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This Could Be Very Interesting - AnKor's Shaders

Thanx Ankor... you're a machine! And thanx to all ...as the group effort is what makes this a reality!! :ernaehrung004:
 
I've just found the cause. Simply forgot to add a line of code which enables standard _t/_r textures when +nm is used. Now they work as expected.
This will be fixed in the next update which I hope to make soon.

AnKor could you post the specific mod that should be made so that we wont have to wait for the next update to fix this anomaly?:semi-twins:
 
Woe and lamentations! I just bought a new rig pretty much to be able to play CFS3 Add-ons without difficulty and that's all I'm getting! I apologize if this has been answered before, but I have perfectly functional clean installs of CFS3 (original), ETO, MAW, BoB, and PTO (waiting on Rising Sun as it's always been the touchiest), but as soon as I add in the new shaders (either the download or lifted directly from WOFF), I get the dreaded 'CFS3 has stopped working' error. If I remove them, all is well again.

If it matters:

I'm on a fresh install of Windows 10.

As I recall, I never had any shader trouble with my old ATI video card system, but I have switched to nVidia with my latest rig.

I've not been able to get WOFF running. I get the message below.

Any help greatly appreciated!
 

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hi Threedp,
I don't know about WOFF but I think you should use Ankor's CFS3 specific shader package for the CFS3 installs, not the WOFF shaders. By the way, I am running Ankor's shaders on 6 installs under Windows 10, no problems.
 
I have tried both the CFS3-specific package and stealing them straight from WOFF and both net the same result. :-(
 
AnKor could you post the specific mod that should be made so that we wont have to wait for the next update to fix this anomaly?:semi-twins:


Here it is.
It doesn't include d3d8.ini and TextureMagic.ini - just keep those which you already have.
Also I believe MajorMagee has made some modifications to sea rendering in his package but I didn't include them here. So perhaps he can reapply his changes and reupload the mod.
I don't have time to check thoroughly now, but judging by file dates besides d3d8.dll only Models.fx and Terrain.fx were modified since the last build.

https://dl.dropboxusercontent.com/u/2918136/cfs/d3d8.20160713.beta.zip

Consider this a beta version, not because there are known issues, but simply because it isn't tested yet.

Changes:
- fixed bug with reflective textures not working with bump map
- improved performance of label rendering (previously there was a measurable FPS drop with many labels onscreen, at least for me)
- improved performance of aircraft model rendering (nothing dramatic, but managed to offload a bit more work to another CPU core)

Threedp, I'm not sure if this error is related to shaders. However you can try installing DirectX 9 runtime, its installer comes with WOFF (don't remember which folder though) or you can download it here: https://www.microsoft.com/en-us/download/details.aspx?id=8109
 
A few quick checks this morning.

The updated files are:
d3d8.dll
Models.fx
Skybox.fx
Terrain.fx
Texture.fx

Generally I'm seeing a bit better balance on the CPU load between the two cores I'm using, and there is a measurable increase of a few FPS (up to 5) in the over all display rate.

The label text boxes show a more visible outline along their top and bottom than with the previous version.


Here's the revised package:
http://www.sim-outhouse.com/sohforums/local_links.php?catid=161&linkid=21615
 
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I'm having a bit of an issue with the latest set. For an unknown reason a large part of the terrain goes black, like it's getting a heavy load of shadowing applied. I presume the solution lies in the d3d8.dll because the rest of the package works when used with an older version of it.

Shot07-19-16-16-24-20.jpg


Shot07-19-16-16-24-42.jpg


Shot07-19-16-16-25-05.jpg
 
I've not seen that with any of my various installs. Is that happening in ETO, or another version of CFS3? Location? Time of Day?

I'll see if I can reproduce it.
 
I'm seeing very similar effect if I set Composite Terrain Texture Usage to "D3DUSAGE_DYNAMIC" in cfs3config Custom Settings -> Texture Info.
It should be set to either "0" or "D3DUSAGE_RENDERTARGET" ("0" might be more compatible with all cases, but I'm not sure).

I think I have recently changed some code which detects texture formats to be more strict (I need it for certain new features which I hope to implement) and now it fails when texture usage is set to an unusual option.
 
I've not seen that with any of my various installs. Is that happening in ETO, or another version of CFS3? Location? Time of Day?

My own heavily modified CFS3, Leiston, summer, morning.

I'm seeing very similar effect if I set Composite Terrain Texture Usage to "D3DUSAGE_DYNAMIC" in cfs3config Custom Settings -> Texture Info.
It should be set to either "0" or "D3DUSAGE_RENDERTARGET" ("0" might be more compatible with all cases, but I'm not sure).

I already had the _RENDERTARGET option selected but tried 0 too and unfortunately nothing changed. The next test will be MAW.

EDIT - The same thing happening with MAW, not quite to the same extent but still.
 
Hmm... Not sure then.

I've seen very similar side-effects while experimenting with composite terrain blending (I needed to enhance it for reflective rivers), but I believe I disabled all new code for this build. Maybe I missed something. I will inspect the source code when I have time, but since it works for others it is still likely something unusual in your cfs3config.
 
I also have this black scenery problem with the 20160713 version. Had to go backto the 20160404 version to avoid it.
 
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