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This Could Be Very Interesting - AnKor's Shaders

The amount of critical information available in this thread still amazes me. Since it has never made it to stickie status, here goes another bump. :bump:
 
The thread can be stickied.

I'll also make a couple of points for future reference:–

There are a lot of posts here with screeds of text file dumps. Gentlemen, please use the
Code:
 feature to put these in a scrolling box. For example:–

[CODE]#define USE_SMAA_ANTIALIASING 1
#define SMAA_THRESHOLD 0.12
#define SMAA_MAX_SEARCH_STEPS 16
#define SMAA_MAX_SEARCH_STEPS_DIAG 6
#define SMAA_CORNER_ROUNDING 0
#define COLOR_EDGE_DETECTION 1
#define SMAA_DIRECTX9_LINEAR_BLEND 0
#define USE_LUMASHARPEN 1
#define sharp_strength 0.60
#define sharp_clamp 0.04
#define pattern 2
#define offset_bias 1.00
#define show_sharpen 0
#define USE_BLOOM 1
#define BloomThreshold 22.20
#define BloomPower 1.98
#define BloomWidth 0.12
#define USE_HDR 1
#define HDRPower 1.41
#define radius2 0.78
#define USE_TECHNICOLOR 0
#define TechniAmount 0.11
#define TechniPower 2.80
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88
#define USE_DPX 0
#define Red 8.00
#define Green 7.90
#define Blue 8.20
#define ColorGamma 2.50
#define DPXSaturation 3.00
#define RedC 0.36
#define GreenC 0.35
#define BlueC 0.34
#define Blend 0.10
#define USE_LIFTGAMMAGAIN 1
#define RGB_Lift float3(1.00,1.00,1.00)
#define RGB_Gamma float3(1.04,1.00,1.04)
#define RGB_Gain float3(1.00,1.00,1.00)
#define USE_TONEMAP 1
#define Gamma 0.84
#define Exposure 0.00
#define Saturation -0.54
#define Bleach 0.00
#define Defog 0.00
#define FogColor float3(0.00,0.00,1.00)
#define USE_VIBRANCE 1
#define Vibrance 0.50
#define USE_CURVES 0
#define Curves_contrast 0.15
#define Curves_formula 2
#define USE_SEPIA 0
#define ColorTone float3(1.00,1.00,0.90)
#define GreyPower 0.11
#define SepiaPower 0.58
#define USE_VIGNETTE 0
#define VignetteRadius 1.00
#define VignetteAmount -1.00
#define VignetteSlope 8
#define VignetteCenter float2(0.50,0.50)
#define USE_DITHER 0
#define USE_SPLITSCREEN 0
#define splitscreen_mode 3


Secondly, has anyone heard of PMs? I always answer them and if you want to ask something, complain bitterly at being ignored or share a joke you know where to find me!

I might also warn you that a degree of pruning in this 600+ posts thread seems in order... :biggrin-new:
 
Secondly, has anyone heard of PMs? I always answer them and if you want to ask something, complain bitterly at being ignored or share a joke you know where to find me!

I might also warn you that a degree of pruning in this 600+ posts thread seems in order... :biggrin-new:

Yes sorry Tom, and yea a lot can be pruned, most of the early screen shots could be chopped too, I think most of us know what the shaders look like now?
Didn't realise how big this thread had got, but thanks for sticking it!

Now you can chop this reply!
:wink:
 
Ankor's Fall 2017 Shaders for CFS3

http://www.sim-outhouse.com/sohforums/local_links.php?catid=13&linkid=23167

751415113878079777.jpg


This incredible addition to CFS3 was begun by Andrey Korchinskiy in December of 2013 and was originally intended to become part of WOFF so that it could access DX9 functionality making it compatible with the SweetFX shader injector. Since then it has grown to be so much more that it's easy to forget that it still provides the bridge to using SweetFX in CFS3. It's major features are:


External Views
Aircraft Self Shadowing
Anti-alias Aircraft Shadows On The Ground
Tree and Building Shadows
Dynamic Lighting
Environmental Reflections
Horizon Line Haze Blending
Eliminated In Cloud Square Border
Bump Mapping
Ability To Add Shading Textures To Aircraft That Don't Reference Them In Their Model File
Realistic Water Rendering
Cloud and Terrain Shadows
Adjustable Field Of View Angle
Adjustable Night Sprite Effects Levels
Searchlights
Self-Illuminating Secenery Objects
Altitude Controlled Track Effects
Tree Rendering with Alpha Transparency Effects


Cockpit Views
Dynamic Reticles With Variable Range Settings and Dimmer Function
Variable Mouse View Controls
Mouse Scroll Zoom
Cockpit Lighting
Luminous Gages
Improved TrackIR Image Rendering


Performance Enhancements
Multi-Processor CPU Management
Modern Rendering Optimizations
Cfs3config.exe No Longer Needed Everytime Video Drivers Update
Automatically Eliminates Dual Pass Rendering Conflict
Auto Generates Mip Maps


*** Installation ***
***. PLEASE MAKE A BACK-UP OF ANYTHING YOU'RE GOING TO REPLACE! ***


These files are installed into the CFS3 main directory:
d3d8.dll
d3d8.ini
Optional - suneffect.xml


shaders30 Folder containing
Clouds.fx
Fog.fx
Generic.fx
GroundShadow.fx
Light.fx
Models.fx
RenderShadows.fx
Scenery.fx
SeaWater.fx
Skybox.fx
Terrain.fx
Texture.fx
TextureMagic.ini


Optional - effects\fxtextures Folder containing my modified water effects files
h2od_01.dds
h2od_02.dds
h2od_03.dds
h2od_04.dds
h2od_05.dds
h2od_06.dds
h2od_07.dds
h2od_08.dds
h2od_09.dds
h2od_10.dds
h2od_11.dds
h2od_12.dds
h2od_13.dds
h2od_14.dds
h2od_15.dds
h2od_16.dds
59 assorted Dynamic Reticle Files


- effects\weather Folder containing my modified sun effects files
sun.dds
sun_corona.dds
sun_glare_a.dds
sun_glare_b.dds
sun_glare_c.dds
sun_glare_d.dds
sun_main.dds


These files can also be easily placed into JSGME for easy installation and removal.


*** Warning ***


This package includes some of my personal modifications, including new water files in the Effects folder, and a couple of adjusted .fx files in the Shader30 folder, and the suneffect.xml. These adjusted .fx files include several new variables near their tops that will let you fine tune the look of some of the effects (explained in more detail in the Developer ReadMe). 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. The bottom of this file is where you can make edits to customize what will be included or not in the 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 3440 x 1440 resolution.


2017 Changes:
Head Shake calculated from the cockpit and gunner station locations. As the aircraft maneuvers your view is shifted in response to the g-forces being experienced. d3d8.ini contains new parameters to control the intesity of this effect, and it can now be dialed up or down as a percentage or switched completely off as well.


The conflict with Dual Pass Render is now automatically corrected.


There is a new Dimmer function for the dynamic gunsight reticles.


Mouse Look activates in the cockpit when you move the mouse allowing you to dynamically change your view direction. If you stop moving the mouse it will rotate back to the default forward view direction after a preset time. Mouse look can be switched on/off in-game by clicking RIGHT mouse button and it starts OFF by default. So to use mouse look you will need to right-click the mouse once.


Mouse Scroll Wheel Zoom works like using the [ and ] keys. The step size and smoothness of the transition between levels is set in the d3d8.ini.


This version also fixes the old "sky-colored triangles at edges of the screen" issue caused by head rotation when using TrackIR.


Improved CPU utilization.


Altitude Controled Track Effects are now available so contrails only show up at their appropriate altitudes.


Self-Illumination capability has been expanded to allow even black surfaces to display a light map. This will let you have lights shown on parts of scenery objects like building windows.

A comprehensive set of user instructions and developer notes with example images are included in this package.



MajorMagee
 
I had been hesitant to try AnKor's shaders because I thought it would be complicated and that I might mess my ETO install up. I can say that it is a very easy install. I did notice one thing. The first time I started the sim after running config I got the gray band along the horizon. I had left the dual pass render on as it was stated that it wasn't a problem anymore. Went back and turned it off and when I restarted the sim the band was gone. Out of curiosity I got out, turned on dual pass render, and everything was fine, no band. Since then I had to rerun config because I had changed the video source and discovered that with dual pass render on the gray band was back, but only on the first time I ran the sim. Not a complaint, only an observation.

I was blown away the first time I saw the sun's shadow go across the cockpit. Everything looks so much better with AnKor's shaders. Now to check out the contrails and dynamic gunsight reticles.

Thanks to all involved with this project.

Bob
 
I was just thinking. It might actually be possible to have cockpit damage effects with AnKor's shaders. IE blood on the windscreen, bullet holes in canopy glass/instrument panel glass, and various engine fluids on the windscreen too.
 
You mean like this? Was chasing down three RAF Bostons with one of the newly uploaded FW-190's and got to close!
attachment.php
 

Attachments

  • fw190.1.jpg
    fw190.1.jpg
    58.3 KB · Views: 20
Once approved by the moderator there will be 60 updated model files here:

http://http://www.sim-outhouse.com/sohforums/local_links.php?catid=13&linkid=23286

These m3d files provide additional compatibility with AnKor's Shaders for the various stand alone aircraft I've published in the past.


Installation simply involves making a back-up copy, and then replacing the originals that were in the previous packages.


Adjustments have been made to the material properties by hex editing the m3d file as detailed in Section 8 of the Developer ReadMe file included in the shader packages.


Specifically the changes represented here are:
Change drawing type for glass surfaces to make them reflective. (00 00 FF 00)
Change the diffuse color and transparency of glass surfaces. (99 99 99 12)
Increase the glass glossiness intensity to max. (00 00 7E 43)
Increase the paint glossiness intensity slightly. (00 00 80 42)


These may seem too clear for some people's taste, but I've been researching how the aircraft tranparencies in WW2 looked and these settings are a close approximation of what can be seen both in pictures, and on the restored aircraft I've had access to over the years.


If you want to change them to something else you would need to hex edit to add a tint by changing the 99 99 99 (60% Grey Color in Blue Green Red order) values and the transparency factor to something greater than 12.

Here's a before and after example of the difference:

101815152921733090.jpg


The before values for the windows were 00 00 00 00 2D 2D 2D 4C 00 00 00 FF 44 44 44 FF FD FF FF 40 and the after is 00 00 FF 00 99 99 99 12 00 00 00 FF 44 44 44 FF 00 00 7E 43 to make them clear and reflective.
The paint texture glossiness went from 00 00 00 42 to 00 00 80 42 to add a bit more sheen to the highlights.
 
Last edited:
@MajorMagee,
Thank you for these:encouragement:.
I have some problem getting the dynamic reticles working sometimes they do not appear on my rigg, any suggestions ?
Also cannot seem to get the 3gb_Spitfire _5B_xxx and 3gb_hurricane _mk1a variant dynamic reticle correct position, can you help ?
 
I have several similar ones:
ETO_Spit_5B_usa
<Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.25" PosY="0.575" Pitch="90" MinVel="-999999" MaxVel="999999"/>


3gb_Spitfire_5b_T_TN
<Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.1" PosY="0.590" Pitch="90" MinVel="-999999" MaxVel="999999"/>


3us_spit_mk_5b
<Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.05" PosY="0.65" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


In at least once case the cockpit model refers to static reticle_spit5.dds so I had to add that the the TextureMagic.ini list before the dynamic one would work.

I don't have any 3gb hurricanes to check, but it may be a similar issue if you can't make it work at all. The only way to check is to look at the cockpit m3d file with a hex editor, and find the static reticle name it's using to see if it's in the TextureMagic.ini list or not.
 
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