Starter For Ten

I took a look at improving the Telegraph Pole textures in scenerysheet01.dds. The idea was to make the lines finer, and change the insulators to semi-transparent green glass. It works pretty well, but with AnKor's shaders turned on some strange things happen to the pole and wire models (random missing pixels). I have a question in to Andrey to see if he knows why it does this.

Shot07-17-16-21-19-12_zps426pxvln.jpg

Those poles certainly look nice and clean, MajorM! Amazing touch to make the insulators translucent....
 
MajorMagee, I've replied to your email, but will explain here as well: My shaders assume that semi-transparent textures in scenerysheet.dds belong to foliage and use dithering instead of alpha blending. This solves issues when parts of terrain or sky were visible through the front row of trees even if they should have been obscured normally.
There is no easy way to let shaders known when alpha-blending is preferrable over dithering.

Is there any way to make our river/stream textures reflective?
I'm working on it. No promises though.
 
Thanx Ankor... you addressed something I've been wondering about for many 'a CFS3 moon...
I assume all smoke/steam and similar fx do that weird thing ...(?)
 
I assume all smoke/steam and similar fx do that weird thing ...(?)
No, smoke and other sprites are not supposed to be dithered, but I've actually seen in on some screenshots.
I don't think WOFF or stock CFS3 has this issue though, so it may be caused by some custom effects. I may try to look into it if I have time (it might help if anyone can provide any details on which textures look weird).
 
I've made some edits to take AnKor's comments about the shader dithering into account. The semi-transparent glass effect is gone now, but it still looks okay from a short distance away. If you're interested in trying this it is placed in the ETO assets folder. Please remember to back up the original.

This will cause bad things to happen to your scenery if you try to use it for other versions of CFS3 since they map the textures differently.

Having said that, the 256x256 patches related to the pole and wire can easily be copied into the proper place for any other version, just remember that you need to do both the texture, and the alpha layers.
 

Attachments

  • ETO_ScenerySheet01_Green_Glass.zip
    2.2 MB · Views: 0
The man`s back

Howdy Owen,it`s been a looooong time,nice to see you back and hopefully on the mend.
John Allen aka alcanallen!
 
Bringing this up again. I figured out how to get the telegraph poles into my WOFF scenery install, but after not too long I start to get stutters and eventually a total lock up. Anybody know why these things are so draggy?

EDIT: Also, does anyone know why vectorlinings don't show up in winter?
 
Last edited:
River Vector, vectordatalinings

Just an update seeing as how this thread has popped up gain. I have had a shot at putting some trees along the river vector in my stock CFS3 testbed. No luck so far; I am not sure just to what extent the river vectors run as provided by MS. Maybe I should try it in MAW - perhaps the vectors are more extensive in Italy. Someone told me the river vector supplies the information for the alignment of the stream.dds texture - if so the shrubbery will be fairly expansive, perhaps the reason why I can't get it to load.

I would like some good shrubs to use over a fairly broad river bank, but I suspect the existing sm model for trees will create a narrow line of greenery. The other problem is that a fixed distance from the vector needs to be specified.
 
Back
Top