• Guest Please check out the Help Wanted thread in Ickie's NewsHawks.
    The future of the Outhouse depends on you!
    Help Wanted

This Could Be Very Interesting - AnKor's Shaders

Hi all,

I recently downloaded Ankor's update and for some reason I'm getting some strange effects.

I've attached two screenshots showing what I mean.

The water looks just like the ground and there's a large horizontal line cutting the cockpit right in half.

Any ideas?

Chris
 

Attachments

  • cfs3 2014-06-19 00-37-56-32.jpg
    cfs3 2014-06-19 00-37-56-32.jpg
    34.3 KB · Views: 0
  • cfs3 2014-06-19 00-37-45-77.jpg
    cfs3 2014-06-19 00-37-45-77.jpg
    17.3 KB · Views: 0
If you are getting a strip of land near the horizon visible through the cockpit you need to turn off (uncheck) the "Dual Pass Render" option in cfs3config overrides screen.

grover1, your screenshots are a bit too dark to say definitely but it also seems to be your case.
As for the water, if it disappears only with the latest version but works with the one from March 25th, then it is a new bug. But if it is missing in both versions the it has something to do with your settings.
At this moment I'm not sure what is the cause, but I'll surely try to figure out.


Is that possible?? What wonders could be unlocked and problems fixed if so!
With enough time and knowlegde anything is possible. People did wonders with some old and not so old games by reverse engineering small parts of game's code.
I spent quite a few hours digging through cfs3.exe and learned a bit about its graphics engine code, but unfortunately nothing really useful. While I know a thing or two about reverse engineering it is definitely not my strongest side.
So theoretically it is possible, but practically I can't do it.
 
I unchecked the Dual Pass Render and all is good now for me with the latest version. Thanks AnKor!!!
 
FYI- there is a new update released on August 30. It Will be interesting to see how the reflector sites work!
 
So far reflector sights aren't moving when you move your head as they should. The only change is that they are properly lit now and will have the same brightness in day and night.
I'm still planning to make them fully working with realistic movement, but right now I'm too busy with other features.

To explain, although I've made a demo of working sight months ago (page 6 of this thread) there was a problem that different crafts were modeled differently. That demo worked for P51D, but didn't work for Spitfire. I figured out how to make it work for Spitfire, but then German crafts came along and required a completely different approach.
We discussed it with gecko back then and he proposed a good solution, but it will require some modifications for xdp files and some additional coding from me... So right now this feature is not available to avoid messing up gunsights on unsupported crafts.
 
So far reflector sights aren't moving when you move your head as they should.

It depends on how they're modelled. In the ETO/BoB mk1 Spits I placed the reticule behind the reflector glass so as you move the viewpoint the reticule appears to be floating. I think the MAW 109's may be done like this as well.

There's a great clip of a working mk1 sight here: http://www.youtube.com/watch?v=Blem3FlkaMc
 
I'm still planning to make them fully working with realistic movement, but right now I'm too busy with other features.

Thanks for checking in AnKor and for all your work. Looking forward to hearing more about the other upcoming features!
 
Hi Gecko,

I'm really new to CFS3 and I've managed to get ETO, MAW and Korea (KTCS) up and running with Ankor's Self Shadowing mod and SweetFX. But when I installed your Environment v2.0 mods in all three only ETO would run with both your mod and Ankor's. MAW and Korea CTD just a few seconds after the splash screen. When I uninstall Ankor's mod then your environment mod works. Since both can co-exist in ETO I'm thinking there is some kind of conflict that I hopefully can fix in Korea and MAW. Also, I backed out SweetFX and left Ankor's mod in and still got the CTD in Korea and MAW when I installed your mod, so I'm pretty sure it is Ankor's mod that won't get along with your Environment V2.0, but strange they get along in ETO.

Any ideas? I'm no expert at this stuff, but I'm a retired programmer in other languages and usually pretty good at tweaking things if instructions are provided.

Thanks for your help!

Edit: Well, I got a little further with ETO but had a CTD when I clicked on "Fly" so I guess there is a compatibility problem between Ankor's mod and CFS3 Environment v2.0? Looks like it would be a great mod to have running. Please let me know if there is something I can do to get both running at the same time. Thanks!
 
Last edited:
The two mods are not compatible. I recommend that you uninstall mine and install Ankor's mod and keep an eye out for when he updates it, he is still adding some great new features. There are some parts from my package that you can still use which aren't superseded by Ankor's work.

You can install the suneffect.xml and the textures from the effects/skybox and effects/weather folders as well as the .xmls in the weather folder from my Envirnment 2.0 and these will not conflict with Ankor's work. These will give you the dark nights and improved sun and reflections and a variety of new weather conditions to fly in. I would uninstall the rest so you can enjoy Ankor's work.
 
Thanks for this info, Gecko.

In particular I was after the dark nights and I liked your blended skyline also, so will adjust as you suggest and give things a try.

:encouragement:
 
In case this has not been cited yet, with the mod, searchlights don't seem to work properly. Try the Operation Chastise mission and you'll see what I mean. Is this Ankor's mod or a compatibility issue with the new environments again like the water was?
 
It has to do with compatibility with Ankor's work, they aren't supported right now, hopefully at some point though.
 
It has to do with compatibility with Ankor's work, they aren't supported right now, hopefully at some point though.
Hopefully ;)

Is there any way I can see those searchlights in CFS3? I suppose they aren't present in the stock version but added by some expansion?
I know there are searchlights in WOFF, but I don't know whether they are the same or custom made ones.
 
Here is the original searchlight for CFS3: http://www.mrjmaint.com/RegsHanger/...round Crew Garage - Searchlights for CFS3.php

It functions exactly the same as the ones in WOFF. The beams are really just semi transparent material, the same as glass (though these are set to not use the environment map) with really high specular properties. Both these and the WOFF searchlights make use of a texture on the beam, in another version available with the MAW expansion the beams are untextured material. I can send these to you if you need them.
 
As I understand I also need a custom mission to see them work, but don't bother with it now if it is difficult to get, I'm still too focused on new features for the next version. After it is released for WOFF I'll try to devote some time to fix remaining CFS3 issues.
 
I can fix up a couple things pretty quick so you can get a look at them, but no worries on the timing, the next release sounds like it will be fantastic.
 
Back
Top