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KNOSSOS

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Everything posted by KNOSSOS

  1. Thank you, Dave! As Eric and Rich wrote above, PTA may work with Prepar3D 3.1, 3.2 and 3.3 (incl. 3.3.5). Sim version auto detects by tool. As for further Prepar3D versions, I also hope that LM will implement large graphics changes that allow to forget fiddling with tweaks
  2. Hi Joe! I've found this discussion very helpful: http://www.prepar3d.com/forum/viewtopic.php?t=119517
  3. Thanks for example. Just misunderstand you. I'll look at Ambient light shader code from GemFX if it's possible to adapt to PTA.
  4. Run PTA as administrator. If problem still remains, please check key "AppPath" in registry [HKEY_CURRENT_USER\SOFTWARE\Lockheed Martin\Prepar3D v3] hive. Does it contain the proper path of you P3D installation? If yes, check property of Prepar3d application, located there by right click on it:
  5. Ambient light uses in core P3D shaders model with diffuse light, specular light and so on. I can't use it as separate post-effect. What kind of adjustment do you expect with this new custom shader?
  6. Eric, now only main haze tweak depends on seasons, if checkbox is checked. Current values for seasons are summer=100% of effect power, fall=40%, winter=0%, (scattering is off actually), spring=75%. New universal tweak (I hope) also will depends on seasons with the same proportions. Personally I prefer main variant of tweak with AS2016 + custom sky textures (not ASCA). In alternate version i'd like to use power=2.0-2.5 and distance factor =0.00000000035.
  7. I prefer main version of this tweak for VFR flights, alternate - to IFR flights (high altitude). Now I'm trying to make one universal haze tweak for next release of PTA. Both versions of haze tweak depends on sky textures. So if you use ASCA with full dynamics or global automatic themes, haze may vary with injected textures.
  8. No such plans. Maybe later some tweaks for effects files.
  9. Yep, "day-night-always" feature for post-processing in todo list.
  10. I am very pleased, thanks, Garrett. Guys! In next build of PTA I'm going to delete some tweaks. Just to simplify tool a little. If anyone use that tweaks, please let me know. Also I don't like the current method of appointment of post-effects (custom shaders) to cameras. Wouldn't it be easier if the effects will apply to all cameras, including specific aircraft cameras? Like HDR or FXAA in sim.
  11. Got your mail, thanks. There are no other changes there, only core shaders. So, after command "Restore original P3D shaders" all adjustments, made by PTA, rolled back and shaders cache cleared. Just try to clear chaders cache manually (delete all files from [disk]:\Users\[user]\AppData\Local\Lockheed Martin\Prepar3D v3\Shaders\ directory). No other ideas. Thanks for heads up. this address is specifically provided for such purposes. :wink:
  12. Could you email me, pls, your preset to trifonov.geo@gmail.com?
  13. Hi, Ryan! It seems to be default P3D on your screenshots :smile: (and perhaps ASCA or REX?) Were there errors in PTA log when you apply command "Restore original P3D shaders"? Did you use custom shaders in your preset? ​Edit: You can check shader files size in [sim dir.\ShadersHLSL] with this table: http://www.avsim.com/topic/490794-will-running-the-p3d-repair-option-restore-original-shader-files/#entry3444145 if sizes OK I'm pretty sure that original shaders has been restored properly. If you use custom shaders in PTA preset, pls, don't forget menu command "Uninstall custom shaders from sim".
  14. Hi, Ed! My suggestion: 1. Make sure that you use actual version of tool (1.4) before upgrade sim. It's important. 2. Upgrade sim, and make copy (manual backup) of subdirectory \ShadesHLSL in sim directory. 3. Start PTA. (You do not need to reinstall it, just start.) After you upgrade version of Prepar3D, PTA should detect that and ask your permission to delete outdated shaders files from PTA backup. If you select YES, outdated shader backups from old P3D version will be deleted and PTA will create new shaders backup of your new P3D version. (Actually manual backup in step 2 not necessary, but PTA technique for sim upgrade has not been tested widely) Regards,
  15. Hmm... can't agree, Gerard. Looks like tweak does not affect this. IMO it's Prepar3D default behaviour: with precipitation shades become slightly darker, but unfortunately no matter below or above clouds. I think there is no way to change this by shaders tweaking. Here is screenshot with default P3D shaders: Tweak "Clouds shades adjustment" just desaturates/saturates clouds but keeps brightness level. I used it, for instance, with previous version of Navid's sky textures (at dawn/dusk clouds looked very reddish):
  16. Thank you very much, Gerard! I see difference on your screenshots. Is it at 18-00 or 9-00? I did some comparisons on my installation and my assumption is that effect of alternate clouds lighting for groups depends mostly on installed sky textures. Here some screens (I use Navid's sky textures v.3 update 1): time is 5:00 time is 20:00 time is 12:00 and here time 12:00 but installed REX sky theme "Fair" with REX sky effect not so excplicit. Yes, dusk/dawn and night. But depends also on sky textures. Roughly speaking logic of tweak is: if [cloud brightness / fog brightness] ratio is more than 2, cloud brightness reduces by this ratio. I tested pretty much texture sets and found that limit (2) is good enough. For all textures at daytime, cloud lighting is not affected by tweak.
  17. Hi, Gerard! You can check that tweaks were applied to shaders. At screens below, find proper strings in ShadersHLSL\Cloud.fx shader after applying preset and compare: alternate lighting for groups: Clouds lighting tuning: If shader code complies applied tweaks then I think the problem is very high value for light factor for cloud lighting tweak. In default cloud shader each puff in the cloud has the brightest and the darkest shade (max and min, for ex.). Alternate cloud lighting for groups makes that not puffs but some entire clouds have that max and min: Default cloud lighting Alternate cloud lighting for groups When you apply tweak "Clouds lighting tuning" with high light factor, min becomes almost equal max. No matter, for puffs or for entire clouds/groups. Thats why clouds look "flat bright". Here screenshot with active alternate lighting for groups AND Clouds lighting tuning with Light factor = 5: Also Light factor value more than 1 seems to be useless and equal 1. Gerard, are you sure that any haze tweaks affect clouds? I'am pretty sure that these tweaks affect ONLY terrain (alternate version for IFR) and terrain fog (main version for VFR). Clouds, fog on clouds and autogen do not modified by any haze tweaks. I would appreciate confirmation or refutation of this. Regards,
  18. Hi, Manny! Yes, It seems to be OK with shaders backup. New shaders backup created at dir PTA\SHADERS_BACKUP\. You can check this dir contains all files *.fx, *.HLSL listed above and there are no error messages at PTA start.
  19. Eric, new tweaks for ambient/diffuse moonlight affect water, but water color too dark and changes look not so obvious. Unfortunately, no other adjustments for water color at night.
  20. The tool has no special tweaks that affect sky colors (mb only HDR affects sky color). Just use sky textures sets you like. All presets from previous versions are compatible with 1.4. Delete old PTA_33.exe (PTA_32.exe/PTA_31.exe) from PTA directory and unzip PTA.exe from new distribution archive.
  21. Previous versions of tool were named PTA_31.exe, PTA_32.exe, PTA_33.exe because of separate exe for different versions of sim (3.1, 3,2, 3,3). Now it's not necessary. To track version please see Help-About or file properties. Regards,
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