+Dave Posted February 18, 2010 Posted February 18, 2010 Jat and I have started adding the DX10 updates to a lot of files. This includes HUD and AB effects and userlists added. Due to the shear volume we had not tested them all we just added the corrected ini edits. So if a bug pops up from a DX10 user let us know in this thread and we will look at it. So here is what's been updated F-22 F-35 Gripen B-1B's All the F-101's.
+Dave Posted February 18, 2010 Author Posted February 18, 2010 To be honest with you, this sucks ass, big time, there are hundreds of files that need to be done. If any og you have gotten some done then PM them to me. You have to add the effect lines to the hud and AB and add a userlist. Its all in the KB. Its easy as hell edits, just a lot for one or two people. No skill required. Like this in the afterburner of the F-22 [F22ABmaterial] EffectShaderName=twColor1.fx <------------------------------------ DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,0.5000000 DiffuseColor=1.000000,1.000000,1.000000,0.5000000 ZBufferOffset=1.000000 PriorityLevel=1 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=F22A_Afterburner.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDMaterial] EffectShaderName=fltHUD.fx <--------------------- and this if it has a HUD. DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
+Brain32 Posted February 18, 2010 Posted February 18, 2010 [F22ABmaterial] EffectShaderName=twColor1.fx <------------------------------------ DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,0.5000000 DiffuseColor=1.000000,1.000000,1.000000,0.5000000 ZBufferOffset=1.000000 PriorityLevel=1 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=F22A_Afterburner.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Actually it's effectFire.fx for the afterburner... *Runs away before Dave reads this...*
+Dave Posted February 18, 2010 Author Posted February 18, 2010 Actually it's effectFire.fx for the afterburner... *Runs away before Dave reads this...* Actually Brain, that edit does work...
+EricJ Posted February 20, 2010 Posted February 20, 2010 Just a note for the American NW map, takeoff and landing positions are screwed. I know it's probably something that the patch did, as I know it hasn't been messed with for a couple airfields.
AGOSTINO Posted March 18, 2010 Posted March 18, 2010 In the XXX_AVIONICS.INI see below: [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=4 DisplayLimitRight=251 DisplayLimitTop=4 DisplayLimitBottom=251 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture=cockpit\F-16A_DTV.tga [DTVFilterMaterial] EffectShaderName=twColor1.fx <------------ add this DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE And in XXX_EFFECTS.INI see below: [xxxFuseVaporSmokeMaterial] EffectShaderName=effectLightLevel.fx <---------- add this DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=F5-fusevapor.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
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