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Dave

Feb 2010 Updates for SF2 Files

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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.

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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

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[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...* :lol:

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Actually it's effectFire.fx for the afterburner...

 

*Runs away before Dave reads this...* :lol:

 

Actually Brain, that edit does work...

img00004.JPG

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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.

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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

 

 

yess.gif

 

 

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