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This Could Be Very Interesting - AnKor's Shaders

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.

That sounds good Majormagee. I have my brightness and contrast cranked up to 100 on my LED monitor. I had not realised that Ankor's package could influence that. I'm looking forward to the new beta.
 
I've been calibrating the default virtualcockpitview FOVscale in the ViewUI xml file to match the default FOV scale for external views in AnKor's d3d8.ini file. I have my External FOV set down to 30 degrees since I have a wide screen display (3840 x 1024), and setting the FOVscale to 0.4 produces an identical target aircraft size (when adjusted for the slight difference in distance between in the cockpit, and looking from behind your aircraft) when you flip from internal to external views.

For the standard external FOV of 60 degrees in d3d8.ini, the FOVscale should be set to 0.8 in ViewUI.xml.

The narrower the angle you use for the external FOV the larger the target aircraft will appear on the screen. Besides letting you identify aircraft types at a greater distance, this also has the fortunate side effect of raising the LOD being displayed. This is because the LOD levels are based on the number of pixels used to display the aircraft on the screen rather than the physical distance they are away from you.

p.s. I just realized that this is dependent on how each aircraft's cockpit is set up, so the calibration is not universal, but it does work for most. :dizzy:
 
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Turning on the Ankor shader effects on the following B-17Gs in ETO will turn the color scheme off (all grey):
B_091,B_094,B_381,B_398,B_447,B_486,B_909.
Which file should be corrected and how?

I just discovered the real reason why some of the models turn black with AnKor's Mod turned on. In the case of TKs B24J the shadow layer dds was saved with an alpha layer. Deleting that and saving it again in DXT1 format fixed the problem.

It turned out that all grey was the same problem as all black. The tricky part of fixing this was that deleting the Alpha layer and saving kept restoring the Alpha layer again even though I was using the DXT1 no alpha format. It wasn't until I did a Save As that the Apha layer was eliminated permanently.
 
I had forgotten that when this all started it was seen as a way to get SweetFX to run with CFS3 (see page 1).

There is so much you can do with SweetFX. It's fun to just play around and see what you can accomplish with it.

For a minimal but still visible change you can leave every effect turned off except ToneMap (Controls Shading) and Curves (For Contrast). This will leave things pretty much as they were designed to look, but adds a touch more blue to everything (using a negative value is an undocumented feature that adds a tint without dimming the light) and increases the light/dark contrast.

Code:
[COLOR=#000000][FONT=Arial]#define USE_TONEMAP 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Gamma 1.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Exposure 0.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Saturation 0.05[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Bleach 0.0[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Defog -0.020[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define FogColor float3(0.00,0.00,1.00)[/FONT][/COLOR]

[COLOR=#000000][FONT=Arial]#define USE_CURVES 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Curves_mode 0[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Curves_contrast 0.15[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Curves_formula 3[/FONT][/COLOR]
For a big change from the original you can go for that washed out bright hazy day look. This uses Bloom, HDR, Lumasharpen, DPX, Liftgamma, and Vibrance. The low HDR value and the increased midtones for Lift Gamma are the major effects on display here. Look for things like more visible detail in the AA Bursts with this one.

Code:
[COLOR=#000000][FONT=Arial]#define USE_BLOOM 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define BloomThreshold 33.33[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define BloomPower 3.3[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define BloomWidth 0.0333[/FONT][/COLOR]

[COLOR=#000000][FONT=Arial]#define USE_HDR 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define HDRPower 0.66[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define radius2 0.80[/FONT][/COLOR]

[COLOR=#000000][FONT=Arial]#define USE_LUMASHARPEN 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define sharp_strength 2.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define sharp_clamp 0.035[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define pattern 2[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define offset_bias 1.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define show_sharpen 0[/FONT][/COLOR]

[COLOR=#000000][FONT=Arial]#define USE_DPX 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Red 8.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Green 8.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Blue 8.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define ColorGamma 2.50[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define DPXSaturation 3.00[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define RedC 0.36[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define GreenC 0.36[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define BlueC 0.34[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Blend 0.33[/FONT][/COLOR]

[COLOR=#000000][FONT=Arial]#define USE_LIFTGAMMAGAIN 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define RGB_Lift float3(0.600,0.600,0.600)[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define RGB_Gamma float3(1.200,1.200,1.200)[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define RGB_Gain float3(0.900,0.9.00,0.900)[/FONT][/COLOR]

[COLOR=#000000][FONT=Arial]#define USE_VIBRANCE 1[/FONT][/COLOR]
[COLOR=#000000][FONT=Arial]#define Vibrance 0.33[/FONT][/COLOR]

You can go too far with some effects and make things just too weird looking, but nothing is really permanent so have some fun, and see what you can come up with.
 
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Oh yeah...

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.
Yes, I did the same thing about a million years ago in win98se, after having enabling 'SpecularEnable' shine in shaders.xml ...after abandoning that route, everything is back to 'mostly flat'.
It'd be so cool to know (on my ultra low-end rig) how to get a mild patina, at least :banghead:
 
Now that WOFF 3.0 has been released it's okay to share these files.

http://www.sim-outhouse.com/sohforums/local_links.php?catid=161&linkid=21346

These files are installed into the CFS3 main directory the same way as AnKor's previous versions.


This package includes some of my personal modifications, including new water files in the Effects folder, and a couple of adjusted .fx files (the originals are included with - Copy added to the names) in the Shader30 folder. These adjusted .fx files include several new variables near their tops that will let you fine tune the look of some of the effects. The suggested values are listed in the comments for the variable.


The foamamount value in SeaWater.fx is dependent on the water files you're using and is the cut-off brightness that switches the rendering animation from water to foam. Using a different set of water files than the ones I've included will most likely require you to change this value.


The TextureMagic.ini file has the list of my animated gunsite files already included too. The bottom of this file is where you can make edits to customize what will be included or not in the new auto-adjustemnt of special effect brightnesses at night to fit your particular installation.


I've also edited several settings in the d3d8.ini like the FOV that you may want to change to fit your particular set-up better since I'm running at an extra wide 3840 x 1024 resolution.
 
It is not proper change list (I tried to maintain one, but failed :) ), but the most important features that I can quickly recall:


Environment reflections
Cubemaps dds file is no longer used, instead the game will update environment reflections in real-time as you fly.
These reflections are used for sea and aircrafts (especially noticeable on metallic US aircrafts).
Unfortunately you won't be able to see aircrafts or ships reflecting in the water, but overall it looks much better than with static cubemap texture.


Nighttime lighting for effects
Smoke and similar effects are properly lit now and become darker when the Sun sets.
There is a list of "exceptions" in TextureMagic.ini with textures which should stay bright even at night (like flame or explosions).


Improved dynamic (point) lights
CFS3 had a limitation preventing having more than 6 dynamic lights (like muzzle flashes) simultaneously, otherwise they started to flicker.
It is not longer the case. My code increases the number of supported lights to about 24 and even if the limit is exceeded they won't flicker randomly - instead the most distant ones will be turned off.
Also, dynamic lights will now shine on terrain, trees and even water. Previously only aircrafts and facility buildings received light from point lights.
 
Thanks, Ankor. Your help and work has opened up a whole new world for us all.:applause::ernaehrung004:

p.s. Can anyone post suggestions for an extremely low end rig?

(Ankor, your laptop must be smokin' hot :ichile:)
 
Hi Ankor,

thanks for the list of changes. The Dynamic lights issue seems very interesting. Even planes like the p-47 would seem to benefit, with all muzzleflashes able to be shown? Should look amazing on the B25j, too!
 
Well done Major!:jump: Absolutely love what this does to bare metal! That dark spot on the nose is not just some shadow . . . it's Oahu! I also get a sort of bump map/embossing effect in high sun light (this was also before the latest shaders). If I as forced to say anything negative, it would be that this is playing hell with ALL of my alpha textures.

Ankor has truly turned CFS3 into an almost entirely newer and better sim. It is almost like it as been remastered. Here's to you, sir!:ernaehrung004:
 
Having a small problem here. Dont know if it's related to these new shaders I just uploaded.
In MAW,QC; when using the following A/Cs with wingmans behind on the landing strip they have their gun blazing and the rear gunner of the players aircraft destroys them before take off.
the A/Cs are :SJ_SB2C-1C_VB08_43, SJ_SB2C-1C_VB17_43 and SJ_SB2U-1_VB3_38
 
I can't find those a/c in maw... Could they have been brought over from PTO RS?
...possibly the country in their *.xdp file is haywire? :mixed-smiley-010:
I've also had this happen when the enemy was nearby (passing overhead?) and the AI got
overly enthusiastic while waiting to take off.
 
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There really is nothing in the files I uploaded that would have anything to do with aircraft or mission behavior. Perhaps just a coincidence that you noticed it now.
 
@Gosd - That usually happens to me in QC when the enemy aircraft are nearby. The wingmen are trying to shoot them down but will take each other out in the process. Most likely a proximity bug.
 
Well done Major!:jump: Absolutely love what this does to bare metal! That dark spot on the nose is not just some shadow . . . it's Oahu! I also get a sort of bump map/embossing effect in high sun light (this was also before the latest shaders). If I as forced to say anything negative, it would be that this is playing hell with ALL of my alpha textures.

Ankor has truly turned CFS3 into an almost entirely newer and better sim. It is almost like it as been remastered. Here's to you, sir!:ernaehrung004:

One feature that hasn't been used yet (other than on a couple yet to be released projects of mine) is normal mapping. That embossing feature you notice can be controlled explicitly to add detail to your skins by making a normal map for the aircraft and giving it the same name as your main texture with ".+nm.dds" added to the end. (for a p_51d_t.dds main texture, the normal map would be named p_51d_t.+nm.dds).
 
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