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squid

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Everything posted by squid

  1. - Fubar remember maybe what exact editing did you do on that DX9 case ? - Regarding waternormal my original thought was if maybe there is a) another bitmap file that needs to be resized to the same size as the waternormal.bmp (which is used as blending or something for the effect of animation) or b) some code value that needs to be multiplied by the same factor as the waternormal.bmp size icrease ... i think i saw long time ago some small variety of different waternormal styles uploaded in CA i think of increased than stock size too, was the animation working for them ? I guess the control of the water maps is not in the same inis between SF1 & SF2 ?
  2. The files i found are TERTERRAINEFFECT TERWATEREFFECT0 TERWATEREFFECT1 TERWATEREFFECT2 ( and TERTERRAINEFFECTDX9 TERWATEREFFECT0DX9 TERWATEREFFECT1DX9 TERWATEREFFECT2DX9 )
  3. Win 7 here so i guess DX10. Long shot i guess but couldn't help wonder
  4. I tried values from 4 to 0.000001, no change. Do i need maybe to alter the values in the dx9 files too ? ..
  5. without touching the shaders, i only replaced the stock water normal with a 1024 one (tiled the stock 4 times) and there was no water animation ..... *scratching head*
  6. Thank you ! About water normals, why when i replace the stock normal with a higher resolution one (up-tiling of the stock one) i loose the animation ?
  7. TERTERRAINEFFECTxyz ? //-------------------------------------------------------------------------------------- // Constant Buffers //-------------------------------------------------------------------------------------- cbuffer cbConstant { static const float EndFadeDist1 = 2500.0; static const float EndFadeDist2 = 8000.0; static const float NoiseScale = 0.003; static const float StartFadeDist = 800.0; }
  8. i see, know maybe which statement and in which .fx file controls the normal tiling in DX10 ? :)
  9. pardon? would that be the actual water ? is it animated ?
  10. Did you do any editing there maybe ? for example in your screenshot here : http://combatace.com/files/file/9665-t-80bv-mbt/ noisenormal map looks like a lot more higher resolution (or scaled ) than how it looks in my stock SF2 installs
  11. [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 is this possibly controlling anything maybe related to noisenormal scaling / tiling ?
  12. looks great know maybe the steps to convert it for SF2 ?
  13. DetailScale didn't seem to change something (tried 0.1 - 10) Retiling the normal bmp to 1024 px or more gave me the result i was looking for but at the expense of shimmering that cant control from the GPU driver panel Tried making a DDS out of it , (in hopes of reducing shimmering) but at first trials SF2 doesnt seem to read DDS normals , or maybe i havent set up the DDS correctly ? (lots of settings in the nvidia photoshop plugin , and all totally unknown)
  14. or maybe a skyraider ? :P looking forward to :) (elvis would be a bonus, but multiplayer should be mandatory, imagine the display teams fun why ED boys to have all the fun? )
  15. yes that's sorta disrespectful and not very sporty lol do you know how much it costs to maintain a hunter these days ? (do one too over sea with a zero )
  16. - especially the last one is SO - plus my favorite GE nozzles - (what's the smoking bogey?) - no amraams for B/D cats ? i think i need to upload here now photos from my own 1/48th Sundowners Tomcat ♥
  17. yeah, "pay to win", "free to play" what exactly are all that ?
  18. if maybe manually add the contents of the exp1 as a mod / addon ? ......
  19. - are those parameters somehow even metaphoricaly correspond maybe to its RL performance behavior / limitations ? - is there maybe some ini editing that can increase its accuracy ?
  20. i changed my view on MMO with Company Of Heroes online .... the only MMO i have experienced .... lots of fun. If both fun experiences of this and Wings of Prey combine in World of Planes, then i cant wait :D
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