bojote

Bojote's Shader 3.0 mod for FSX

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Hello.

 

I just installed the tweak, alas when I zoom out the globe // world is just plain white. sorry if the issue has been raised before.

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Hello.

 

I just installed the tweak, alas when I zoom out the globe // world is just plain white. sorry if the issue has been raised before.

Don't worry I Sussed it.

 

Working like a dream. Thanks *******

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Don't worry I Sussed it.

 

Working like a dream. Thanks *******

 

How did you solve the problem?

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How did you solve the problem?

 

That is what happens if you zoom all the way out on the planet. /shrug.

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???

I just mean that with SM 3.0, seeing the planet covered in white when you zoom all the way out is expected. It cannot be fixed.

 

C.

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I actually manged to fix the problems that plagued bojote's sm3 in fsx by making a hybrid of default fsx shaders with his files. Most of the shaders are sm3, the others are left at sm2 (full sm2, not a mix of sm2 and sm1.1) such as the general shader, terrain20 shader and the water shaders (for compatibility with fswc and rex).

 

-Fixed the sun bleeding through solid objects

-Fixed the water issue (you can use fswc now)

-Fixed the issue with white objects such as trees and buildings in fog

-Fixed the issue with wave animations showing through think layers of clouds and trees

-Fixed world covered in white in top-down view

 

Download: https://www.dropbox.com/s/i9pcp9tprcdti18/FSX_HybridSM3_ShadersHLSL.rar

 

Credits to bojote for this wonderful mod. Cheers.

  • Upvote 2

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I actually manged to fix the problems that plagued bojote's sm3 in fsx by making a hybrid of default fsx shaders with his files. Most of the shaders are sm3, the others are left at sm2 (full sm2, not a mix of sm2 and sm1.1) such as the general shader, terrain20 shader and the water shaders (for compatibility with fswc and rex).

 

-Fixed the sun bleeding through solid objects

-Fixed the water issue (you can use fswc now)

-Fixed the issue with white objects such as trees and buildings in fog

-Fixed the issue with wave animations showing through think layers of clouds and trees

-Fixed world covered in white in top-down view

 

Download: https://www.dropbox.com/s/i9pcp9tprcdti18/FSX_HybridSM3_ShadersHLSL.rar

 

Credits to bojote for this wonderful mod. Cheers.

 

I am in DX10 alot of the time how but this is cool. Nice work!

 

I wish Bojote was still around. He was a master. :(

 

Charles.

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Hello

I've the 1.5 Shader 3 mod version 

Today, i decided to add the FSWC.That's it.Water on FSX is a mess.I've uninstalled the FSWC, but still have the same issue.Any ideas pls?

Here's the image

EDIT:Solved by uninstall-install Shader 3 mod
shader.png
Sotiris

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Hello, I'm a newbie in SM3.0 subject and I have big request... I hate grids on some kinds of REX waves so I've installed SM3.0 Grid disappear - great! ...but waves doesn't move - why? - and what can I do?

Second issue - how can I low a bit brightness of the sun reflects?

 

Sorry for my poor English...I'll be highly grateful for your help.

 

Ps. I have REXe+ OD and SIMMERY type of waves, nVidia GTX560.

 

Ps2. In Spoiler below, I paste my waterconstant.xml file (it is a default file from SM3 installation folder):

 

 

<?xml version="1.0" encoding="UTF-8"?>
<SimBase.Document Type="WaterConstantFile" version="1,0">
    <Descr>AceXML Document</Descr>
    <WaterConsts.ConstantSets>
        <ConstantSet>
            <Shader20>
                    <fWaveFresnelFactorMin>0.300</fWaveFresnelFactorMin>
                    <fWaveFresnelFactorMax>0.500</fWaveFresnelFactorMax>
                    <fSpecularPower>53.384</fSpecularPower>
                    <fSpecularBoost>1.520</fSpecularBoost>
                    <fSpecularBlend>0.605</fSpecularBlend>
                    <fWaveBumpUVScale>9.500</fWaveBumpUVScale>
                    <fWaterBumpRotation>45.000</fWaterBumpRotation>
                    <fTimeX1>-0.083</fTimeX1>
                    <fTimeY1>0.024</fTimeY1>
                    <fTimeX2>-0.023</fTimeX2>
                    <fTimeY2>0.038</fTimeY2>
                    <fTimeScale2>-0.006</fTimeScale2>
            </Shader20>
            <Shader30>
            </Shader30>
            <Wave>
            </Wave>
            <Shader40WaterClassSet>
                <Shader40>
                    <fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin>
                    <fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax>
                    <fSpecularPower>53.384</fSpecularPower>
                    <fSpecularBoost>1.005</fSpecularBoost>
                    <fSpecularBlend>0.605</fSpecularBlend>
                    <fWhiteCapPower>0.844</fWhiteCapPower>
                    <fWaveBumpUVScale1>3.847</fWaveBumpUVScale1>
                    <fWaveBumpUVScale2>3.563</fWaveBumpUVScale2>
                    <fWaveBumpUVScale3>1.822</fWaveBumpUVScale3>
                    <fWaveBumpUVScaleDetail>4.217</fWaveBumpUVScaleDetail>
                    <fWaterBumpRotation1>141.516</fWaterBumpRotation1>
                    <fWaterBumpRotation2>331.488</fWaterBumpRotation2>
                    <fWaterBumpRotation3>62.388</fWaterBumpRotation3>
                    <fWaterBumpBlend1>0.757</fWaterBumpBlend1>
                    <fWaterBumpBlend2>0.751</fWaterBumpBlend2>
                    <fWaterBumpBlend3>0.567</fWaterBumpBlend3>
                    <fWaterBumpBlendDetail>0.616</fWaterBumpBlendDetail>
                    <fWaterBumpWind3>0.599</fWaterBumpWind3>
                    <fWaterBumpWindDetail>0.497</fWaterBumpWindDetail>
                    <fTimeX1>-1.283</fTimeX1>
                    <fTimeX2>-1.423</fTimeX2>
                    <fTimeX3>1.074</fTimeX3>
                    <fTimeXDetail>-2.882</fTimeXDetail>
                    <fTimeY1>1.004</fTimeY1>
                    <fTimeY2>1.838</fTimeY2>
                    <fTimeY3>-0.036</fTimeY3>
                    <fTimeYDetail>2.740</fTimeYDetail>
                </Shader40>
            </Shader40WaterClassSet>
        </ConstantSet>
        <ConstantSet>
            <Elevation>MID</Elevation>
            <Shader20>
                    <fWaveFresnelFactorMin>0.300</fWaveFresnelFactorMin>
                    <fWaveFresnelFactorMax>0.500</fWaveFresnelFactorMax>
                    <fSpecularPower>69.513</fSpecularPower>
                    <fSpecularBoost>1.510</fSpecularBoost>
                    <fSpecularBlend>0.619</fSpecularBlend>
                    <fWaveBumpUVScale>6.500</fWaveBumpUVScale>
                    <fWaterBumpRotation>90.000</fWaterBumpRotation>
                    <fTimeX1>-0.083</fTimeX1>
                    <fTimeY1>0.024</fTimeY1>
                    <fTimeX2>-0.023</fTimeX2>
                    <fTimeY2>0.038</fTimeY2>
                    <fTimeScale2>-0.004</fTimeScale2>
            </Shader20>
            <Shader30>
            </Shader30>
            <Wave>
            </Wave>
            <Shader40WaterClassSet>
                <Shader40>
                    <fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin>
                    <fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax>
                    <fSpecularPower>69.513</fSpecularPower>
                    <fSpecularBoost>1.004</fSpecularBoost>
                    <fSpecularBlend>0.719</fSpecularBlend>
                    <fWhiteCapPower>0.838</fWhiteCapPower>
                    <fWaveBumpUVScale1>2.405</fWaveBumpUVScale1>
                    <fWaveBumpUVScale2>2.405</fWaveBumpUVScale2>
                    <fWaveBumpUVScale3>1.352</fWaveBumpUVScale3>
                    <fWaveBumpUVScaleDetail>16.527</fWaveBumpUVScaleDetail>
                    <fWaterBumpRotation1>141.516</fWaterBumpRotation1>
                    <fWaterBumpRotation2>330.804</fWaterBumpRotation2>
                    <fWaterBumpRotation3>62.388</fWaterBumpRotation3>
                    <fWaterBumpRotationDetail>156.024</fWaterBumpRotationDetail>
                    <fWaterBumpBlend1>0.751</fWaterBumpBlend1>
                    <fWaterBumpBlend2>0.746</fWaterBumpBlend2>
                    <fWaterBumpBlend3>0.723</fWaterBumpBlend3>
                    <fWaterBumpBlendDetail>0.000</fWaterBumpBlendDetail>
                    <fWaterBumpWind3>0.595</fWaterBumpWind3>
                    <fWaterBumpWindDetail>0.000</fWaterBumpWindDetail>
                    <fTimeX1>-0.869</fTimeX1>
                    <fTimeX2>-1.006</fTimeX2>
                    <fTimeX3>0.727</fTimeX3>
                    <fTimeXDetail>0.659</fTimeXDetail>
                    <fTimeY1>0.727</fTimeY1>
                    <fTimeY2>1.214</fTimeY2>
                    <fTimeY3>-0.036</fTimeY3>
                    <fTimeYDetail>-2.185</fTimeYDetail>
                </Shader40>
            </Shader40WaterClassSet>
        </ConstantSet>
        <ConstantSet>
            <Elevation>HIGH</Elevation>
            <Shader20>
                    <fWaveFresnelFactorMin>0.300</fWaveFresnelFactorMin>
                    <fWaveFresnelFactorMax>0.500</fWaveFresnelFactorMax>
                    <fSpecularPower>69.513</fSpecularPower>
                    <fSpecularBoost>1.515</fSpecularBoost>
                    <fSpecularBlend>0.619</fSpecularBlend>
                    <fWaveBumpUVScale>4.500</fWaveBumpUVScale>
                    <fWaterBumpRotation>45.000</fWaterBumpRotation>
                    <fTimeX1>-0.083</fTimeX1>
                    <fTimeY1>0.024</fTimeY1>
                    <fTimeX2>-0.023</fTimeX2>
                    <fTimeY2>0.038</fTimeY2>
                    <fTimeScale2>-0.002</fTimeScale2>
            </Shader20>
            <Shader30>
            </Shader30>
            <Wave>
            </Wave>
            <Shader40WaterClassSet>
                <Shader40>
                    <fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin>
                    <fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax>
                    <fSpecularPower>69.513</fSpecularPower>
                    <fSpecularBoost>1.004</fSpecularBoost>
                    <fSpecularBlend>0.719</fSpecularBlend>
                    <fWhiteCapPower>0.844</fWhiteCapPower>
                    <fWaveBumpUVScale1>1.248</fWaveBumpUVScale1>
                    <fWaveBumpUVScale2>1.248</fWaveBumpUVScale2>
                    <fWaveBumpUVScale3>0.674</fWaveBumpUVScale3>
                    <fWaveBumpUVScaleDetail>0.100</fWaveBumpUVScaleDetail>
                    <fWaterBumpRotation1>141.516</fWaterBumpRotation1>
                    <fWaterBumpRotation2>328.752</fWaterBumpRotation2>
                    <fWaterBumpRotation3>62.388</fWaterBumpRotation3>
                    <fWaterBumpRotationDetail>0.000</fWaterBumpRotationDetail>
                    <fWaterBumpBlend1>0.746</fWaterBumpBlend1>
                    <fWaterBumpBlend2>0.746</fWaterBumpBlend2>
                    <fWaterBumpBlend3>0.682</fWaterBumpBlend3>
                    <fWaterBumpBlendDetail>0.000</fWaterBumpBlendDetail>
                    <fWaterBumpWind3>0.595</fWaterBumpWind3>
                    <fWaterBumpWindDetail>0.023</fWaterBumpWindDetail>
                    <fTimeX1>-0.728</fTimeX1>
                    <fTimeX2>-0.798</fTimeX2>
                    <fTimeX3>0.589</fTimeX3>
                    <fTimeXDetail>-1.000</fTimeXDetail>
                    <fTimeY1>0.312</fTimeY1>
                    <fTimeY2>0.935</fTimeY2>
                    <fTimeY3>-0.036</fTimeY3>
                    <fTimeYDetail>1.000</fTimeYDetail>
                </Shader40>
            </Shader40WaterClassSet>
        </ConstantSet>
    </WaterConsts.ConstantSets>
</SimBase.Document>
 

 

 

 

Lucas

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@ JordanChin

 

Thanks for creating your hybrid-shader-solution.

Will download and try.

Do you recommend to use it with original Microsoft WaterConstants.xml or the Bojote-Version?

 

Thanks.

ohny

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One of the earlier messages (too many to do a search for) referred to the white earth when zooming out in top-down view.  You can eliminate the white by entering world/map and exiting!

 

Nigel

Vancouver

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Hi there! I am using AMD.  Tomorrow, i tuned FSX by dx10sceneryfixer, and CFG with a faq. But i still have ONE question:

 

I have this shaders installed. Should i turn on sha3 in cfg in DX10 mode?

 

or i should delete it, and restore ShadersHLSL to default?

 

Thank you!

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Gents,

Maybe I can be of assistance here, as I ran into the same problem when updating my system with the following:-

1. NVidia GeForce Drivers v.337.88

2. Using FSX's DEFAULT SHADER 2.0 and FSWC previously installed with REX 2.

3. Upgrading REX 2 to REX 3 ESS+ OD.

 

The "Sparkling Water" and "USE THIS!" all look like they have "lost their luster."

 

I fixed/tweaked it, for the most part...

... but there stll seems to be (now I know what your going to say here) an underlying issue with REX 3 & 4 making modifications to the SHADERS that were NOT being done in REX 2.  I found that the REX 3 upgrade process removes SHADER20 content from the WaterConstants.Xml file and if one was using FSWC to tweak their shader settings, they are then majorily affected by this.  But I'm NOT blaming anyone here, it also seems to be NVidia GeForce Driver related, etc.  All of these are assumptions at this point but users still need solutions and am thus trying to be of assistance and look for it as well.

 

Anyway, here is my solution for both users of SHADER 2.0 / 3.0 under DX9 and it works with/without FSWC, but you really want FSWC if you don't already have it.  (Get FSWC HERE: http://www.strikingsoftware.com/fswc.shtml)

 

DOWNLOAD ATTACHED: https://drive.google.com/file/d/0ByiktF_QHMzCbUtlcUhOMXRnNVk/edit?usp=sharing

Click File -> Download to download the entire content as a .Zip file.

 

Enjoy! smile.png

 

PS: I also posted this here: http://www.realenvironmentxtreme.com/forums/index.php?/topic/30406-ocean-and-tropical-water-textures-not-installing/?p=223650

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