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pablo636

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  1. Hey Scott, I've just checked, and on p3d v3.3.5 the bridges are missing...only their shadows still there. Also, now I can see also some black buildings, but outside the airport perimeter, the airport itself looks great and perform very well. I don't know why those bridges are now disappeared, from v2.5 I never deleted my kphl scenery folder, just activated in new sim. BTW...as long the airport is working, I don't care too much about those little glitches, but hope that Shez will fix it anyway!
  2. I cannot spot anything purple there...at least at 10,000, where exactly?
  3. The only thing I did to solve some texture morphing in NA and Canada is to deactivate the UTX custom landclass in the UTX setup panel for both products and move the OLC above UTX products. Everything looks great now with no dicrepancies...at least in some places that I visited.
  4. Thanks PE11e, tried only the terrain and clouds, definitely a great job! :wink:
  5. yep, but from the pics posted from PE11e he found a solution to get it work! ....Waiting patiently....
  6. Hey Gerard, I'm trying now too, but as you said I can't spot any difference, so I really don't know if is there something wrong, I just downloaded the file provided on avsim.su on this topic http://www.avsimrus.com/digest/topic/140389-terrain-haze-atmospheric-effect-by-knossos, then I opened it to see what is changed, and I've just added the line on top of the attached GPUterrain.fx. Maybe PE11e can help us on what he did to make it work!
  7. I found those lines that in the original one are not present: //------------------------------- GEO --------------------------------------------- float3 GEO_Haze(in float3 FogColor, in float fFogDensity, out float kFactor) { float MaxPow; #if defined(SHD_HDR) MaxPow = 1.0f + saturate(cb_mLights[sUN_LIGHT].mDiffuse.g - 0.2f) * 1.4f * 2.0f; #else MaxPow = 1.0f + saturate(cb_mLights[sUN_LIGHT].mDiffuse.g - 0.2f) * 1.4f; #endif kFactor = clamp(1.0f + (fFogDensity - 0.00000000180f)/(0.0000000000f - 0.00000000180f) * (MaxPow - 1.0f), 1.0f, MaxPow); return pow(saturate(FogColor), kFactor); } float3 GEO_FogPS(const float3 cColor, const float fDistance, const float fFogDensitySquared, const float3 cFog) { #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE) return lerp(float3( 0, 0, 0 ), cColor, saturate(exp(-fDistance*fDistance*fFogDensitySquared))); #else return lerp(cFog, cColor, saturate(exp(-fDistance*fDistance*fFogDensitySquared))); #endif } float3 GEO_FogPSSquaredDist(const float3 cColor, const float fDistanceSquared, const float fFogDensitySquared, const float3 cFog) { return lerp(cFog, cColor, saturate(exp(-fDistanceSquared*fFogDensitySquared))); } float4 GEO_VolumetricFogPS(const float fPositionY, const float4 cColor, const float fDistance, const float fFogDensity, const float3 cFog) { const float distQuared = fDistance*fDistance; const float signOfY = ceil(saturate(fPositionY)) - ceil(saturate(-fPositionY)); const float oneOverY = 1/fPositionY; float kFactor = 1.0f; float4 FinalColor = cColor; float horizonFogDensity = fFogDensity; //Don't fade or override layers by default. float3 layerEnableFade = float3(1, 1, 1); //If no horizon fog we also want turn off fog layers as we get over the layer. #if defined(SHD_NO_HORIZON_FOG) horizonFogDensity = 0; //The horizon fog layer enabling is based on the camera and layers. layerEnableFade = float3(cb_mFog[0].cb_mFogNoHorizonLayerEnable, cb_mFog[1].cb_mFogNoHorizonLayerEnable, cb_mFog[2].cb_mFogNoHorizonLayerEnable); #endif const float layer[3] = { layerEnableFade[0] * cb_mFog[0].cb_mFogEnable, layerEnableFade[1] * cb_mFog[1].cb_mFogEnable, layerEnableFade[2] * cb_mFog[2].cb_mFogEnable }; const uint belowBottomLayer = ceil(saturate(-fPositionY - cb_mFog[0].cb_mFogBase)); #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE) float3 horizonFog = float3(0.0f, 0.0f, 0.0f); #else float3 horizonFog = GEO_Haze(cFog, horizonFogDensity, kFactor); #endif #if !defined(SHD_NO_HORIZON_FOG) FinalColor.xyz = (FinalColor.xyz * belowBottomLayer) + (GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity * kFactor, horizonFog) * !belowBottomLayer); #endif //Loop through the fog layers to calculate the layer colors. [unroll]for(int i = 0; i < NUM_FOG_LAYERS; i++) { [branch]if(layer > 0.0f) { const Fog fog = cb_mFog; const float yMinusBase = fPositionY - fog.cb_mFogBase; const float yMinusTop = fPositionY - fog.cb_mFogTop; const float signOfBase = ceil(saturate(fog.cb_mFogBase)) - ceil(saturate(-fog.cb_mFogBase)); const float signOfTop = ceil(saturate(fog.cb_mFogTop)) - ceil(saturate(-fog.cb_mFogTop)); const float cameraInLayer = saturate(-signOfBase*signOfTop); const float pixelInLayer = saturate(-1 + ceil(saturate(yMinusBase)) + ceil(saturate(-yMinusTop))); float ratio = abs(saturate(oneOverY * saturate(signOfY * signOfBase) * yMinusBase) - saturate(oneOverY * saturate(signOfY * signOfTop) * yMinusTop)); ratio = saturate(ratio + saturate(cameraInLayer + pixelInLayer - 1)); ratio = lerp(ratio, 1 - ratio, cameraInLayer * (1 - pixelInLayer)); #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE) float3 fogColor = float3(0.0f, 0.0f, 0.0f); #else float3 fogColor = GEO_Haze(fog.cb_mFogColor.xyz, fog.cb_mFogDensity, kFactor); //float3 fogColor = colors; #endif FinalColor.xyz = GEO_FogPS(FinalColor.xyz, ratio * fDistance, fog.cb_mFogDensity, fogColor); #if !defined(SHD_ADDITIVE) && !defined(SHD_MULTIPLICATIVE) horizonFog = lerp(horizonFog, GEO_Haze(fog.cb_mFogColor.xyz, fog.cb_mFogDensity, kFactor), cameraInLayer); #endif } } #if !defined(SHD_NO_HORIZON_FOG) FinalColor.xyz = (FinalColor.xyz * !belowBottomLayer) + (GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity * kFactor, horizonFog) * belowBottomLayer); #endif FinalColor.xyz = GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity, cFog); return FinalColor; } //------------------------------- ---------------------------------------------GEO
  8. I've found the thread with the terrain haze tweak, but there's no instruction on how modify our own the GPUterrain.fx, they provide the file already tweaked, and the file is from the v3.1 of p3d. Anyone has the lines to tweak? edit: found it, the first lines added to the GPUterrain.fx are the lines to add to the original file.
  9. resolved reipairing my ngx installation. Paolo
  10. Hello team, I'm trying to re-enable fs2crew for my ngx, but I receive an error about writing permission, I've tried the solution on your FAQ but it has not worked for me, I've also tried a new install...but nothing. Any help appreciated. Thanks Paolo
  11. Hi Brian, from the rex forum, they are aware of the issue and they're working on a fix.
  12. for who of you that did not have low level clouds, it seems, on my part, that rex 4 is the problem. Reinstalling the content again will bring back the clouds in sim. I suppose the default ones.
  13. Anyone of you guys have lost his mid/low level clouds after updating client and contents? It seems that this is happened to me, shader folder deleted, rex 4 theme installed again, I've checked files in weather folder in main p3d v3 and cloudartfiles.fx is there...any ideas? thanks Paolo
  14. You're welcome! Anyway the bridges are outside the airport, so, I think also that is not a big deal! :smile:

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