December 18, 201411 yr Yes, I was. In fact, that's the easiest way to tell that the textures are as static as a static sheet with a big neon sign above it saying "static textures are here again" :smile: Christopher Low AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme UK2000 Beta Tester
December 18, 201411 yr Gents; Further to my finding re: edits of the WaterConstants.xml file. Today I installed REX 4 Texture Direct Service Pack 4, and tested the water animations. Yes REX have fixed water animations in Texture Direct! How? Because they modify the WaterConstants.xml file for you! I picked this up because my test file that I listed in post #53 was overwritten, with a timestamp as of when I injected an animation. Opening REX's WaterConstants.xml file I note that they have upscaled the fWindScalar values #1 to #4 by a factor of 10! So my caculation of a scalar of 3.2 (post #48) was not far off! (do not want to fall foul of REX by giving you the values they use directly, but hint is clear). My value of 6 for fwindscalar4 is probably too high, which makes for rather fast scrolling of the texture ( I kind of like that, you may not) but a value around 3.0 - 4.0 seems more realistic. SO, in short, if you have REX Texture Direct and update it to the latetst service pack, I think you will be very happy. Great improvement, thanks REX (Reed and team!). REX also seem to have rescaled the water textures, so you dont get those gigantic waves in inland water, but I stand to be corrected on this. If you do not have REX, then my edits to WaterConstants.xml as posted above, have been confirmed by what I see REX doing inside this file, so my edits do work the same way, just maybe lower the fWindScalar3 to about 3.0, and fWindScalar4 to about 3.5. Also to get rid of gigantic waves, you can try fTextureScale4 with a value of 2 or 4 (instead of 1). That scales down the ever-visible (all distances and alts) wavetextures quite a bit. Thats the good news. Still are some errors in the whole animation story that I pick up, and if anyone else is keen to do some testing, I would not mind some confirmation of what I am seeing. the larger-scale textures (index 3 and 4 in the xml file) will only scroll north-to-south, and are not affected by changing wind direction. You can get them to scroll south-to-north by changing fWindScalar3 and 4 to a negative value! So, viewed at higher alts and distances, one has waves either moving on-shore, parallel to shore, or off-shore depending on the coastline direction, The off-shore case is a bit unreal in ocean settings! the smaller-scale textures (index 0 to 3, more visible at lower alts and distances) do change direction as wind direction is changed, BUT, except for wind from 270, and 090, the movement is opposite to what one would expect. Set a wind at 180, and the water surface is moving distinctly towards the S (as seen from lower altitudes, or in the foreground of a Spot View)! Change wind to blow from the north, and the water surfaces / waves move towards the north! Not correct! This smacks of a computational problem using computer angles versus geographic angles (computers "think" 0 radians is at 090 = E, geographers and aviators have 0 = 2PI = N! Curse of my life as a geology software developer!). Am trying to fix this, if I can. Rob Robin Harris
December 18, 201411 yr Gents; Further to my finding re: edits of the WaterConstants.xml file. Today I installed REX 4 Texture Direct Service Pack 4, and tested the water animations. Rob Rob, perhaps you can 'enlighten' me, here, pls. I messed around with this stuff last night and I'm Not happy. Yes, REX changes the WaterConstant.XML . Good job REX. However here's my issue... I only see water animation at or below 1,000 feet, AND only when there's wind blowing strongly. Rooobish ! Not good for me. I don't fly at sea level. I fly high and want to see water in action- not a deep blue card-board. Back in the days we could modify these settings but it was from the root XML and not from the Appdata location. More, over, not only could you change water animation, but you could change water color shade, reflection, and 3 different transition altitudes. I need to give it another try and see if I can get water animation from High Altitudes, and not at sea level. I'm flying an airplane - not fishing for tuna Ricky Torbe
December 18, 201411 yr Just a correction to my previous post. Rex Texture Direct does not owverwrite the WaterConstants.xml file everytime you inject an animation / change the animation. It seems that the new REX WaterConstants.xml is installed when updating to SP4/TU2, once off (and overwrote my experimental version, which I had backed up!) Good in that once you have installed the service pack, you can still make edits to WaterConstants.xml if you want to make your own tweaks, and these will not be lost if you inject a new animation. Also means you do not have to delete your shaders when changing water animations (everytime you make changes to WaterConstants.xml you need to to this). Rob Robin Harris
December 18, 201411 yr Rob, perhaps you can 'enlighten' me, here, pls. I messed around with this stuff last night and I'm Not happy. Yes, REX changes the WaterConstant.XML . Good job REX. However here's my issue... I only see water animation at or below 1,000 feet, AND only when there's wind blowing strongly. Rooobish ! Not good for me. I don't fly at sea level. I fly high and want to see water in action- not a deep blue card-board. Back in the days we could modify these settings but it was from the root XML and not from the Appdata location. More, over, not only could you change water animation, but you could change water color shade, reflection, and 3 different transition altitudes. I need to give it another try and see if I can get water animation from High Altitudes, and not at sea level. I'm flying an airplane - not fishing for tuna I really cannot understand why you are unable to see animations form above 1000ft, even with the new REX update. Puzzling as I can see them clearly. Yes at 2000-3000 feet one looses the animation effect of the smaller-scaled sets (#0-3), that are wind controlled, but the larger wave patterns are moving on my system (slower with REXs fWindScale values, so not that obvious) Please try again and look carefully. You need to position yourself over water where you have reference points (coastline with some features, or a harbour wih jettys) - static points against which you will detect the water/waves moving. You need to be in Spot View and look around, carefully. Trying to see the slow motion (gets slower the higher you are, relatively). Trying to see the movement while flying is hard. Or if you are hot-shot at hovering a chopper, try that! I never was. If you still cannot see water/wave motion at higher altitudes, 5000 to 20000ft (lets not talk Jet FLs here - one would not see them really anyhow at the speed one's going), then something must be wrong in your setup. Re: colors there are still SpecularPower, SpecularBlend and SpecularBoost settings in the .xml that one could play with - I have not tried. All the other settings (UV etc), and Low, High, Mid groups that used to be in the old FSX, root version, are gone. Obviously a modification by LM, plus moving the xml to Appdata, that they had their good reasons for doing I guess. Colours are fully controllable in REX ESSENTIALS (where you can recolour water to whatever you want by plankton content, and change brightness, saturation and contrast) or Texture Direct (more limited, but still 18 sets to choose from, with bright, medium and dark variations), so I personally have no problem getting the colour I want. Hope you can find a "happy" setting sooner rather than later! Robin Harris
December 18, 201411 yr Yeah I will give it another try and increase the values on all /fwindscalar 0 to 4, and I guess this will make it more active from high altitudes, correct? What about on the Sim's CFG, do we add or make any changes there? Ricky Torbe
December 18, 201411 yr For CFG settings you must have; Tesselation factor - Ultra Mesh resolution - 1m Texture Resolution - 7cm Water Detail - Ultra REX also advise; HDR - ON (I do not have it on as I do not like it - personal perference) Level of Detail Radius - Max (I have mine at Ultra and animations work, but maybe in you want to push the distances out further and can afford the FPS then try Max) Other settings I have are; Special effects detail - High Special effects distance - High Have not changed these while experimenting with water animations so do not know if they play a role in this) I find having Reflections for clouds enabled also helps as can see waves altering edges of cloud reflections on rough water. Rob Robin Harris
December 19, 201411 yr Yes, I was. In fact, that's the easiest way to tell that the textures are as static as a static sheet with a big neon sign above it saying "static textures are here again" :smile: Watching a bit of Blackadder there, Chris? Jude BradleyBeech Baron: Uh, Tower, verify you want me to taxi in front of the 747?ATC: Yeah, it's OK. He's not hungry. X-Plane 12 and MSFS2020 🙂 System specs: Windows 11 Pro 64-bit, Ubuntu Linux 20.04 i7-13700KF Gigabyte Z790 RTX-4060-Ti , 32GB RAM 1X 2TB M2 for X-Plane 12, 1x256GB SSD for OS. 1TB drive MSFS2020
December 19, 201411 yr Haha, yes.....that's where I got the idea from Christopher Low AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme UK2000 Beta Tester
December 19, 201411 yr Author REX SP4: major improvement in at least the first & only texture I installed, which was the Photoreal animation which looked wretched before and now looks quite good! Nice! Noel System: 9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL 64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync. Aircraft used in MSFS 2024: Fenix A320, Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.
December 19, 201411 yr For CFG settings you must have; Rob I am also not seeing any wave animation - tried everything I know except for a new P3D install any thoughts Rich Sennett
December 19, 201411 yr Rich , do you have Rex TD ? 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
December 19, 201411 yr Rich , do you have Rex TD ? Gerard I have REX4 installed only latest version - what does TD mean ? Rich Sennett
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