This Could Be Very Interesting - AnKor's Shaders

Hi all,

I just reinstalled CFS3 after reformatting my computer today.

When I go to enable SweetFX, the game crashes to desktop immediately before the intro movie would play.

I followed all instructions on page 1 of this thread, but I don't know what's going on.

Anyone have any suggestions? I've managed to get SweetFX to work before.

I don't know if this matters, but I'm using an nVidia GEForce GTX970 video card

THanks,

Chris
 
Flying in MAW,
How do I get the reefs not showing in the shallow portion of the sea my; BaseOpacity is set at 0.95?
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What would be a appropriate cfs3h20.dds to get a more blueish medwater?
 

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0.95 base opacity should not be showing the terrain like that. Does it go back to normal if you toggle AnKir's shaders off? Is <DisableWaterRender val="y"/> in the ConfigOverrides.xml?

I use the cfs3h20.dds from PTO that looks like the outline of Korea.
 
Hi all,

I just reinstalled CFS3 after reformatting my computer today.

When I go to enable SweetFX, the game crashes to desktop immediately before the intro movie would play.

I followed all instructions on page 1 of this thread, but I don't know what's going on.

Anyone have any suggestions? I've managed to get SweetFX to work before.

I don't know if this matters, but I'm using an nVidia GEForce GTX970 video card

THanks,

Chris

Have you run cfs3config recently?
How do you have the NoMultisampling option set in d3d8.ini?
 
0.95 base opacity should not be showing the terrain like that. Does it go back to normal if you toggle AnKir's shaders off? Is <DisableWaterRender val="y"/> in the ConfigOverrides.xml?

I use the cfs3h20.dds from PTO that looks like the outline of Korea.

This what I get with Ankor's shader off. <DisableWaterRender val="n"/> in the ConfigOverrides.xml?
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Does it happen everywhere or just one particular section of the coast?

Here's what the blue water looks like.
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In the middle of the med towards Sicily
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I like your version of the med water color.
Can you post your selected cfs3h2o.dds?
Is there another file that I should change?
How can I reduce the shine?
 

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gosd, it looks like you might be using my new environment mod from a couple years ago; the water textures and shaders.xml are not compatible with Ankor's shaders. Restore your originals and it will look better for you. I am eventually going to get around to creating a new version of my work that is compatible, but for now it's better to uninstall it.
 
For me, I had to hex edit almost all of the model files to reduce the shine when I moved from XP to Win 7. This has to do with how the Operating Systems interpreted some of the 3d model settings differently requiring the intensity levels to be reduced for Win 7.

You could trying changing the parameters at the top of the models.fx file in the Shaders30 folder first to see if you can get it looking the way you like.
 
I'm wondering if there is any way around the shadow being displayed on a model by something that has been alpha'd off the texture sheet? This would be of great help if possible.
 
I recently noticed an airplane that was overly shiny and seemed immune to the hex editing that I normally use to tone this down. After a good deal of trial and error I rediscovered that AnKor has built in a fix for aircraft that do no have a *_s.dds or *_r.dds file included in the m3d texture references. Adding a 33% gray *_t.+sr.dds file to the texture folder worked to correct the problem.
 
I emailed Ankor to see how he's been doing. He's been quite busy and hasn't been able to work on the shaders much this year, but he's still interested in the project and hopes to get back to it when he can.
 
AnKor sent a couple of us a Beta update to test. He does not have much personal time free to work on this project anymore, so revisions will be few and far between.

- Got rid of shadows (self shadowing and ground shadow) from transparent textures.

- Dynamic reticle now "belongs" to cockpit and doesn't get hidden by frame in Thunderbolt.

- Cockpit light in TextureMagic is correctly configurable.
Here is an example sprite texture that will be turned into red point light with a range of two meters:
[CockpitLight] ; Point or Spot|Hex RGB|Range|Atten0|Atten1|Atten2|Theta|Phi
light_red.dds=Point|ff0000|2.0

* Bump map textures still seems to work incorrectly, but I guess nobody needs them anyway.
 
The environment appears much brighter with this version compared to the previous ones.

He didn't mention it in his note, but this version also fixes the grey band at the horizon. This was fixed for WOFF last year, but as far as I know has never been included in any of the CFS3 versions before.

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Previous DLLs

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Updated DLLs
 

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Looks like you were using an older version. The scenery casts shadows in this one too, try a flight at dawn!
 
It may not be obvious from these pictures, but both the image of the previous and the latest shaders have shadows being cast from the trees and buildings. The big difference is the noontime summer sun is much brighter shining on the terrain with the DLLs he just sent us to test.
 
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