#4007648 - 09/10/14 06:44 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Jun 2012
Posts: 221
gecko
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Member
Joined: Jun 2012
Posts: 221
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I have included the log of the shooting at water bug. I loaded CFS3, flew a quick combat mission, which started in external view. I cycled through the views until I got to the cockpit view, turned towards the ocean, and once close enough fired at the water until the game crashed. About 1.5 seconds of firing before the crash. Also, a couple more things I noticed: -shoreline glows at night -I could not get the game to load while using a modified shaders.xml, so I put in the stock shaders.xml and everything ran fine. Still trying to figure out the reason for this. Crash log: 0.00: DllMain - Starting up. 76.13: CreateD3DWrapper - Direct3D 9 Loaded. 76.19: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22 76.19: D3DWrapper::GetAdapterModeCount - 56 76.19: D3DWrapper::EnumAdapterModes - 0, 0 : 0 = 640, 480, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 1 : 0 = 640, 480, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 2 : 0 = 640, 480, 59, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 3 : 0 = 720, 480, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 4 : 0 = 720, 480, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 5 : 0 = 720, 576, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 6 : 0 = 720, 576, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 7 : 0 = 800, 600, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 8 : 0 = 800, 600, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 9 : 0 = 1024, 768, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 10 : 0 = 1024, 768, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 11 : 0 = 1152, 864, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 12 : 0 = 1280, 720, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 13 : 0 = 1280, 720, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 14 : 0 = 1280, 768, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 15 : 0 = 1280, 768, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 16 : 0 = 1280, 800, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 17 : 0 = 1280, 800, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 18 : 0 = 1280, 960, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 19 : 0 = 1280, 960, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 20 : 0 = 1280, 1024, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 21 : 0 = 1280, 1024, 75, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 22 : 0 = 1360, 768, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 23 : 0 = 1366, 768, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 24 : 0 = 1600, 900, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 25 : 0 = 1600, 1024, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 26 : 0 = 1680, 1050, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 27 : 0 = 1920, 1080, 60, 22 76.19: D3DWrapper::EnumAdapterModes - 0, 28 : 0 = 640, 480, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 29 : 0 = 640, 480, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 30 : 0 = 640, 480, 59, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 31 : 0 = 720, 480, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 32 : 0 = 720, 480, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 33 : 0 = 720, 576, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 34 : 0 = 720, 576, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 35 : 0 = 800, 600, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 36 : 0 = 800, 600, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 37 : 0 = 1024, 768, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 38 : 0 = 1024, 768, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 39 : 0 = 1152, 864, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 40 : 0 = 1280, 720, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 41 : 0 = 1280, 720, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 42 : 0 = 1280, 768, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 43 : 0 = 1280, 768, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 44 : 0 = 1280, 800, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 45 : 0 = 1280, 800, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 46 : 0 = 1280, 960, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 47 : 0 = 1280, 960, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 48 : 0 = 1280, 1024, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 49 : 0 = 1280, 1024, 75, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 50 : 0 = 1360, 768, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 51 : 0 = 1366, 768, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 52 : 0 = 1600, 900, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 53 : 0 = 1600, 1024, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 54 : 0 = 1680, 1050, 60, 23 76.19: D3DWrapper::EnumAdapterModes - 0, 55 : 0 = 1920, 1080, 60, 23 76.19: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22 76.19: D3DWrapper::CreateDevice - Forcing Hardware Vertex Processing 76.19: D3DWrapper::CreateDevice - AutoDepthStencilFormat 75 76.19: D3DWrapper::CreateDevice - Adapter = 0, Type = 1, Flags = 0x42 76.19: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0 77.17: FakeDevice::FakeDevice - Available Texture Memory 4013 MB 77.17: EffectBase::LoadEffect - Loading: Texture.fx 77.17: ModelBuffer::Init - SSE4.1 is available 77.17: ModelBuffer::Init - Create Buffers. Capacity = 800000 77.17: ModelsPreComputeLoop - Background Thread Started 77.17: ModelBuffer::Init - Available Texture Memory 3980 MB 77.17: ModelBuffer::Init - Create Buffers. Capacity = 400000 77.17: ModelBuffer::Init - Available Texture Memory 3968 MB 77.17: Models::OnInit - Shadow Map Size: 2048, Filter: On 77.17: Models::OnInit - Available Texture Memory 3917 MB 77.17: Recorder::LoadShaders 77.17: EffectBase::LoadEffect - Loading: GroundShadow.fx 77.17: SeaWater::LoadShaders - SeaState = Light (3.0 8.0) 77.17: EffectBase::LoadEffect - Loading: SeaWater.fx 77.18: EffectBase::LoadEffect - Loading: Scenery.fx 77.18: EffectBase::LoadEffect - Loading: Terrain.fx 77.18: EffectBase::LoadEffect - Loading: Models.fx 77.18: EffectBase::LoadEffect - Loading: RenderShadows.fx 77.18: EffectBase::LoadEffect - Loading: ZPrePass.fx 77.19: FakeDevice::LoadSpecialTextures - Cube Texture 77.19: FakeDevice::LoadSpecialTextures - WOFF Cube Texture - FAILED. HR = 0x88760B59 78.42: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 16384 82.66: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 16384 82.66: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 8192 82.66: SeaWater::SetupNormals - Normal Map #1: 256 x 256 82.77: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 131072 82.77: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384 85.85: SeaWater::SetupNormals - Normal Map #2: 256 x 256 85.86: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x2, Size = 16384 85.86: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x2, Size = 8192 86.01: SeaWater::SetupNormals - Normal Map #3: 256 x 256 86.19: SeaWater::SetupNormals - Normal Map #4: 256 x 256 86.32: SeaWater::SetupNormals - Normal Map #5: 256 x 256 86.44: SeaWater::SetupNormals - Normal Map #6: 256 x 256 86.58: SeaWater::SetupNormals - Normal Map #7: 256 x 256 86.78: SeaWater::SetupNormals - Normal Map #8: 256 x 256 86.81: SeaWater::SetupNormals - Normal Map #9: 256 x 256 86.94: SeaWater::SetupNormals - Normal Map #10: 256 x 256 87.08: SeaWater::SetupNormals - Normal Map #11: 256 x 256 87.19: SeaWater::SetupNormals - Normal Map #12: 256 x 256 87.33: SeaWater::SetupNormals - Normal Map #13: 256 x 256 87.44: SeaWater::SetupNormals - Normal Map #14: 256 x 256 87.58: SeaWater::SetupNormals - Normal Map #15: 256 x 256 87.92: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x144, Size = 16384 88.33: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 8192 89.34: SeaWater::SetupNormals - Normal Map #16: 256 x 256 115.40: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 32768 116.34: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 65536 116.34: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768 116.41: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 65536 116.48: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 131072 116.53: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 16384 116.61: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 262144 116.74: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 32768 116.78: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384 116.87: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 524288 117.03: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 65536 117.15: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 131072 117.29: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 1048576 117.57: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 32768 117.59: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 131072
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#4007665 - 09/10/14 08:23 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
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Member
Joined: Sep 2012
Posts: 418
Russia
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Hi gecko! I can't yet tell what are these new features (they are secret ), but I have some good news specifically for you (WOFF may also benefit from this in the long run). I've recently discovered a way to get exact names of textures used by the game. This means I can make it possible to add self-illumination or bump texture or anything else just as a separate file with a name similar to the original one. For example, there is "b_gauges_2.dds" used for cockpit instruments. Now, you just have to create "b_gauges_2.lightmap.dds" and this new texture will be picked up by my dll and used to illuminate the instruments. No hex editing, no need to touch the original texture, no side effects without my dll. This feature isn't completed yet as I'm focused on something different and more important for WOFF, but I've already got it working in my experimental builds. I will provide a detailed instruction when it is ready. The gunsight lighting works, would be nice if it used the color from the reticle texture, all of mine showed up as plain white.Very odd. It should use texture color. The shader for the reticle works exactly as this: read texture, add more transparency, done. Just 3 lines of code. Maybe it appears "whiteish" because of transparency? This is an experimental feature anyway, I hope to get back and improve it later. parts that have had an alpha texture applied to them to make them invisible still cast a shadow.It might be already fixed for the next version, but if you tell which aircraft has this problem I will take a closer look to verify. no environment map on glass parts.Figured out the reason (very noticeable on Groundcrew's BF110), now just need to fix it in the code. included the log of the shooting at water bugUnfortunately nothing suspicious in the log, it seems the crash happens in some unexpected place. I will try to cover more code with the log in the next version. One thing I noticed from the log is that your GPU reports a lot of RAM, but you are getting rather low FPS. What is your GPU model? shoreline glows at nightI more or less understand the cause, but I need to see it with my own eyes in the game. Any suggestions? I could not get the game to load while using a modified shaders.xmlMy dll expects certain settings from some stock shaders. It uses them to detect what is being drawn currently. I can elaborate on this, but after I finish with current features.
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#4007675 - 09/10/14 09:42 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Jun 2014
Posts: 1,595
OldHat
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Joined: Jun 2014
Posts: 1,595
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Hi Ankor,
I'm glad you're still working on WOFF, it's looking better with each iteration of your mod. Good Show!
If you have a bit of time, I'm curious to know if these values would make any difference in the game. I don't know if this information would help you at all, but no harm in asking....
Vertex Lighting with Specular modulated by gloss map was Enabled (true). I'm guesing that this is what would disable shadows on objects.
UI polygons and UI polygons point sampling were enabled. This sounds something to do with "user interface"?
Shadow lighting was set to "true". Have no idea about this one.
Lighting for rendering quad sprites was set to true. No idea.
These values were modified in a shaders.xml file that was intended for CFS3, but if they mean nothing to you, then please excuse my ignorance.
Last edited by OldHat; 09/10/14 09:45 AM.
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#4007682 - 09/10/14 10:31 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
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Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
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That would explain why I had some installed versions that stopped working with newer revisions. The offending changes to some of my shader.xml files seem to be all in the water section.
This Works:
<Water Desc="Water texture effect" Lighting="False" SpecularEnable="False" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True" TexCoordIndex0="0" TexTransformFlags0="Count2" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0" TexCoordIndex1="0" TexTransformFlags1="Count2" ColorArg11="Texture" ColorOp1="BlendTextureAlpha" ColorArg21="Current" MinFilter1="Linear" MagFilter1="Linear" AddressU1="Wrap" AddressV1="Wrap" Texture1="1" /> <WaterReflectionA Desc="Water reflection texture effect A" Lighting="False" SpecularEnable="False" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True" TexCoordIndex0="0" TexTransformFlags0="Count2" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor" AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="TFactor" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0" /> <WaterReflectionB Desc="Water reflection texture effect B" Lighting="False" SpecularEnable="False" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True" TexCoordIndex0="0" TexTransformFlags0="Count2" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor" AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="TFactor" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0" />
This Crashes:
<Water Desc="Water texture effect" Lighting="ture" SpecularEnable="true" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True" TexCoordIndex0="0" TexTransformFlags0="count3" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0" TexCoordIndex1="cameraspacerefectionvector" TexTransformFlags1="Count3" ColorArg11="Texture" ColorOp1="BlendTextureAlpha" ColorArg21="Current" MinFilter1="Linear" MagFilter1="Linear" AddressU1="Wrap" AddressV1="Wrap" Texture1="1" /> <WaterReflectionA Desc="Water reflection texture effect A" Lighting="false" SpecularEnable="true" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True" TexCoordIndex0="0" TexTransformFlags0="Count3" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor" AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="TFactor" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0" /> <WaterReflectionB Desc="Water reflection texture effect B" Lighting="true" SpecularEnable="True" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True" TexCoordIndex0="0" TexTransformFlags0="Count3" ColorArg10="Texture" ColorOp0="Modulateinvalpha_addcolor" ColorArg20="TFactor" AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="TFactor" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0" />
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4007683 - 09/10/14 10:35 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
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Posts: 2,454
Dayton, OH
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These modifications from default seem to be okay:
<ModelSpecularGloss Desc="Vertex lighting w/ Specular modulated by Gloss map" Lighting="True" SpecularEnable="True" SrcBlend="One" DestBlend="Zero" ZEnable="True" ZFunc="[ZFunc]" ZWriteEnable="True" ZBias="0" FogEnable="True" AlphaBlendEnable="true" AlphaTestEnable="true" AlphaRef="8" MultiSample="True" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="Diffuse" AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="Current" Texture0="0" ColorArg01="Current" ColorArg11="Specular" ColorOp1="MultiplyAdd" ColorArg21="Texture" AlphaArg11="Current" AlphaOp1="Modulate" AlphaArg21="TFactor" Texture1="3" TexCoordIndex="0" />
<FoggedSkybox Desc="For rendering fogged skybox" Lighting="False" SpecularEnable="False" SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True" AlphaBlendEnable="True" AlphaTestEnable="False" AlphaRef="0" MultiSample="True" ColorArg10="Diffuse" ColorOp0="SelectArg1" ColorArg20="Diffuse" AlphaArg10="Diffuse" AlphaOp0="SelectArg1" AlphaArg20="Diffuse" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0" />
<Add Desc="Additive blending for special effects" Lighting="False" SpecularEnable="False" SrcBlend="One" DestBlend="One" ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="False" AlphaBlendEnable="True" AlphaTestEnable="False" AlphaRef="0" MultiSample="True" ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="Diffuse" AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="Diffuse" MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0" />
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4009330 - 09/13/14 05:29 PM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
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Joined: Sep 2012
Posts: 418
Russia
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OldHat, MajorMagee, sorry, I can't comment much on stock shaders.xml. Although I can probably figure out what each parameter does and what is exact incompatibility this research will require much time and will be of dubious value because with my dll it is just easier to keep the stock shaders.xml and then let my new DirectX 9 shaders do the work gecko, I see, GTS 240 is almost the same generation as my GTX 285 (despite the name your is slightly newer), but has perhaps half the processing power. Will try to do more testing, hopefully will be able to catch the bug. Do you plan to use this trick to add specular maps for the WOFF aircraft? I think they would really benefit from something like that. Yeah I would like to see specular maps used in WOFF. As I mentioned the coolest thing is that no changes in m3d are needed, it will work even for models which never had a _s texture. A modder's dream Another cool thing specifically for WOFF is that there would be no need to copy the texture for "cloned" m3d files, just one new texture per aircraft. I recall we discussed two options regarding reflector sights: either 1) drawing a new reticle on a sprite and hiding the original one, or 2) using an invisible sprite as a guide to properly align the original reticle. The benefit of the latter approach is that the shape of reflector glass could be a circle for example, while the sprite is always a square. Thus you'll get an odd effect of reticle moving outside the glass. It is important for WOFF as well with airplanes using Aldis sight which is a tube. On the other hand having a sprite of arbitrary size can help with some models which have the reticle texture applied to a very small area of the glass. I can probably solve "out of bounds" issue with additional mask texture, but it increases the complexity a lot. Ah, so many things to consider. I need to think (like I haven't already had several months to think, but alas, was very distracted). We should perhaps keep this discussion in PM, but maybe it is interesting for other people as well
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#4009439 - 09/13/14 09:14 PM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Jun 2012
Posts: 221
gecko
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Joined: Jun 2012
Posts: 221
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Another cool thing specifically for WOFF is that there would be no need to copy the texture for "cloned" m3d files, just one new texture per aircraft. Not sure I understand this. How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures? Anyway, it sounds interesting and it will definitely make it as easy as possible to add these new features to existing content, very handy both for WOFF and for CFS3. A modder's dream indeed! I think you've pretty well laid out all the issues with the reflector sights. The shape is a big one, and the Aldis sight in WOFF will probably be the most exacting one to get right. Option 1 seems to offer the most flexibility. We could easily remove all the existing recticle textures either by hex editing the m3ds or applying an alpha channel to the texture (probably the latter as it requires changes to far fewer files). Then we create a sprite effect in the effects.xml of the appropriate size and position it in the correct position in the aircraft's .xdp file. Then we use the texture called for by the sprite effect both for the actual reticle texture and any shaping that needs to happen to ensure the reticle is not visible off the glass or outside of the Aldis tube. This is where my lack of knowledge will probably show itself, but perhaps a specific color could be used by your code to denote an out of bounds area. (0, 255, 0 pure green might work well as I can't recall any WWII gunsights that used green, and obviously black shouldn't be used so as not to conflict with the Aldis sight). Then the rest would look much like a standard reticle texture. If all this information can't be combined in one texture, perhaps two identical sprite effects could be used, placed in the exact same location on the aircraft, with one calling for the main reticle texture and the other one calling for a texture that defines the out of bounds. I don't know if the above would make anything more or less simple, but from the things we've discussed it sounds like it might work. Another thing to consider is having the ability for the code to recognize a variety of different sprite effects for different aircraft applications, as each one will likely be unique, even on aircraft that model the same type of gunsight. Perhaps one of your .fx files could include a section where the sprite effect names are listed and more can be added? Just my thoughts, hopefully they are helpful.
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#4009467 - 09/13/14 10:07 PM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: gecko]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
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Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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Another cool thing specifically for WOFF is that there would be no need to copy the texture for "cloned" m3d files, just one new texture per aircraft. Not sure I understand this. How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures? Anyway, it sounds interesting and it will definitely make it as easy as possible to add these new features to existing content, very handy both for WOFF and for CFS3. A modder's dream indeed! I think you've pretty well laid out all the issues with the reflector sights. The shape is a big one, and the Aldis sight in WOFF will probably be the most exacting one to get right. Option 1 seems to offer the most flexibility. We could easily remove all the existing recticle textures either by hex editing the m3ds or applying an alpha channel to the texture (probably the latter as it requires changes to far fewer files). Then we create a sprite effect in the effects.xml of the appropriate size and position it in the correct position in the aircraft's .xdp file. Then we use the texture called for by the sprite effect both for the actual reticle texture and any shaping that needs to happen to ensure the reticle is not visible off the glass or outside of the Aldis tube. This is where my lack of knowledge will probably show itself, but perhaps a specific color could be used by your code to denote an out of bounds area. (0, 255, 0 pure green might work well as I can't recall any WWII gunsights that used green, and obviously black shouldn't be used so as not to conflict with the Aldis sight). Then the rest would look much like a standard reticle texture. If all this information can't be combined in one texture, perhaps two identical sprite effects could be used, placed in the exact same location on the aircraft, with one calling for the main reticle texture and the other one calling for a texture that defines the out of bounds. I don't know if the above would make anything more or less simple, but from the things we've discussed it sounds like it might work. Another thing to consider is having the ability for the code to recognize a variety of different sprite effects for different aircraft applications, as each one will likely be unique, even on aircraft that model the same type of gunsight. Perhaps one of your .fx files could include a section where the sprite effect names are listed and more can be added? Just my thoughts, hopefully they are helpful. So, when the sun goes down the stars come out but only if the clouds don't hide them Right!!
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4009499 - 09/13/14 11:31 PM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
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Member
Joined: Sep 2012
Posts: 418
Russia
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I've just recalled what was the problem with xdp sprites! They aren't limited to the cockpit view, but are applied to external view and all aircrafts. This makes it more complex to code properly, thought nothing impossible as I can just choose the nearest one. The color key for defining the shape might work. I think the most common color key is magenta (255,0,255), but it is not really that important. How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures? They use the same pattern like "camel_***_t.dds". It isn't that hard to make my code recognize it. There are more difficult problems though, so it is unlikely to be available in the next release anyway. Robert_Wiggins, sorry! gecko, we definitely need to use PM for this discussion
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#4009500 - 09/13/14 11:33 PM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Jul 2014
Posts: 1,027
Wolfstriked
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Member
Joined: Jul 2014
Posts: 1,027
NYC
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Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then.
Last edited by Wolfstriked; 09/13/14 11:33 PM.
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#4009547 - 09/14/14 02:50 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: Wolfstriked]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then. This seems quite natural to me. Just like when you get the sun shining and reflecting off any instrument panel or windscreen (car, motorcycle, etc.). It clears up when you change directions.
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4009554 - 09/14/14 03:04 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: Robert_Wiggins]
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Joined: Jul 2014
Posts: 1,027
Wolfstriked
Member
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Member
Joined: Jul 2014
Posts: 1,027
NYC
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Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then. This seems quite natural to me. Just like when you get the sun shining and reflecting off any instrument panel or windscreen (car, motorcycle, etc.). It clears up when you change directions. I was just flying and saw that it went away when the sun moved from your rear so I agree its realistic.
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#4009558 - 09/14/14 03:24 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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I've just recalled what was the problem with xdp sprites! They aren't limited to the cockpit view, but are applied to external view and all aircrafts. This makes it more complex to code properly, thought nothing impossible as I can just choose the nearest one. The color key for defining the shape might work. I think the most common color key is magenta (255,0,255), but it is not really that important. How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures? They use the same pattern like "camel_***_t.dds". It isn't that hard to make my code recognize it. There are more difficult problems though, so it is unlikely to be available in the next release anyway. Robert_Wiggins, sorry! gecko, we definitely need to use PM for this discussion Ankor, Gecko; Don't mind me. Clearly all this is over my head, but I find it fascinating so don't let me stop you. It's just my warped sense of humor coming through. I really would love to understand it all but I would probably need a book
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4032393 - 11/06/14 02:02 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
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Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
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Yes, I have it working with OFF3.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4032398 - 11/06/14 02:22 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: AnKor]
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Joined: May 2012
Posts: 514
cptroyce
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Joined: May 2012
Posts: 514
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#4032489 - 11/06/14 10:18 AM
Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK
[Re: Robert_Wiggins]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then. This seems quite natural to me. Just like when you get the sun shining and reflecting off any instrument panel or windscreen (car, motorcycle, etc.). It clears up when you change directions. Sorry I forgot to answer back then. Yes, it is sun reflection, but I think it is very overdone on that specific gauge. It looks ok for most other glass surfaces so I suspect it is caused by very unusual material settings for that object. I will look into it.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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