December 27, 200718 yr >Here is the original fileThanks David! Got the file this morning, everything is back to normal and flying again.bill
December 27, 200718 yr Interesting read. Has anyone tested this with FSX SP2 on DX10? Regards,Etienne
December 28, 200718 yr Author Hi Etienne,This file is only to be used with Dx9.Latest files ou can find in this thread work very well with SP2 - PC Hardware: AMD Ryzen 9 9950X3D // Asus ROG Crosshair X870E HERO // 2x32Gb Corsair Dominator Titanium DDR5 6000MT/s CL30 // ASUS ROG Strix GeForce RTX 4090 OC Edition // 4Tb Corsair NVMe M.2 MP600 // Corsair 1600W PSU Samsung Odyssey Arc 55" curved 165 Hz monitor. - Simulator Hardware: VIRPIL Constellation Alpha Prime + VIRPIL VPC Universal Control Panel - #3 + MOZA AY210 Force Feedback Yoke + WINWING URSA MINOR 32 Throttle & PAC Metal + WINWING SKYWALKER Metal Rudder Pedals + WINWING Airbus FCU & EFIS + WINWING Boeing 3N PAP + WINWING MCDU-32 + WINWING PFP-4 + WINWING PFP 3-N + WINWING PFP-7.
December 29, 200718 yr Hi ChristianI would love to do the same. There are shaders for the land. Would I would realy like to see is take the environment cube (which has the clouds in it and is used for the water reflection), drape that over the land as cloud shadows and then crank up the light in sunny spots. I'm sure this can be done, but I don't know much about shaders (but I'm a fast learner). What I'd like to do is pull together some talent to pull this off.Cheers,Christian
December 29, 200718 yr I don't think the environment cube map can be used to project cloud shadows onto terrain. It might certainly be abused to render a shadow where the reflection would normally be seen, but that is *not* in any way realistic ;) I found some interesting constants in Common.fsx (for the SP1 shaders)float3 vSunAmbient : SUNCOLOR_AMBIENT = {0.1, 0.1, 0.1};float3 vSunDirectional : SUNCOLOR_DIRECTIONAL = {0.9, 0.9, 1.0};This means directional light makes up for 90% of the texture color, whereas ambient light provides just 10%. But somehow it just doesn't look like 90%/10% to me... I would like to tweak this and try 0.01 and 0.99 instead - or even 0 and 1 ;) Also an interesting proposition would be to check what happens if the sum of both values (or individual values) exceeds 1.One more thing that could be looked at is if we can manage to get a distance-dependent change of colors, i.e. atmospheric effects that make terrain appear blue-ish in the far distance.
December 30, 200718 yr What gives? The files have been deleted! I would love to use these new shader settings, they look great, excellent job! I searched in the file library too, but couldn't find anything. Please hook me up with a link or something!Thanks-Nick
December 30, 200718 yr I noticed several of you speaking of FEX. I'm sure FEX looks great, however I believe there is a better program which some of you might be interested in. Hi Fi Sim's Active Sky X, and X Graphics. You can get both in a bundle for $70.Active Sky X"- Completely new Design- Made for FSX using the new SimConnect API- Graphical Mapping and Wx Visualization System- XGauge FSX-internal ASX wx imagery and information display gauge- Hurricane Simulation based on actual live data- Advanced custom weather configuration- Online or offline modes with online historical playback feature- FSX-integrated vertical air, turbulence and dynamic wx changes- New server system with enhanced coverage and performance- Hi-fidelity wake turbulence simulation with multiple dynamic wake trails- Enhanced weather depiction logic- Supports advanced integration with X Graphics- Enhanced route wx briefing with visual mapping- Voice weather reports with realistic audio panel and power awareness- Manual weather file download and save features"And X Graphics is basically the same thing as FEX, however there is one feature that I believe makes a big difference. That feature is the fact that using Active Sky X, you can load up real world weather, and then you can have it automatically load the cloud/sky/water etc from X Graphics settings that would actually match real world conditions. I feel this is far better than just choosing a "theme" and going flying. Of course you can choose a theme if you would like to. Thats just my two cents, check it out for yourself;http://www.hifisim.com/asx-xgraph.html
December 30, 200718 yr Another water-related shader patch, this time exclusively for the DX10 users can be found here:http://forums.avsim.net/dcboard.php?az=sho...e=&topic_page=2It fixes a strange void of rain and snow effects around the aircraft (when the aircraft is on or just above ground level). I came up with this patch myself. This was just a simple oversight on the part of ACES - all I needed to do was to disable the z buffer when rendering this effect and now the rain is no longer clipped against the ground plane.
December 30, 200718 yr Author Hi Christian,Could you please summerize what has to be changed in the rain40.fx file, it's a little bit confuse on the other thread.thanks :--) - PC Hardware: AMD Ryzen 9 9950X3D // Asus ROG Crosshair X870E HERO // 2x32Gb Corsair Dominator Titanium DDR5 6000MT/s CL30 // ASUS ROG Strix GeForce RTX 4090 OC Edition // 4Tb Corsair NVMe M.2 MP600 // Corsair 1600W PSU Samsung Odyssey Arc 55" curved 165 Hz monitor. - Simulator Hardware: VIRPIL Constellation Alpha Prime + VIRPIL VPC Universal Control Panel - #3 + MOZA AY210 Force Feedback Yoke + WINWING URSA MINOR 32 Throttle & PAC Metal + WINWING SKYWALKER Metal Rudder Pedals + WINWING Airbus FCU & EFIS + WINWING Boeing 3N PAP + WINWING MCDU-32 + WINWING PFP-4 + WINWING PFP 3-N + WINWING PFP-7.
December 31, 200718 yr Hi David,Add the red text right below the following section in the Rain40.fx file (it needs to be right above the Technique10 T0):float4 PS(const VS_OUTPUT In): SV_TARGET{ float4 cColor0 = txTexture0.Sample(samSampler, In.TexCoord0); float4 cColor1 = txTexture1.Sample(samSampler, In.TexCoord1); return float4(1,1,1,In.cDiffuse.w) * (cColor0 + cColor1);}DepthStencilState EnableDepth{DepthEnable = TRUE;DepthWriteMask = ALL;DepthFunc = LESS_EQUAL;};DepthStencilState DisableDepth{DepthEnable = FALSE;DepthWriteMask = ZERO;};In Vista x64, this file is located in X:FSX FolderShaderHLSLmiscRegards,Jim Karn
December 31, 200718 yr Not quite all, you missed an additional line that went into the technique10 code block.This attachment from the other thread supposedly works:http://forums.avsim.net/dcboard.php?az=vie...&file_id=182644
December 31, 200718 yr Author Many thanks to both of you, Jim and Christian, it works perfectly now.Best wishes, - PC Hardware: AMD Ryzen 9 9950X3D // Asus ROG Crosshair X870E HERO // 2x32Gb Corsair Dominator Titanium DDR5 6000MT/s CL30 // ASUS ROG Strix GeForce RTX 4090 OC Edition // 4Tb Corsair NVMe M.2 MP600 // Corsair 1600W PSU Samsung Odyssey Arc 55" curved 165 Hz monitor. - Simulator Hardware: VIRPIL Constellation Alpha Prime + VIRPIL VPC Universal Control Panel - #3 + MOZA AY210 Force Feedback Yoke + WINWING URSA MINOR 32 Throttle & PAC Metal + WINWING SKYWALKER Metal Rudder Pedals + WINWING Airbus FCU & EFIS + WINWING Boeing 3N PAP + WINWING MCDU-32 + WINWING PFP-4 + WINWING PFP 3-N + WINWING PFP-7.
December 31, 200718 yr Cant anyone hook me up with Pwheeler's file? The original one he posted has been deleted...Thanks
December 31, 200718 yr Author Here you are.Enjoy :--) - PC Hardware: AMD Ryzen 9 9950X3D // Asus ROG Crosshair X870E HERO // 2x32Gb Corsair Dominator Titanium DDR5 6000MT/s CL30 // ASUS ROG Strix GeForce RTX 4090 OC Edition // 4Tb Corsair NVMe M.2 MP600 // Corsair 1600W PSU Samsung Odyssey Arc 55" curved 165 Hz monitor. - Simulator Hardware: VIRPIL Constellation Alpha Prime + VIRPIL VPC Universal Control Panel - #3 + MOZA AY210 Force Feedback Yoke + WINWING URSA MINOR 32 Throttle & PAC Metal + WINWING SKYWALKER Metal Rudder Pedals + WINWING Airbus FCU & EFIS + WINWING Boeing 3N PAP + WINWING MCDU-32 + WINWING PFP-4 + WINWING PFP 3-N + WINWING PFP-7.
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