Boeing B-17F Flying Fortress 42-3167 Ye Olde Pub, 2.Lt Charles L. Brown, 527BS, 379BG, Bremen, December 1943.
It's a reskin of the Firepower B17 that uses an Alpha layer to simulate the massive damage from the Stigler - Brown incident.
http://www.sim-outhouse.com/sohforums/local_links.php?catid=84&linkid=15101
and
http://www.sim-outhouse.com/sohforums/local_links.php?catid=73&linkid=15264
Hi!
I’ve made a new build with several changes:
GunsightIncreaseSize=SHIFT+]
- Fixed random triangles appearing around the propeller for new FW190 models.
It was caused by an incorrect attempt to draw nighttime sprites during day time
Technically it happened because sprites are drawn in two passes. First pass does all setup and second pass just changes a couple of parameters. The bug was in that only first pass was disabled at daytime, but the second pass was still happening without any required setup. Just another case of “I wonder how it even worked before”.- I’ve added keybinding settings into d3d8.ini so these assignments can be changed if needed.
GunsightDecreaseSize=SHIFT+[
GunsightIncreaseBrightness=CTRL+]
GunsightDecreaseBrightness=CTRL+[
Also I think I’ve figured out why gunsight controls were unusuable in AutoHotKey and it should work now (haven’t really tested it though).
This is probably the last “generic” build until WOTR release (and I have no idea when it is released).
I still plan to work on several new features for WOTR, not sure if everything works out, but most likely these will be my final contribution for CFS3.
Andrey.
Your bump maps are looking really good though!
Thanks for the update Andy!
It is possible to simulate the lack of color in darkness using shaders, but I don't do that. It is usually called "HDR Lighting" and comes with some additional effects to simulate how eyes adjust for various lighting. I already (but very crudely) do this when the sun is in view.
Initially I wasn't proficient enough with shader programming to implement HDR lighting plus I wanted to avoid any dramatic changes. People might object when aircraft and ground colors they were used to for many years suddenly change to something different.
The closest you can do now is to change the first line in Light.fx from
#define GroundBrightness 1.0
to something like this
#define GroundBrightness float3(0.5, 0.5, 1.0)
Those 3 numbers are multipliers for Red, Green and Blue channel respectively. Setting them like I shown above will turn all ground and scenery textures blueish which may look more night like. Facilities and airplanes will keep their original color though.
There's also a "secret" option for d3d8.ini:
FacilityBrightness=1.0
Changing it will change the brightness of facility textures. However it is just one number and doesn't allow to alter the tint.