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This Could Be Very Interesting - AnKor's Shaders

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

in the Stigler-Brown zip file there is another zip named texture+xdp B-17F Ye old Pub, where does the content of this file go ?
 
The original idea was that you would make a stand alone copy of the Firepower B-17F, and then use these texture and xpd files to make the B-17 look damaged nearly beyond flyable condition. That was why Stigler had a heart and decided to let them go.

931113593243201597.jpg
 
Hi!
I’ve made a new build with several changes:


  1. 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”.
  2. I’ve added keybinding settings into d3d8.ini so these assignments can be changed if needed.
GunsightIncreaseSize=SHIFT+]
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.

I'll repackage this for download just to keep everyone up to date with the latest code.
 
Once it's been approved it will be here:

http://www.sim-outhouse.com/sohforums/local_links.php?catid=13&linkid=23304

Ankor's Jan 2018 Shaders for CFS3


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.


2018 Changes:


The code was updated to stop night sprites from being mistakenly drawn during the second rendering pass during the day.


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. The keys to control this, and the reticle size can now be customized in d3d8.ini.


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.


MajorMagee

396015162398238773.jpg
 
Thank you again Andy. Yourself and Ankor have really done some stunning work.:jump:

The bump/normal map capability continues to amaze.

Am I the only one to discover that the winter texture needs it's separate bump map?



 
Am I the only one to discover that the winter texture needs it's separate bump map?


No!:wink-new:

Your bump maps are looking really good though!:encouragement:
 
Here are the AnKor compatible xpd effects entries for the FFD_P-51B series of aircraft:

<Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.035" PosZ="-0.075" PosY="0.5675" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="US_AAF_l3a_gunsight" PosX="-0.035" PosZ="-0.075" PosY="0.5675" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="-0.5" PosY="0.60" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="-0.5" PosY="0.60" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_r" />
<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_l" />
 
Airplane Model by Klass_o_44, and Skins by Alain95

Search the warbirds archive for Alain95, and you'll find quite a few.
 
Here are the AnKor compatible xpd effects entries for the DL series of Bf109 aircraft:

<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_r" />
<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_l" />
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.0018" PosZ="-0.475" PosY="0.7533" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.15" PosZ="-0.8" PosY="0.60" Pitch="100" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.15" PosZ="-0.8" PosY="0.60" Pitch="100" MinVel="-999999" MaxVel="999999"/>

These can be found in the warbirds archive by searching for "DL Bf109G" or "DL Bf109G" and ndicki.
 
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.

From the thread on creating a less colorful, night only environment.
 
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