0" Entry7="400.0 263.5" Entry8="500.0 289.0" Entry9="700.0 344.0"/>
</Needle1>
</HUDAirspeed>
<HUDAirspeedMetric BGImage="hud_guages_metric.dds" BGPos="345 343" BGSize="166 166" NeedleImage="hud_guages_metric.dds">
<Needle1 Pos="390 28" Size="86 15" Center="23 7" Offset="90" TableSize="11">
<DataTable Entry0="0.0 180.0" Entry1="100.0 195.0" Entry2="150.0 220.0" Entry3="200.0 240.0" Entry4="250.0 270.0" Entry5="300.0 292.0" Entry6="400.0 350.5" Entry7="500.0 380.0" Entry8="600.0 455.0" Entry9="700.0 495.0" Entry10="800.0 555.0" Entry11="900.0 615.0"/>
</Needle1>
</HUDAirspeedMetric>
<HUDAlt BGImage="hud_guages.dds" BGPos="2 344" BGSize="166 166" NeedleImage="hud_guages.dds">
<Needle1 Pos="390 28" Size="86 15" Center="23 7" Offset="90"/>
<Needle2 Pos="387 94" Size="78 20" Center="28 10" Offset="90"/>
<Needle3 Pos="466 59" Size="24 27" Center="-45 14" Offset="90"/>
</HUDAlt>
<HUDAltMetric BGImage="hud_guages_metric.dds" BGPos="2 344" BGSize="166 166" NeedleImage="hud_guages_metric.dds">
<Needle1 Pos="12 315" Size="28 20" Center="14 10" TableSize="3" WindowPos="0 45">
<DataTable Entry0="0.0 0.0" Entry1="8.0 151.0" Entry2="15.0 276.0"/>
</Needle1>
<Needle2 Pos="390 28" Size="86 15" Center="23 7" Offset="-90"/>
</HUDAltMetric>
<HUDCompass BGIMage="hud_guages.dds" BGPos="171 343" BGSize="168 168" NeedleImage="hud_guages.dds">
<Needle1 Pos="200 17" Size="134 134" Center="67 67" Offset="0"/>
</HUDCompass>
<HUDCompassMetric BGIMage="hud_guages_metric.dds" BGPos="171 343" BGSize="168 168" NeedleImage="hud_guages_metric.dds">
<Needle1 Pos="200 17" Size="134 134" Center="67 67" Offset="0"/>
</HUDCompassMetric>
<HUDText Color="0xFF0000FF"/>
<HUDTextMetric Color="0xFF0000FF"/>
<HUDVsi BGImage="hud_guages.dds" BGPos="3 5" BGSize="165 165" NeedleImage="hud_guages.dds">
<Needle1 Pos="390 28" Size="86 15" Center="23 7" Offset="90" TableSize="9">
<DataTable Entry0="-20000 98.0" Entry1="-6000.0 98.0" Entry2="-4000.0 135.0" Entry3="-2000.0 185.0" Entry4="0.0 270.0" Entry5="2000.0 355.0" Entry6="4000.0 405.0" Entry7="6000.0 442" Entry8="20000 442"/>
</Needle1>
</HUDVsi>
<HUDVsiMetric BGImage="hud_guages_metric.dds" BGPos="3 5" BGSize="165 165" NeedleImage="hud_guages_metric.dds">
<Needle1 Pos="390 28" Size="86 15" Center="23 7" Offset="90" TableSize="9">
<DataTable Entry0="-30 135.0" Entry1="-20.0 155.0" Entry2="-10.0 185.0" Entry3="-5.0 225.0" Entry4="0.0 270.0" Entry5="5.0 315.0" Entry6="10.0 355.0" Entry7="20.0 382" Entry8="30 405"/>
</Needle1>
</HUDVsiMetric>
<TacticalDisplay BGIMage="tactical_display.dds" BGPos="0 0" BGSize="128 128" BGScale="1.2" BackColor="0x1f0000FF" Mode="0"/>
<TacticalDisplayMetric BGIMage="tactical_display.dds" BGPos="0 0" BGSize="128 128" BGScale="1.2" BackColor="0x1f0000FF" Mode="0"/>
<TargetCone/>
<TargetConeMetric/>
<HUDPipper BGImage="reticule.dds" BGPos="0 0" BGSize="64 64"/>
<HUDPipperMetric BGImage="reticule.dds" BGPos="0 0" BGSize="64 64"/>
<LabelDisplay BGImage="brackets.dds" BGPos="0 0" BGSize="32 32"/>
<LabelDisplayMetric BGImage="brackets.dds" BGPos="0 0" BGSize="32 32"/>
</HUD>
</Settings>
"
 
Missions problem where the player airplane fails to start

rene reimann

I recently downloaded a 7 mission pack for PTO,  Pac Guadalcanal Japan & American Missions.  Six missions work Okay.  The problem is with a Japanese Seversky A8V1 Dick aircraft.  It won't start after pressing "E".  Sometines the aircraft in front of the player aircraft goes a little way down the runway and then stops.

In Quick Combat the game CTDs when I press "Fly". I have all the pylons & weapons and sound is Okay. I have changed the Player Aircraft to other Japanese planes that fly Okay. 
Any ideas to fix this? 

ANSWER FROM a CFS3 MISSION BUILDER:
This is a regular problem with any CFS3 add-on. I don't have PTO or this mission set, but I think you can compensate. Very often, some non-stock planes do not Auto Take-Off, especially if they are not based on re-skinned Stock planes. And some mission builders like to make the Player's plane the last one in the list. You can edit the mission file by opening the mission .xml file with NotePad, and making the First plane in the "AirFormation" list as the Player Lead plane.

This is now your plane, and you are the Leader of the mission. If you don't do this, the plane ahead of you may not take off. And even if it does, you won't be able to Warp to any waypoint. Or you can make the Last plane the Player's plane. Usually, making the Player the First or the Last plane works OK. But, if the mission builder makes the Player's plane somewhere in the middle, that is when trouble happens.

See below as an example of making your plane the IsPlayer="y".
Don't forget that there is only 1 space between any line or section of code:
<AirFormation ID="6001" Directive="nothing" Country="Britain" Skill="3" Payload="1" FormType="echelonleft" OffsetScaleFactor="0.599999845027924">

<Unit ID="9294" Type="lysander_mkii" IsPlayer="y" Skill="3" Payload="1"/> <Unit ID="9295" Type="lysander_mkii" Skill="3" Payload="1"/> <Unit ID="9296" Type="lysander_mkii" Skill="3" Payload="1"/> <Route ID="5002">..............

Double check your work by double clicking on the mission file, and letting Windows open it with the default XML file editor.
 
Seeing CFS3 model LODs

From Hairyspin:

CFS3 LODs



If you want to know what a given LOD model looks like in the sim, start up cfs3config and go to Texture Info. There's a slider which lets you set the maximum LOD displayed, so even close up (which should show LOD100) you get to see the lower LOD instead.

I tried this with the stock Typhoon at LOD26. Eeeyuk!​
 
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