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This Could Be Very Interesting - AnKor's Shaders

Cheers, Rob - I vaguely remember fiddling with this, ages ago, using a set of shaders I got off Andy(?) - so not the original RS ones anyway.

I did the 'previous versions' bit, and it's gone. Never mind...
 
I thought of shaders - as far as I know, they're as issued, but they equally may very well not be. I'll take a look. In any case, I'm nowhere near Turkey - in MAW, I had this off the Libyan coast and around Malta. In RS, Hawaii.

The Z bias sliders are set to the values used in the "enabling high resolution textures" tutorial from GC.

<ZBiasBitsResolution val="22"/>
<ZBiasTerrainDecal val="0"/>
<ZBiasWaterPolyNear val="1"/>
<ZBiasWaterPolyFar val="0"/>
<ZBiasWaterLineNear val="1"/>
<ZBiasWaterLineFar val="0"/>
<ZBiasFlatEffects val="25"/>
<ZBiasShadow val="0"/>
<ZBiasTerrainAlphaNear val="0"/>
<ZBiasTerrainAlphaFar val="0"/>
<ZBiasObject val="0"/>
<ZBiasObjectFar val="0"/>
<ZBiasEffects val="1"/>
<ZBiasClouds val="1"/>


Later:

I changed the ZBiasBitsResolution val to 15 (as set automatically by the config tool) and that solved it in MAW. In RS, I continued to have the same problem despite changing the Z bias resolution until I copied the shaders from MAW over, but rather stupidly, I let it overwrite, so we don't have the guilty file!

Interesting that both mods should cause the same problem.

I also used this approch in ETO and it works fine on my machine.
not so well in BoB nor MAW.
Any suggestion of different setups are welcomed.
 
The seas re so different depending on location,depth and weather in particular. I don't remember ever seeing blue sea in the UK area or most northern Europe. Flying frequently across the Atlantic (and having been in ships across it 1/2 dozen times), blue is not a colour I would associate with the (North) Atlantic. Clouds make a big difference as well. Slate grey, dark green/blue, even greeny/browny/bluey (!!) might be more like it.
 
I've got a project underway to address this issue now. When complete, different bodies of water will have their own distinct color. Doing a lot of research to try to get it right.
 
I've got a project underway to address this issue now. When complete, different bodies of water will have their own distinct color. Doing a lot of research to try to get it right.

Wow, I like the sound of that Daniel! :)
 
A western UK harbour this afternoon:-

o1vf.jpg



Somewhat hard to define, especially since the greenish tinge has been reduced in conversion to jpeg!
 
Pictures like that are very helpful, the angle the photo was taken from prevents the base color of the water from being altered by reflections of the sky (the reason why water appears more blue in many photos than it really is) and the lighting is fairly neutral. Ankor's shaders take both of those things into account dynamically so the color the texture is actually painted must not include them or the final effect will be exaggerated.

I think I have a good base color for the channel (a rather nebulous darkish green-grey slightly greener than your photo) but places like the Thames estuary with the way currents cause the water to mix is proving a tough job to paint. Making progress though.
 
Just a "what if" idea so far, but once AnKor get's through a major code clean-up there a possibility of providing the water with variable depth and transparency as well as regional color.
 
Ok I'm trying to figure out how Clive and the Major changed the water color to green vs the blue. Anyone know how that is done?
 
I have noticed that in a vanilla ETO depending the time of day you are flying the color of the water changes from dark green to murky blue.
 
In the CFS3 install with XP mine is blue no matter which time of day or where I'm at. I don't have the green that Clive and the Major have in their install. Would be great if we could keep the blue in the south pacific and the green in the north atlantic!
 
Try using the cfs3h2o.ddl file from Patt Pattle BoB in your fxtexture. Make shure you rename the original file just in case.
 
Yes, cfs3h2o.dds located in the effects/fxtextures folder controls the basic water color when using Ankor's shaders. Please note posts 87, 89, 99, 115, 155, and 156 of this thread.:mixed-smiley-010: You can swap out different versions or paint/recolor one to suit your taste for any location.
 
It would be nice if someone posted his good combination for most of the games ETO,MAM,DPC Korea,PTO Solomon ,RS,BoB,Battle for Europe.:encouragement:There are so many variations this could help in the research.:banghead:
 
MajorMagee attached the relevant files in post 99 and I am currently working on a set of water textures for the different theaters. This is going to take time as the water color will be varied by location within each map. Meaning that on the stock ETO map, if you were to fly from Corsica to London you would encounter the blue of the Mediterranean, the green of the North Atlantic and the brown of the Thames in a single flight without changing any files. Similar things can be done in all the expansions except DPC Korea as it does not have real water, so Ankor's water effects don't work there (self-shadowing still works though). This will take some time to fine tune colors and locations, so hang in there, I hope to make it worth the wait. Meanwhile, feel free to experiment.
 
Hi all,

I'm trying to set this up for my ETO 1.40 Hotfix install and it's not working.

I've installed as per MajorMagee's instructions on the first page, but when I go to load CFS3, the game crashes before I even get to the main menu.

I do have DirectX 11, if that's an issue and I've got Windows 7 64Bit operating system.

Thanks,

Chris
 
Yes, again, no luck. I did find that the FlightFX folder wasn't created in my ETO Directory. Instead a SweetFX folder was created instead.

Any solutions?
 
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