Jump to content

Stary

+MODDER
  • Content count

    8,481
  • Joined

  • Last visited

  • Days Won

    99

Everything posted by Stary

  1. remove that offending explicit filthy pictures!
  2. Was working last time I tested, see no reasons not to code wise. Don't know about adding more naval stations, screens and similar stuff from NA though edit: screenie
  3. but playing A2 you instantly knew you're either in, say Chechenya (Chernarus -based largery on RL parts of Czech Republic) or A-stan (Takistan) and the bad guys are well... bad
  4. (cough) Haven't I've done dedicated tileset/treemod for it called GH3(cough) it doesn't look good, does it?
  5. apart from locking the big "no fun" for me personally is the fact that every time you re-download something it's at the latest patch level available -with all the dislikes and likes introduced between say Exp2 back then and now. But it's logical, simpler way for the company I bet
  6. I really like that triangle paint as for the plane.. it's ok, but... I can't think of stock terrain it would fit into
  7. you do realize all the multiplayer stuff is there sitting and dusting?
  8. that explains everything I told you guys they're watching us
  9. soo we go back o December 2010c level? I liked the sims at around that level most naa, I just broke my own rule "never again invest in TW DLC" and bought that Kiwi Hallucination... I mean Mirage locking... I don't like and I'm vocal about it -think of it -TK locked LODs -ok, nobiggie really, evil masterminds can still hook into Dx pipeline and pull whatever thay desire BUT then came the fugly suprises like -.fx shaders, .lst lists what's next? Certain .ini files so we can kiss our asses goobye? (Damn we really need "thirdwire" display filter, they are watching man, they are watching us)
  10. Early in 2011 TK introduced neat feature that allowed us to have trees and buildings (the ".TOD" user-placed objects populating tiles) fade with distance. The only problem is the quite short distance at which these objects disappear, which is seen here is standard "F3" zoomed-in view: Soo, I've spend quite a time (hours to put it mildly) banging my head against the wall to figure what part of the TERALPHAOBJECT.fx shader regulates that range -please note I have absolutely no programming skills nor experience, also suck at basic match calculations. Right now user can select the following: -set ObjectsFade=TRUE in Options.ini to have these objects fade as pictured above or -set ObjectsFade=FALSE in Options.ini and customize the distance at which objects show via entry in Flightengine.ini -the DetailMeshSize= value (which is in kilometers still would be my guess) The only issue with the longer distances and lack of shader-computed fading is the rather ugly "poping-up" of whole tiles full of objects as the camera's point of view closes by, seen here with DetailMeshSize=12 So, I banged my head once more and decided to do finally something which would allow me to have these damn trees fade at longer distance. NOTE: Due to shaders (.fx files) being locked or unseen by CAT extractor tool since NA release I use older shaders I keep save just in case as a backup (of, say, TK going nuts and locking meaningless shader files.. oh, wait!) Method one: Use ObjectsFade=TRUE but increase the fading distance as seen here compared to first screenshot: or slightly further from camera as seen here: The picture above shows one rather ugly problem -the distance at which tiles are preloaded and pre-populated is locked (I assume it's the lowest default DetailMeshSize= value of 2) thus pushing away the fading line shows some not preloaded and populated tiles (as seen on the patch of forest in the center to the right) for those of you power-users this is the part of the TERALPHAOBJECT.fx shader I was toying with, example from "OBJECTSFADE=TRUE even longer" folder: //-------------------------------------------------------------------------------------- float fade_with_distance(float FadeDist) { float fade_alpha = 1.0; const float fd = FadeDist - g_FadeDistance.x; ///const float fd = FadeDist - g_FadeDistance.x; if (fd > 0.0) { fade_alpha = clamp(0.0, 1.0, 1.0 - 0.25 * (fd * g_FadeDistance.z)); ///fade_alpha = clamp(0.0, 1.0, 1.0 - (fd * g_FadeDistance.z)); } return (fade_alpha); } //-------------------------------------------------------------------------------------- feel free to experiment further. Method two: Use ObjectsFade=FALSE but introduce the fading with distance as seen here, taken with ObjectsFade=TRUE, DetailMeshSize=12 Solution? You won't believe -part of ENVRAIN.fx rain shader, this one to be more precise: // fade it out with distance, say 2 km? output.a *= (1.0 - smoothstep(0.0f, 2000.0f, input.pos_w.w)); all thanks to a commentary left to the developer by shaders guy (thanks pal!) so the part of the TERALPHAOBJECT.fx got this: //-------------------------------------------------------------------------------------- // PixelShader //-------------------------------------------------------------------------------------- float4 PS( PS_INPUT input ) : SV_TARGET { float4 output = float4(0.0, 0.0, 0.0, 0.0); if (input.pos_w.w < g_FogDistance.y) { const float fade_alpha = fade_with_distance(input.pos_w.w); if (fade_alpha > 0.0) { output = g_MaterialTexture.Sample(g_LinearSampler, input.uv); if (output.a > 0.0) { output.rgb *= compute_per_pixel_ambient_diffuse(input.pos_w.xyz); output = add_fog_fade_alpha(output, input.pos_w.w, input.pos_w.z); output.a *= (1.0 - smoothstep(0.0f, 12000.0f, input.pos_w.w)); ///output.a *= fade_alpha; } output = saturate(output); } } return output; } //-------------------------------------------------------------------------------------- which is more or less fading distance in meters Now the hard part -all this work for trees shader only, have yet to peek into buildings one (TERSOLIDOBJECTS.fx) here be shaders, all of the mentioned examples in easily recognizable folders: trees shaders.ZIP to use grab the shader version you desire and drop to your favourite terrain (YES, every terrain recognises and loads own version, or default if none present) further help, funny jokes etc appreciated Stary
  11. I'm still waiting for TW USAF F-16A (not that the 3rd part one we have is bad, it's excellent in fact)
  12. it's smart how Thirdwire plans their work long term -now that they have Cyrano working after all the months (years in fact) am I the only one smelling the other Mirage DLC coming?
  13. no killing, kidnapping or bribing would do just fine
  14. have no idea to be honest, but m magic 8-ball tells me some things really depend on specific .exe
  15. Do we have "invisible to Thirdwire" filter here? I'd use one for some of my posts
  16. New web-hosting site

    I'm banned from SimHQ so I miss the good old days OFF was more around here
  17. watching the file contents via notepad is not the same as having access to the contents
  18. yeah I think it was covered in support topic MajorLee... It was leftover from some other ini file IIRC Longitude=10.817 Latitude=51.111 should do just fine
  19. depends on version I think SC 1.2 had Flight folder with files inside it, while 1.3 for certain (just checked) has all files loosely in the archive anyway, the files NeverEnought listed should be present in your insatlled game's flight folder for the mod to work
  20. so how does 6 dollars looks like? Broke till tomorrow I'm toying with my recent Sweden tileset to tweak it for GermanyCE: almost DCS A-10C, almost
  21. I'll look into the solid objects (houses) tomorrow, right now I do experiments to see if we could increase clouds fading similarily as for the trees shaders, the last one (from folder "ObjectsFade=FALSE gently fading") needs balance between it's "output.a *= (1.0 - smoothstep(0.0f, distance in meters(?), input.pos_w.w));" and one's DetailMeshSize= value but the value I provided works fine for anything above DetailMeshSize=8 for me
×

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..