Jump to content

Recommended Posts

Hi All,

Have now posted my ReShade preset file for FE2 (and SF2) in the following post located under the FM Tweaks Package thread:

https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-783977

See below for examples of before/after pics. with stock shaders and improved shaders loaded in FE2 (the preset was tested in ver. 4.9.1 of ReShade). Was never able to get the ENB Series shaders files working in FE2, or even SweetFX for that matter - but this (later) version of ReShade works great. More details/info. included in the "Read Me" file that comes with the zipped download package.

I think that the sun/color effects are now a little bit closer to the (realistic) tweaks that Geezer mentioned, a few yrs. back, in one of the threads here - regarding improved lighting and various color effects in FE2. Loading a preset file via ReShade is of course simpler than manually tweaking the environsys.ini file in FE2. The other good thing about these improved shaders is slightly smoother anti-aliasing effects too than in stock configuration. Also, no negative effect on FPS with these shaders loaded and that I was able to observe.

Happy flying all,

Von S :buba:

 

Example One - Stock Shaders in FE2

img00015.thumb.JPG.8f270af953db5d3b9669d138ad678986.JPG

Example One - Improved Shaders Loaded in FE2

img00016.thumb.JPG.796f4cc39a404ba4a017fbe021bc44ca.JPG

Example Two - Stock Shaders in FE2

img00017.thumb.JPG.8ff7d7c9bb83338a01e2a75f0a188641.JPG

Example Two - Improved Shaders Loaded in FE2

img00018.thumb.JPG.2c5bbdfa90aaf26aa61603b6c4ab16c6.JPG

  • Like 4
  • Thanks 1

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
Sign in to follow this  

  • Similar Content

    • By Eagle114th
      Hello everyone!

      This week have been very interesting with tons of researching, experimenting and testing the TV filters and  FX (Shader) files.

      What I have learned so far with this theory from observation and countless testing;

      SF2 Engine does not allow us to direclty mix the shaders with 3D world for TV screen via radar texture methods.  (UseRadarTexture=TRUE), BUT it does allow us to use sampling to add the 'tilted / hue colors' to the TV.

      After testing various .FX, including FLTDTVFILTER.FX, turns out that TWCOLOR1.FX and TWCOLOR2.FX works because it uses sampling methods.

      However, after testing TWCOLOR2.FX, what I learend is that only one of colro can be used with taht FX due to Alpha being 1.0 by default, which mean, the last texture laoded will overwrite the first one.  Fortuantely, it got fixed, by setting Alpha to 0.5, which allows me to combine any two colors that would give me various colors.

      For example

      I have various color texture (mostly JPG, except for Alpha one that have invisible color)



      When testing with two colors with updated TWCOLOR2.FX, used this folowing codes in .INI FILE:

       

      The result in-game (A-4E '65)



      I was even more curious, what happens if I add third color?
       
      The resault:


      I have many files to share here, so anyone can have resources, information, and files to experiment with, not only TV, also any thing else in SF2.

      IN the files "TW SHADER FILES.zip" it is extracted files using SF2 Extractor and the file names inside each file's header are corrected to avoid the confusion.

      TW SHADER FILES.zip
      And in the file "TW SHADER FILES - NEW", there are updated TWOCOLOR2.FX, along with new TWCOLOR3.FX and TWCOLOR4.FX, you can experiment with various texture files.
      TW SHADER FILES - NEW.zip

      In the file "TW FX FILES INFORMATION.txt", it contains summary of each shaderas.  It seems too bvious for us who already are familiar with it, but it does not hurt to at least have it.  I used SearchGPT to assist with me. WIthout it, it would have taken me too long time.

      TW FX FILES INFORMATION.txt
       
      Finally, the file "FX FILES CONTENTS.txt" have long list of Shader's codes, consdier it as 'hand book" for quick references to any shader codes.
      FX FILES CONTENTS.txt
       
      RIght now I am continuing to experiment with many thories I have about sampling techniques to turn TV into grayscale for early CRT TV in early cold war aircraft.


      Eagle114th
      TW FX FILES INFORMATION.txt
    • By VonS
      Hi All,
      Have been doing a bit of tinkering lately with my FlightGear install (see this thread for more info.) - and results are pleasing enough in what is a free, open-source flight sim. Managed eventually to get accurate photo-scenery working in FG, which is a noticeable improvement over the stock (dated) scenery that has been available in that sim for years on end (see pic. below for photo-scenery at work in FG, in this case in the Mesopotamian/s. Iraqi area; the Alb. D.I is a re-skin and FM-overhaul of a model done by Lester Boffo).

      On a hunch, I then converted a bunch of the photo-tiles from FG (stock format is DDS) to BMP format - so that they become visible in the FE2 terrains folder - and it does indeed work - but would require careful, aesthetic choices regarding what tiles to replace in the terrains folder, such as farms, cities, deserts, etc. - for best cohesion and not too many jarring disconnects between tiles.
      Nice to see that stock trees and buildings are populating over the satellite/ortho-terrains too, in FE2. Photo-scenery is simply an improved "satellite" carpet that covers the stock scenery and terrain framework in FlightGear - and by extension works the same way in the ThirdWire sims but requires manual conversion to BMP format and manual placement in the terrains folder (perhaps the DDS format would work too, but I didn't bother tinkering with the various settings/text files this time around in the terrains folder).
      The other good thing about FlightGear is that it is fully under the GNU GPL (General Public License; i.e., "copy-left" license) - so there are no copyright problems that I know of if one borrows such ortho-scenery for FE2 too (haven't bothered to test with SF2). And if working on such a terrain swap as a personal project - that is of course even simpler.
      A few representative pics. below with just a few ortho-scenery tiles placed over Stephen1918's upgrade of the Mesopotamian theater for FE2. Results look pretty good, particularly when flying higher up, and I haven't noticed any FPS drop with the photo-scenery tiles loaded. Some old tiles are still in place in the pics., for comparative purposes. Any empty areas are where I didn't bother to load tiles.




      Anyway - I hope you find this post interesting - it's perhaps the "cheapest" way of upgrading tiles across the various theaters available for FE2.
      If I find enough free time I might tinker further with this side-project; will post comments if the results prove particularly successful.
      Cheers & good flying,

    • By Eagle114th
      Hello everyone,

      I am sharing what I am working on with the team.  It is a slow project because we do it for the hobby.  We are flowing along with it, and there is no ETA.  Initially, I worked on Dhimar and Paran expansion pack without much research, which led me to do a project that made no sense.  That was an opportunity for me to learn how to do it properly, especially in a semi-realistic way that makes sense.
      I decided to discontinue Dhimar and Paran expansion project because I didn't want to change the stories written by TW. Therefore, I want to honor his work.  Thank the community and friends for inspiring me to work on an entirely new fictional nation that I can envision and bring into SF2.  A friend of mine recommended I look into the Africa map, where the imaginary nations of Saad and Zafir come in.
      What took the longest time was actual research about the nations around the horn of Africa and the Arabian Peninsula and the ancient civilization around that area.  The research on the language, cultures, and history was also involved.  It taught me many new things, which opened me to Africa and the Arab world.  
      This is how Saad and Zafir get an enriched history and depths with the cultures, languages, and where they come from.  This led me from just making SF2 mods into writing a book. I never thought I would do it, yet I am doing it as a hobby.
      Then it came to me; this book is not just for SF2; it can be used for any simulation. It taught me how to be creative with the stories, including the graphic designs (flags, insignia, roundel, pilot badges, and other materials).  
      After finishing the short history series about Saad and Zafir's ancestors,  I can start focusing on finding the right aircraft for Saad and Zafir.  It is intended that Saad and Zafir are truly unique to each other and the world of SF2.  It won't be another classic "USA aircraft vs. Soviets Aircraft."  Instead, they use various aircraft tied to Saad and Zafir history with connections to certain nations from Europe to the Middle East to Asia.  They will still use some of the United States and Soviets aircraft, though. 

      My friend has been a great teacher who taught me a lot about the military system and how they do things.  I can make Saad and Zafir military semi-realistic with it, especially when being fictional nations.  I intend to bridge the alternative world (SFAW) with this world in balanced ways.

      By the way, here is the information about the SFAW project:
       

       
      I will give you the brief background about Saad and Zafir.

      NOTE:  I am NOT an expert with the language of Tigrinya.  I am still looking for someone who knows the Tigrinya languages.  I find them to be very interesting.  It is intended that the language of Tigrinya for Saad is one of the native languages.  That way, Saad can be fully immersive in the book and SF2.



      ሳድ (Saad) - (1920 – Present)


      الظافر (Zafir) - (1930 – Present)

       

      FAQs
       


      Cheers!
    • By VonS
      Hello Gents',
       
      I have been investigating the core string and ini files that make up FE2 - primarily to see if multiplayer can be reintroduced. The relevant files can be found in the MenuData.cat and MenuText.cat files of the "Menu" folder of the actual game (not in the user folder for the game).
       
      I managed to restore the "multiplayer" button to the main screen of the game, but it leads nowhere. Also possible to restore was the "network" button under the options settings - but again this led nowhere when you click on it.
       
      It seems that each STR (string?) file requires a corresponding INI (initialization) file to work at all. Most of the files have both components, such as is the case with OPTIONSSCREEN.INI and OPTIONSSCREEN.STR - the ini file contains the relevant buttons, lists, codes, placements, lots of other things too, and the str component file contains the relevant data calls that correspond with what is called for in the ini file.
       
      I was however stumped to find that most of the network sub-option files have the STR component files in place - but ini files for those are all missing, perhaps having been removed by the game designer - or perhaps there is a more obscure way of calling up those string files that I am not aware of with my very limited knowledge of program/app coding.
       
      As an example, the NETWORKCONNECTIONSCREEN.STR file and the NETWORK.STR file - obviously important ones (and it's obvious what they are for) - cannot be called up in game, likely because corresponding ini files for those are missing. Looking through some of those network option str files shows, in some cases, more than 30 or 40 different data calls. I can only imagine then how much time it would take to create corresponding ini files for all of those different data calls in the str files, with all of the relevant buttons, menus, submenus, toggles created in the corresponding ini files - to get mutliplayer up and fully functional in FE2 - a daunting task that while theoretically possible would probably take a good month at least of full-time work on it (and then there is the risk of how stable the setup would be when done).
       
      Those who are inclined to tinker further with multiplayer possibilities in FE2 are advised to look at the main Options.ini file first that's in the user folder for FE2. The multiplayer settings should read as follows to be enabled:
       
      [MultiplayerOptions]
      LobbyLaunched=TRUE
       
      The following should also be toggled but I didn't experiment with correct values:
       
      [Multiplayer]
      Connection=0
      PlayerColor=0
      SessionType=0
      GameType=0
      Password=MyPassword
      MaxPlayers=8
      IPAddress=127.0.0.1
       
      In the OPTIONSCREEN.INI file that should be extracted to your "Menu" folder, the following should be toggled:
       
      [NetworkOptionsButton]
      StickySelection=TRUE
      Active=TRUE
       
      In MAINSCREEN.INI, also to be placed in the "Menu" folder, the following should be toggled:
       
      [MultiplayerHotspot]
      Active=TRUE
      Enabled=TRUE
       
      Also, the following should be modified to look as you see here, from the same file indicated above:
       
      [MissionControl]
      SingleMission=SingleMission
      InstantAction=InstantAction
      Campaign=Campaign
      Multiplayer=Multiplayer
       
      And finally, the relevant STR files that are missing corresponding INI files - or maybe requiring some other kind of call that I'm not aware of, are:
       
      NETWORK.STR
      NETWORKCONNECTIONSCREEN.STR
      MPDOGFIGHTSCREEN.STR
      MPHANGARSCREEN.STR
      MPMISSIONSCREEN.STR
      MULTIPLAYERSTATUS.STR
      PILOTRECORDSCREEN.STR (this one is to enable flight recording in multiplayer)
       
      As far as I can see, it's more feasible to continue improving the single-player side of the game, such as improvements in AI, scenery, also the great plane and skin mods that often come out for FE2. And thanks to all who contribute to this game and make it great. Those interested in pursuing the multiplayer aspect further will hopefully find my post useful. I will not be pursuing this topic further since I don't consider the project to be worthwhile.
       
      Happy flying,
      Von S
       
×

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..