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This Could Be Very Interesting - AnKor's Shaders

I don't suppose there will ever be a way to get rid of the "shore waves" in rivers, although I seem to remember something about that earlier. (Been doing home remodeling too long; need to get back to important things like CFS3 work! :banghead: )

No idea about that, but your spelling's gone to pot. :mixed-smiley-010:
 
Hi all,

I'm having a problem with the water effects with Ankor's mod.

I managed to get it to work once before, but for some reason, whenever I look at the water, I see a faint outline of the terrain in the water.

For example, I'll see the outline of a village out in the middle of the ocean.

Is there any fix for this? I've followed MajorMagee's steps to the letter and I'm not sure why I can't get it to work properly.

I do have the ETO New Environment 2.0 and Von Oben's 7-Season Scenery installed if that makes a difference.

Thanks,

Chris
 
There's a parameter for water transparency.

In the Shaders30 folder
SeaWater.fx
BaseOpacity

If I remember correctly, higher numbers have less transparency.
 
Hi MajorMagee,

How do I go about changing these numbers?

So, if I understand you correctly, if I change these numbers to a higher value, will that make the water appear correctly and get rid of the appearance of a village in the middle of the ocean?

Thanks,

Chris
 
Perhaps. The default settings should not allow you to see beneath the sea. They can be changed with any text editor, but I suspect you have some sort of file incompatibility going on with another add-on, that may thwart your efforts to fix this.
 
G'day all..

I'm having the same issue as grover1..I tried changing the base opacity,but didn't have any luck..the clashing files is something I'll have to look at (so far I only have pto solomons on my current computer..)..I'm currently looking at the water files themselves eg: cfs3h2o and the h2od_1 etc dds' in regards to the alpha layers to see if I've balls'd up after so much chopping and changing over time..I'm currently running jbsceneryV2 and the stock cfs3h2o dds (does this have it's own alpha layer?)..I can see this mods potential,but it's definitely giving me some head scratching moments:banghead: ..any chance of a basic summary of what works (or doesn't..) best for the majority?..

Cheers!:biggrin-new:..jason
 
These lines are from shaders30 folder, what values need to be canged?
// Water background texture with slight transparency
Color.rgb = tex2D(Tex0, In.TexCoord0).rgb ;//* TFactor.rgb;
Color.a = BaseOpacity + fr;
 
Some exciting new screenshots have been posted over on the WOFF forum. Sounds like Ankor is getting closer to the next release of his shaders, should be really good!
 
Yes, they won't be in the next update. Besides they don't look as good in the stock CFS3 - the density of trees is much lower and the ground texture is so low res that shadows are visually lost in all those huge pixels. I know there are addons which improve the scenery, but I haven't tried them.

However, there is going to be another surprise regarding ground shadows ;)

Additionally, the next update will have some features specifically for CFS3:
- working cockpit light
- proper support for stock panoramic dds texture
- shaders will make use of specular map (*_s.dds) to improve the shine quality
 
That all sounds great Ankor! Thank you again for providing such a huge improvement to cfs3.

One question concerning your mouse-view mod - do you think that the other views could ever be improved too? CFS3 has an odd fish-eye lens quality which prevents decent close-ups and puts the background far away from the foreground.

Clive
 
I've seen several mentions of this wide angle lens issue, but I never really noticed any inconveniences about it though.
Actually I've already tried experimenting with the FOV in external views, and while I can override it in my dll, there are some issues with labels, smoke effects and clouds - the game doesn't provide 3D world space coordinates for them, but instead draws them already projected in 2D screen space. It is a bit difficult to explain in simpler words, but basically it means that when I change the camera FOV all clouds and labels stay in the old places on screen as if the FOV was unchanged.
I think it might be possible to "unproject" them back into 3D world, and I hope to research this subject someday because I'd like to try adding cloud shadows and I will need 3D coordinates to do this.

Another option could be to disassemble the game exe, find where the FOV is stored and change it directly. I've made several approaches on this (for slightly different, but similar purpose), but without much success.

By the way, my mouse look tool doesn't make any changes in the game, it just interfaces with FaceTrackNoIR which in its turn interfaces with the game as if you were using TrackIR. No magic, just linking existing features together.
 
Yes, they won't be in the next update. Besides they don't look as good in the stock CFS3 - the density of trees is much lower and the ground texture is so low res that shadows are visually lost in all those huge pixels. I know there are addons which improve the scenery, but I haven't tried them.

However, there is going to be another surprise regarding ground shadows ;)

Additionally, the next update will have some features specifically for CFS3:
- working cockpit light
- proper support for stock panoramic dds texture
- shaders will make use of specular map (*_s.dds) to improve the shine quality

The newer scenery is pretty good, not quite on the level of WOFF, but we'll certainly be able to appreciate all the shadows being cast on it. The next update also sounds mouth watering, very much looking forward to release!
 
Was just wondering, are the reflective *_r.dds textures also supported in conjunction with the panoramic dds?
 
Yes, it is. I've spent some hours yesterday fine tuning reflections. And you can already try them :)
The new is available here: http://simhq.com/forum/ubbthreads.php/topics/3881675/

The surprise I mentioned before is that standard ground shadows no longer have jagged edges. It makes a big difference.

As before the shine needs shaders.xml edit to work:
<ModelSpecularGloss Desc="Vertex lighting w/ Specular modulated by Gloss map"
Lighting="True" SpecularEnable="True"

Someday I will make an option in the ini file to let the shine work out of the box without any other edits.
 
Thanks for all you hard work on this!! I love the smooth shadows. Makes a big difference. However, I kept getting a weird line across the middle of my screen. It looked like a little strip of another part of the scenery going all the way across the screen. Also the roofs on the hangers were nearly transparent. I know everything is still beta so I went back to the March version and that worked fine.
Cheers!! :ernaehrung004:
 
The latest version is working great for me Ankor. I'm getting better fps in-cockpit and the sea looks better too. :)

Another option could be to disassemble the game exe,

Is that possible?? What wonders could be unlocked and problems fixed if so!
 
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