Jump to content

Recommended Posts

Ok guys, I posted this before and after some trial and error, it seems wide sky does work with the newest patch, but the cloud size, number and density all are reduced. Previously with the widesky system I had many voluminous wispy clouds when set to broken or even scattered. There just aren't as good now. Can anyone confirm? its really killing my immersion level in NF4. Ill do the work if someone like celinski can tell me where to start in the environment ini. Thanks guys

Share this post


Link to post
Share on other sites

Yes, TK appears to have hardcoded cloud values even cloud altitudes are effected, as well.

Share this post


Link to post
Share on other sites

Fubar, I have clouds altitude tweaked without problem in my patched install

Share this post


Link to post
Share on other sites

Stary:

How did you do it ???

 

I can not get my clouds to drop much below 10,000 FT no matter what altitude I put into the EnvironmentalSystem file.

Share this post


Link to post
Share on other sites

I could have sworn when I modded the Classified Mission Mod I was able to restore some of the widesky mod.

 

FC

Share this post


Link to post
Share on other sites

Yes, it does appear that Fubar is correct -- TK finally did what he threatened to do late last year. The result is that what started as a visual annoyance (the tree/clouds issue) has now spawned a "solution" from 3rdWire that utterly wrecks the sky/clouds environment in the SF2V Expansion Pack, which was one of the nicer features of that mod.

 

The Overcast weather in particular looks like crap. Gone are the haze and low hanging clouds that gave that particular weather condition an ominous look and feel. It's been replaced with clouds bumping into the lower overcast layer in rather ugly fashion. So, instead of a "trees/clouds" issue, we now have a "clouds/cloud layer" issue.

 

This is a non-solution.

 

Eric Howes

Share this post


Link to post
Share on other sites

Folks:

 

Here's what I'm referring to as the "clouds/cloud layer" issue with Overcast weather.

 

This is the "solution" to the "tree/clouds" issue.

 

Eric Howes

post-25400-0-08467100-1299838340.jpg

Share this post


Link to post
Share on other sites

it's been this way all the time eburger, or am I missing something here..?

Share this post


Link to post
Share on other sites

Well at least now we know why he disabled the forum over at third wire. LOL And to think i just broke down and bought that P.O.S. expansion pack 2 thinking that it was finally up and running. I just threw my cash away....

  • Dislike 2

Share this post


Link to post
Share on other sites

Stary:

 

No, the clouds and overcast layer were sufficiently separated that you saw that kind of ugliness only once in a very long while. Now it occurs with every mission flown with Overcast weather.

 

Eric Howes

Share this post


Link to post
Share on other sites

hmm, will have to check myself then, I most propably am wrong with my above statement :dntknw:

Share this post


Link to post
Share on other sites

I have fixed my cloud/cloud problem in my EnvironmentalSystems.ini by lowering the cloud base in Overcast and reducing the size of the individual clouds in the Overcast section too, but I still can not get the normal individual cloud base below ~10,000 FT.

 

The Overcast cloud layer is higher than the individual clouds (that you can add to that weather), so this is why you can create a separation between the two differrent types of clouds in both the Overcast and Inclement weather.

Share this post


Link to post
Share on other sites

as I'm away from my system, has anyone tried adding the modified environmentsystem.ini to the desired terrain folder with proper entries in terrain data ini..?

Share this post


Link to post
Share on other sites

here are my clouds in Exp2... seems to work ok, check their altitude :dntknw:

 

 

Share this post


Link to post
Share on other sites

Stary:

 

Could you post the EnviromentSystem.INI that you're using?

 

Also, just to confirm, you're patched to Jan2011, not Dec2010, yes?

 

Thanks,

 

Eric Howes

Share this post


Link to post
Share on other sites

This is about what I get on average with the Classified Mission Mod...there was one point I got more coverage, but I don't remember what I tweaked to get it and I haven't been able to duplicate it (all post Jan 2011 patch).

 

img00001.JPG

 

FC

Share this post


Link to post
Share on other sites

Eburger, it's in Jan2011 full merged install,

 

here's the environmentsystem in question:

 

Start of file:

 

[EnvironmentSystem]

UpdateRate=60.0

InclinationAngle=23.5

Latitude=37.0

 

[Gravity]

Acceleration=9.81

ForceVector=0.0,0.0,-1.0

 

[Weather]

OvercastLight=0.9

InclementLight=0.6

InclementEffect=RainEffect

OvercastHorizonColor=0.82,0.82,0.81

InclementHorizonColor=0.4,0.4,0.4

 

[Fog]

StartClear=4000

EndClear=0.8

StartOvercast=-2000

EndOvercast=38000

OvercastColor=0.82,0.82,0.81

StartInclement=-2000

EndInclement=18000

InclementColor=0.4,0.4,0.4

StartCloud=-500

EndCloud=500

HazeFogColor=0.64,0.75,0.83

CloudColor=0.8,0.8,0.8

StartMorning=

MorningStartTime=

MorningEndTime=

LightSrcModifier=2.0

 

;SunBrightness: used as transition level from normal sun to twilight sun, and as alpha level when drawing

; the sun, sunflare, and lens flare textures.

;SunLightLevel: amount of SunColor used for light sourcing, also used to determine general light level

; used for non-light sourced material.

;SunRadiance: amount of SunColor mixed into HorizonColor and SkyColor when facing toward the sun

 

[Day]

SunHeight=0.240

SunBrightness=1.00

SunLightLevel=0.99

SunRadiance=0.00

TwilightLensFlare=0.0

SunColor=0.670,0.675,0.653

AmbientColor=0.320,0.320,0.355

SkyColor=0.396,0.584,0.835

HorizonColor=0.811,0.815,0.937

FogColor=0.564,0.627,0.805

SunSpecularColor=0.900,0.852,0.830

HDRSunColor=1.000,1.000,1.000

LightSrcModifier=1.0

 

[Day1]

SunHeight=0.150

SunBrightness=1.00

SunLightLevel=0.95

SunRadiance=0.00

TwilightLensFlare=0.0

SunColor=0.800,0.600,0.360

AmbientColor=0.320,0.320,0.355

SkyColor=0.322,0.441,0.670

HorizonColor=0.648,0.652,0.750

FogColor=0.406,0.451,0.521

SunSpecularColor=0.790,0.590,0.350

HDRSunColor=1.000,1.000,0.900

LightSrcModifier=1.1

 

[Twilight1]

SunHeight=0.008

SunBrightness=0.20

SunLightLevel=0.80

SunRadiance=0.10

TwilightLensFlare=1.0

SunColor=0.980,0.490,0.220

AmbientColor=0.280,0.280,0.308

SkyColor=0.200,0.182,0.300

HorizonColor=0.240,0.163,0.120

FogColor=0.138,0.123,0.097

SunSpecularColor=0.980,0.490,0.220

HDRSunColor=1.000,0.500,0.250

LightSrcModifier=2.5

 

[Twilight2]

SunHeight=-0.080

SunBrightness=0.00

SunLightLevel=0.35

SunRadiance=0.10

TwilightLensFlare=0.0

SunColor=0.436,0.363,0.170

AmbientColor=0.146,0.156,0.185

SkyColor=0.160,0.170,0.219

HorizonColor=0.220,0.150,0.200

FogColor=0.043,0.056,0.092

SunSpecularColor=0.436,0.363,0.170

HDRSunColor=0.436,0.363,0.170

LightSrcModifier=4.0

 

[Night]

SunHeight=-0.170

SunBrightness=0.00

SunLightLevel=0.00

SunRadiance=0.0

TwilightLensFlare=0.0

SunColor=0.0000,0.000,0.000

AmbientColor=0.100,0.080,0.120

SkyColor=0.062,0.080,0.164

HorizonColor=0.120,0.140,0.238

FogColor=0.024,0.016,0.062

SunSpecularColor=0.0000,0.000,0.000

HDRSunColor=0.0000,0.000,0.000

LightSrcModifier=4.0

 

[sky]

SkyDistance=70000

SkyHeightPosition=0

SkyPanelCount=9

SkyPanelHeight=15000.0

HorizonVertexHeight=0.025

SkyMaterial=SkyMaterial

HorizonCloud=HorizonCloud

HorizonCloudTexture=HorizonCloud%d%d.tga

 

[HighAlt]

HighAltColorStart=5000.0

HighAltColorEnd=20000.0

HighAltSkyColor=0.062,0.080,0.164

HighAltHorizonColor=0.384,0.553,0.922

HighAltFogColor=0.651,0.757,0.965

SunLightModifier=1.1

AmbientModifier=0.1

SpecularModifier=1.25

 

[stars]

StarMaterial=StarMaterial

UpdateRate=60.0

SizeFactor=1.00

SizeDeviation=0.2

MinSize=0.2

MinHeight=0.2

TextureCoordinate=0.875

StarDataFile=Stars.dat

OClassColor=0.71,0.86,1.00,0.6

BClassColor=0.80,0.96,1.00,0.6

AClassColor=0.90,1.00,0.99,0.6

FClassColor=1.00,1.00,1.00,0.6

GClassColor=0.99,0.99,0.83,0.6

KClassColor=1.00,0.95,0.75,0.6

MClassColor=1.00,0.87,0.66,0.6

 

[sun]

SunAngle=0.98

DaySunMaterial=DaySunMaterial

DaySunSize=25.0

SunFlareMaterial=SunFlareMaterial

SunFlareSize=640.0

TwilightSunAnimation=8

TwilightSunMaterial=TwilightSunMaterial

TwilightSunFormat=sun-sunset%d.tga

TwilightSunSize=80.0

OvercastAmbientModifier=1.4

OvercastDirectModifier=0.6

TwilightFlareMaterial=TwilightSunFlareMaterial

TwilightFlareSize=550.0

TwilightLensFlareMaterial=TwilightLensFlareMaterial

TwilightLensFlareSize=600.0

TwilightHorizonGlowMaterial=TwilightGlowMaterial

TwilightHorizonGlowSize=1000.0

TwilightHorizonGlowAngle=0.100

TwilightHorizonGlowMinHeight=0.020

HighAltSunFlareMaterial=SpaceSunFlareMaterial

HighAltSunFlareSize=250

 

[LensFlare001]

PositionFactor=0.06

Color=1.0,0.6,0.2,0.2

Size=35.0

Fade=NORMAL

Material=LensFlareMaterial3

 

[LensFlare002]

PositionFactor=0.08

Color=1.0,0.0,0.0,0.05

Size=44.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare003]

PositionFactor=0.11

Color=1.0,1.0,0.5,0.25

Size=4.0

Fade=NORMAL

Material=LensFlareMaterial4

 

[LensFlare004]

PositionFactor=0.16

Color=1.0,0.0,0.0,0.4

Size=5.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare005]

PositionFactor=0.18

Color=1.0,1.0,1.0,0.8

Size=10.0

Fade=NORMAL

Material=LensFlareMaterial2

 

[LensFlare006]

PositionFactor=0.20

Color=1.0,0.5,0.1,0.06

Size=24.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare007]

PositionFactor=0.22

Color=1.0,1.0,0.0,0.25

Size=10.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare008]

PositionFactor=0.3

Color=1.0,0.0,1.0,0.3

Size=6.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare009]

PositionFactor=0.54

Color=1.0,1.0,0.5,0.25

Size=8.0

Fade=NORMAL

Material=LensFlareMaterial4

 

[LensFlare010]

PositionFactor=0.6

Color=1.0,0.0,0.0,0.4

Size=8.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare011]

PositionFactor=0.62

Color=1.0,1.0,0.0,0.1

Size=20.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare012]

PositionFactor=0.64

Color=1.0,1.0,1.0,0.8

Size=12.0

Fade=NORMAL

Material=LensFlareMaterial2

 

[LensFlare013]

PositionFactor=0.66

Color=1.0,0.5,0.1,0.06

Size=38.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare014]

PositionFactor=0.68

Color=1.0,0.5,0.2,0.2

Size=8.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare015]

PositionFactor=0.72

Color=0.2,1.0,1.0,0.05

Size=44.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare016]

PositionFactor=0.74

Color=1.0,0.0,1.0,0.3

Size=14.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare017]

PositionFactor=0.85

Color=0.0,1.0,1.0,0.3

Size=7.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare018]

PositionFactor=1.1

Color=1.0,1.0,0.0,0.3

Size=12.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare019]

PositionFactor=1.15

Color=1.0,0.0,1.0,0.1

Size=28.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare020]

PositionFactor=1.17

Color=1.0,1.0,1.0,0.8

Size=16.0

Fade=NORMAL

Material=LensFlareMaterial2

 

[LensFlare021]

PositionFactor=1.21

Color=0.0,1.0,1.0,0.3

Size=10.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare022]

PositionFactor=1.28

Color=1.0,0.5,0.1,0.04

Size=85.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare023]

PositionFactor=1.36

Color=1.0,1.0,0.5,0.25

Size=22.0

Fade=NORMAL

Material=LensFlareMaterial4

 

[LensFlare024]

PositionFactor=1.5

Color=1.0,0.2,0.5,0.3

Size=16.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare025]

PositionFactor=1.6

Color=1.0,1.0,0.5,0.05

Size=50.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare026]

PositionFactor=1.75

Color=0.5,1.0,1.0,0.05

Size=70.0

Fade=NORMAL

Material=LensFlareMaterial1

 

[LensFlare027]

PositionFactor=0.00

Color=1.0,1.0,1.0,1.0

Size=100.0

Fade=REVERSE

FadeAtHighAlt=TRUE

Material=LensFlareMaterial5

IsForeground=FALSE

 

[Moon]

MoonMaterial=MoonMaterial

MoonSize=18.0

MoonMaxLightLevel=0.10

MoonLightColor=0.980,0.933,0.478

OvercastAmbientModifier=1.0

OvercastDirectModifier=0.8

MoonTextureFormat=Moon%03d.tga

NumMoonPhase=29

NewMoonDate=09/22/1968

 

[baseWindSection]

BaseWindSpeed=5

BaseWindDirection=0

WindChange[01].ChangeTime=0.5

WindChange[01].ChangeChance=60

WindChange[01].SpeedAmount=0.2

WindChange[01].SpeedRate=0.1

WindChange[01].DirectionAmount=5.0

WindChange[01].DirectionRate=20.0

WindChange[02].ChangeTime=2.2

WindChange[02].ChangeChance=40

WindChange[02].SpeedAmount=0.5

WindChange[02].SpeedRate=1.0

WindChange[02].DirectionAmount=10.0

WindChange[02].DirectionRate=12.0

WindChange[03].ChangeTime=8.3

WindChange[03].ChangeChance=20

WindChange[03].SpeedAmount=2.0

WindChange[03].SpeedRate=0.4

WindChange[03].DirectionAmount=20.0

WindChange[03].DirectionRate=10.0

WindChange[04].ChangeTime=13.1

WindChange[04].ChangeChance=40

WindChange[04].SpeedAmount=0.5

WindChange[04].SpeedRate=0.6

WindChange[04].DirectionAmount=60.0

WindChange[04].DirectionRate=10.0

 

[Reflection]

NumReflectionLevel=5

NumSunLightLevel=5

NumWeatherLevel=3

TextureNameFormat=Reflection%01d%01d%02d.tga

 

[CloudsClear]

MaxClouds=0

MaxCloudParticles=120

3DCloudMaterial=CloudMaterial

3DCloudHorizontalSize=800 //1600.0

3DCloudVerticalSize=200 //400.0

3DCloudSizeDeviation=1.0

3DCloudParticleDensity=1.2

ParticleSize=150 //300.0

ParticleSizeDeviation=0.6

MinBaseAltitude=2200 //1200.0

MaxBaseAltitude=3600 //2600.0

UseBottomRow=FALSE

 

[CloudsScattered]

MaxClouds=64

MaxCloudParticles=110

3DCloudMaterial=CloudMaterial

3DCloudHorizontalSize=900 //1800.0

3DCloudVerticalSize=300 //600.0

3DCloudSizeDeviation=0.6

3DCloudParticleDensity=2.6

ParticleSize=170 //340.0

ParticleSizeDeviation=0.3

MinBaseAltitude=2000 //1000.0

MaxBaseAltitude=2600 //1600.0

UseBottomRow=TRUE

CastShadow=TRUE

ShadowCastDist=10000

MaxVisibleDistance=10000

 

[CloudsBroken]

MaxClouds=56

MaxCloudParticles=110

3DCloudMaterial=CloudMaterial

3DCloudHorizontalSize=2000 //4000.0

3DCloudVerticalSize=450 //900.0

3DCloudSizeDeviation=0.6

3DCloudParticleDensity=3.2

ParticleSize=320 //640.0

ParticleSizeDeviation=0.2

MinBaseAltitude=2000 //1000.0

MaxBaseAltitude=2200 //1200.0

UseBottomRow=TRUE

CastShadow=TRUE

ShadowCastDist=10000

MaxVisibleDistance=10000

 

[CloudsOvercast]

MaxClouds=88

MaxCloudParticles=92

3DCloudMaterial=CloudMaterial

3DCloudHorizontalSize=1600 //3800.0

3DCloudVerticalSize=200 //400.0

3DCloudSizeDeviation=0.4

3DCloudParticleDensity=1.2

ParticleSize=300 //600.0

ParticleSizeDeviation=0.4

MinBaseAltitude=1800 //800.0

MaxBaseAltitude=2200 //1200.0

UseBottomRow=TRUE

 

[CloudsInclement]

MaxClouds=56

MaxCloudParticles=110

3DCloudMaterial=CloudMaterial

3DCloudHorizontalSize=850 //1700.0

3DCloudVerticalSize=300 //600.0

3DCloudSizeDeviation=0.8

3DCloudParticleDensity=3.2

ParticleSize=200 //400.0

ParticleSizeDeviation=0.3

MinBaseAltitude=1800 //800.0

MaxBaseAltitude=1800 800.0

UseBottomRow=TRUE

 

[CloudLayer]

TopTexture=CloudLayerTop%d.bmp

BottomTexture=CloudLayerBottom%d.bmp

Material=CloudLayerMaterial

TileCount=21

NearTileCount=5

TileSize=4000.0

 

[skyMaterial]

EffectShaderName=envSky.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=FALSE

CullMode=CLOCKWISE

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=ONE

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=DIFFUSE

TextureStage[01].StageAlphaOp=NO_OP

 

[HorizonCloud]

EffectShaderName=envHorizon.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=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

 

[DaySunMaterial]

EffectShaderName=envSun.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

RenderToBrightness=TRUE

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=sun.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[TwilightSunMaterial]

EffectShaderName=envSun.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

RenderToBrightness=TRUE

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[sunFlareMaterial]

EffectShaderName=envSunFlare.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

BlendOp=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=sunflare.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[TwilightSunFlareMaterial]

EffectShaderName=envSunFlare.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

BlendOp=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=twilightsunflare.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[TwilightLensFlareMaterial]

EffectShaderName=envSunFlare.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

BlendOp=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=twilightlensflare.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[TwilightGlowMaterial]

EffectShaderName=envSunFlare.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

BlendOp=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=horizon_sunset.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[spaceSunFlareMaterial]

EffectShaderName=envSunFlare.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

BlendOp=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=spacesunflare.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[LensFlareMaterial1]

EffectShaderName=twTransformed1.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

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=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=lensflare_circle.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[LensFlareMaterial2]

EffectShaderName=twTransformed1.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

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=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=lensflare_sun.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[LensFlareMaterial3]

EffectShaderName=twTransformed1.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

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=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=lensflare_ring.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[LensFlareMaterial4]

EffectShaderName=twTransformed1.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

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=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=lensflare_diamond.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[LensFlareMaterial5]

EffectShaderName=twTransformed1.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

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=BLEND_SRC_ALPHA_ADD_DST

NumTextureStages=1

TextureStage[01].TextureName=lensflare_star.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[starMaterial]

EffectShaderName=envStar.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

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=ADD

NumTextureStages=1

TextureStage[01].TextureName=star.tga

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=NO_OP

 

[CloudMaterial]

EffectShaderName=envClouds.fx

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

CullMode=NO_CULL

LightEnabled=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=TRUE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=1

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=cloud1.tga

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[CloudLayerMaterial]

EffectShaderName=envCloudLayer.fx

DepthBufferCheck=TRUE

DepthBufferWrite=TRUE

RenderedInOrder=TRUE

AlphaTestEnabled=FALSE

CullMode=NO_CULL

LightEnabled=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=TRUE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=1

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=DIFFUSE

 

[MoonMaterial]

EffectShaderName=envMoon.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

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=0

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

End of file

Share this post


Link to post
Share on other sites

Hey guys,

 

I know I'm late to the party on this one, but I just want to confirm that something I'm seeing for the first time is what's already been discussed here.

 

I had a modified environmentsystem.ini file where I changed the cloud values for broken to be the same as scattered due to system performance. I just got my new laptop, and since I'm pegged at 50fps with all unlimited settings, I decided to restore the original widesky broken layer. However, no matter what I tried, broken always looked similar to scattered. I tried:

 

Restoring my original environmentsystem.ini file

Using the one from the SF2 Falkland Mod

Using the one from "Better Widesky for SF2" by the insky team

Starting with a fresh Flight folder (instead of my NF4+ one) and installing just "Better Widesky..."

 

After trying each of the above, I never got the old "Broken", which was a sky full of clouds. Just scattered looking stuff.

 

I renamed my Flight folder and started the sim to confirm that I was messing with the right folder, and I got stock clouds and sky. When I restored my Flight folder, I got the Widesky stuff again (minus the full clouds). So I know I was playing with the right folder and files.

 

So anyway, this problem is what this thread was about, right? Or do I have something else weird going on? ( I hope not...)

 

Thanks!

 

Gregg

Share this post


Link to post
Share on other sites

Quick bump!

 

Can anyone comment on what I asked about above? Does anyone have lots of clouds in "broken" with the last patch, or is it FUBAR for everyone else in addition to me?

 

Thanks.

Share this post


Link to post
Share on other sites

I don't think it's just you.

 

I've tried various environments since the last patch.

 

In all of them 'broken' look just the same as 'scattered' to me.

 

Unless anyone else knows any better?

Share this post


Link to post
Share on other sites

Post Jan11 EnvironmentalSystem.ini clouds will never be the same as Pre Jan11 clouds because of all the changes that TK did in the environmental / alpha portion of the game.

 

I managed to get about the same cloud coverage as I had before the Jan11 patch, but they are not as "large or fluffly" as before, but try this and see if it works better for you:

Edited by Panama Red

Share this post


Link to post
Share on other sites

Yeah, that's a vast improvement.

 

Plenty fluffy, and a lot more coverage.

 

img00015y.jpg

 

img00016us.jpg

 

Now there is a noticeable difference between scattered and broken.

 

Thanks Panama Red :good:

Share this post


Link to post
Share on other sites

Thanks Panama Red!

 

You should upload that to the downloads section!

Share this post


Link to post
Share on other sites

Just resurrecting an old thread here,

quite by accident last night I noticed that the clouds are now linked to the GroundObjectDetail= setting,  I know its probably been known for ages but it appears that any setting that uses the Terrain TOD's shoves the cloud base up to 10-12,000 feet where as no TOD's at all let it back down to about 5,500 - 6000 feet........has there ever been a workaround for this ? I do know it's to do with Z buffers and things way over my head...:stars:

img00064.thumb.jpg.d8c4ef562a1036aa3e45c18f7d274ff4.jpg

 

img00068.thumb.jpg.c80b5af3a56b5af65abd8c4cc617e07b.jpg

  • Like 2

Share this post


Link to post
Share on other sites
19 hours ago, Sundowner said:

Just resurrecting an old thread here,

quite by accident last night I noticed that the clouds are now linked to the GroundObjectDetail= setting,  I know its probably been known for ages but it appears that any setting that uses the Terrain TOD's shoves the cloud base up to 10-12,000 feet where as no TOD's at all let it back down to about 5,500 - 6000 feet........has there ever been a workaround for this ? I do know it's to do with Z buffers and things way over my head...:stars:

Nice catch! Mue knows a lot about SF2 shaders, he might know what's going on. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..