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KNOSSOS

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Everything posted by KNOSSOS

  1. Thanks for response, could you please send me Reshade preset with required parameters? Yes, I think there is no problem to adapt Cineon DPX in next release.
  2. it seems pilot's sunglasses very dark and need some tweaks... Default parameters for custom shaders in PTA equal default (initial) parameters for SweetFX shaders in Reshade version 1.1.0f1. Not sort of best values or so. Some of them are far from ideal. Also I think enable Curves, Lift Gamma Gain, Technicolor, Vibrance and Luma Sharpen at the same time will be difficult to balance. What values best for you - it's all about personal preference. Perhaps most efficient way is use Reshade to adjust params on-the-fly, without sim restarting, and then use that params in PTA and get rid of Reshade? If same values for shader in Reshade and PTA make diferent result - feedback much appreciated!
  3. No. Uncheked=default, checked=tweaked. /For advanced users manual shaders editing on their own risk/ Or you can tell me RSP settings you need and I'll find equivalent in PTA. Cheers,
  4. Thanks, Tym! What version of P3D are you using? Users noted some issues with this tweak for 3.1, 3.2 so I change it in 3.3.
  5. RSP settings:Terrain brighthess:Low, Shadow Intensity:Low => PTA Equivalent:General shadows intensity=0.2; Boost light on illuminated areas=2.0 RSP settings:Terrain brighthess:Medium, Shadow Intensity: Low => PTA Equivalent:General shadows intensity=0.5; Boost light on illuminated areas=2.0 RSP settings:Terrain brighthess:High, Shadow Intensity: Low => PTA Equivalent:General shadows intensity=0.8; Boost light on illuminated areas=2.0 RSP settings:Terrain brighthess:Low, Shadow Intensity: Medium => PTA Equivalent: General shadows intensity=0.2; Boost light on illuminated areas=1.7 RSP settings:Terrain brighthess:Medium, Shadow Intensity: Medium => PTA Equivalent: General shadows intensity=0.5; Boost light on illuminated areas=1.7 RSP settings:Terrain brighthess:High, Shadow Intensity: Medium => PTA Equivalent: General shadows intensity=0.8; Boost light on illuminated areas=1.7 RSP settings:Terrain brighthess:Low, Shadow Intensity: High => PTA Equivalent: General shadows intensity=0.2; Boost light on illuminated areas=1.4 RSP settings:Terrain brighthess:Medium, Shadow Intensity: High => PTA Equivalent: General shadows intensity=0.5; Boost light on illuminated areas=1.4 RSP settings:Terrain brighthess:High, Shadow Intensity: High => PTA Equivalent: General shadows intensity=0.8; Boost light on illuminated areas=1.4 I think so.
  6. Yes, thanks a lot, vertigho, for notice. release notes for PTA 1.1 for Prepar3D v.3.3: - Clouds tweak "Disable volumizing calculations" deleted. It becomes obsolete in P3D 3.3. - Tweak "Turn off HDR luminance adaptation effect" modified. Some important notes: 1.As usual, make sure that you have original shaders in P3D 3.3 (also highly recommended to make a backup of you original shaders). 2.PTA for Prepar3D 3.3 may work correctly ONLY with Prepar3D ver.3.3. You can't continue using old version of PTA with new version of sim. Please DO NOT use command "Restore original P3D shaders" from previous version of PTA if you have already updated sim. Just delete old version of PTA and install new one. However, all presets (*.ini files) from versions 1.0, 1.1 for P3D 3.1, 3.2 are compatible with PTA for 3.3. So, if you need them, please keep in safe place, make clean installation of PTA and return presets in new version.
  7. Thanks, Erich! Actually I did'n find difference yet, clouds rotating with 0 and 1, of course it needs more testing with different cameras and distances.
  8. Cloud Facing ModesThe cloud facing mode setting changes the behaviour of how the clouds face. The valid values for this setting are 0 and 1. Mode 0: Camera facing far away, screen facing up close. Mode 1: Always camera facing. from here: http://www.prepar3d.com/SDKv3/LearningCenter/settings/world/weather_settings.html
  9. Thank you, Pablo! No ideas about AA with clouds. Perhaps, we get wonderful surprises in 3.3 ...
  10. Actually, this feature is described on site and also in Help - Contents in section 1. Work with Prepar3D core shaders tweaks ... Keep in mind that after clearing shaders cache Prepar3D needs extra time to form the scene (shaders recompilation). :smile:
  11. Hi! I think it's due to shader recompilataion after shaders cache was cleared by tool. Next time, if shaders not modified by tool, plane should appears as usual.
  12. Good day! RSP and PTA use same technique: modifying shaders code in sim. PTA also allows to add custom shaders like LumaSharpen, Sepia, etc. When any shader modified/added, Prepar3D shaders cache need to be cleared to use these changes. After cache clears, sim will rebuild (compile) shaders code at next start, that takes quite a lot extra time (depends on hardware). Just give sim a time and whole scene should be build. Next start will takes ordinary time to draw.
  13. You're welcome, Rich! Yep, PTA works only with original P3D shaders.
  14. Hi, Rich! The original P3D shaders in version 3.2 have file sizes (in bytes): Cloud.fx = 21301 GPUTerrain.fx = 51029 General.fx = 33360 HDR.hlsl = 6252 Please, check it in you backup store. is it true? As I know, REX can modify only cloud.fx (if cloud size algorithm enabled). And only one line is modified in cloud.fx: GetScreenQuadPositions(quad, width*0.5, height*0.5); (In this case you can just return original cloud.fx and adjust cloud sizes in PTA by tweaking "Clouds size coeff." - result will be the same).
  15. Thanks, Vic. I fully agree with your position. [Add later]: I've slightly improved PTA to version 1.1: - New custom shaders: Curves, Levels, LiftGammaGain, Technicolor, Vibrance adapted for Prepar3D renderind engine. - New tweaks for core shaders: Blend distance adjustments, Alternate lighting for clouds groups, Clouds lighting tuning. (Actually, old tweak from avsim.com that friends asked me to include) - Separate management for applying core shaders, custom shaders, config parameters. - Some user interface refining. How to upgrade from PTA version 1.0 to 1.1: All presets from version 1.0 is compatible with 1.1 so just replace old PTA*.exe to file from distribution archive and use new features of version 1.1
  16. Hi, Mike! Thanks a lot for this suggestion. Sure, it could be very useful option. But when PTA restores original shaders from backup, source is your copy of software. In that case source will seem to be unclear origin.
  17. it seems wrong setup. Please, try it from scratch: 1.Delete your PTA setup completely. 2.Make sure that you have original shaders in your sim. 3.Download the appropriate version of PTA from the site (3.1 or 3.2). 4.Unzip distribution archive in separate directory that not requires administrative privilegies. 5.Start PTA. At first start PTA should automatically detect directories of installed sim. If you have all original shaders at first log and settings will look like:
  18. Hi, Ed! PTA may modify core shaders: cloud.fx, General.fx, GPUTerrain.fx, GPUTerrain.fxh, /PostProcess/FXAAResolve.hlsl, /PostProcess/HDR.hlsl. These files backup to \SHADERS_BACKUP subdir in main PTA directory at first start. However, if some of this shaders were not original, that shaders not backup and will be completely ignored: appropriate tweaks will not work and no changes in non-original shaders. (ERROR msgs in a log). Also PTA can modify main config file Prepar3D.cfg and global cameras config file cameras cfg. They backup at first start of PTA to \CONFIG_BACKUP subdir in main PTA dir.
  19. Erich, it seems to be your file was tweaked already. What version of P3D? Upd: sent to PM
  20. No sepia actually. Navid's Hashemi sky textures (http://navidh.se/misc_navids_skyset_2016_v3.html) make fantastic warm tint at down/dusk an look pretty good. There are some water, shadows, hdr tweaks: https://onedrive.live.com/redir?resid=39306A3D995B2A25!148671&authkey=!ALN_Tp3KvFPPzq4&ithint=file%2cini Yes, but when someone will decide later apply PTA tweak to already manually edited shader, it may cause unpredictable results: no information what was changed before. I think it's quite dangerous for ordinary users. Edit: However, it's great idea to make in next release separate management for applying core shaders, custom shaders and *.cfg file. But tweaking core shaders already edited manually is dangerous I think.
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