That's why i keep CFS3 stock when it comes to shaders. Thanks to all involved in this project. Glad to see CFS3 Korea still has interest . A simply beautiful aircraft and very well detailed. Thanks a million !! Regards,Scott
That's why i keep CFS3 stock when it comes to shaders. Thanks to all involved in this project. Glad to see CFS3 Korea still has interest . A simply beautiful aircraft and very well detailed. Thanks a million !! Regards,Scott
US Army, Major, Ret.
Service To The Line,
On The Line,
On Time
US Army Ordnance Corps.
yum, I like the Ouragan!
well, if you really need it, I may try still the interiror would be P-80
I try to fix inconsistencies when possible, but indeed there are so many tweaks possible for cfs3 settings and models that it is just impossible for me to account for everything.
It would have worked better if I could bypass stock cfs3 shading altogether, but my shaders work by "reinterpreting" what cfs3 tries to draws. Detecting reflective models is quite complex, because there a few variants of how such model might be implemented in cfs3. The most common is drawing the same object twice: first, cfs3 renders the model without reflections using only _t texture, then it draws the same model but only with _r texture and blends them together. This is very primitive approach even for 2002.
And even after the model is detected I have to adjust material settings heavily because my shaders are (kind of) "physically based" and stock material settings for reflective objects often won't match the expected glossy look because they didn't matter in stock renderer.
yes... not sure if it may help, I was just thinking a first step to keep things working with / without your shaders bit more successfull would be to set some "proper" gmax material settings for the newly exported / rexported M3D files. here is a small thread related.
Last edited by MajorMagee; November 17th, 2016 at 20:21.
US Army, Major, Ret.
Service To The Line,
On The Line,
On Time
US Army Ordnance Corps.
I like it! It looks better than the FP one.
I haven't followed the creation of this model very close but I assume it is meant as an AI target for the MiG 15, just as the Me 163 package includes a B-17?
Will it also include animated landing gear etc? I was thinking about B-29s populating some island airfields in RS...
ACC Member, ETO and PTO contributor & librarian
nah, the current MiG-15bis add-on doesnt include any other additional aircraft, please check the thread deeper
as to the release, if anybody knows, how to make firing gun groups separately, just like the stock Fw 190A-8 cannons vs guns, let know. I would like to solve this for the public release.
I didn't mean it as such (AC included in MiG-15 package) but as a comparison to the AI low-poly B-17 that comes with the Me 163, as opposed to a full, pilotable and detailed aircraft .
About the gun groups, I am not at my PC right now but check out the latest Spit (MkVIII?). It has cannons and MGs. IIRC the weapon type etc. is set in the .xdp file, not in the model. The keys that the player assigns in CFS3 then determine whether the different types of guns are fired by type only or simultanously.
ACC Member, ETO and PTO contributor & librarian
As long as you have not changed your keyboard mapping it is:
Shift+Spacebar = Fire 23 mm
Ctrl + Spacebar = Fire 37 mm
Spacebar = Fire Both
US Army, Major, Ret.
Service To The Line,
On The Line,
On Time
US Army Ordnance Corps.
The new shaders optimized B-29 skin pack (for our freeware B-29) I'm planning for the near future will include four skins (and the updated model file from MajorMagee):
1. Updated baseline WW2 version, 'Hellon Wings'.
2. Updated night WW2 version, 'Lovely Leta'. The black undersides are now glossy as they should be but it still suffers from the bottoms of the wings just mirroring the tops, so they're not black.
3. With all the German jets available now, I thought we needed an ETO skin, so I've developed a fictitious one based on the B-17 I've actually flown in, 'Yankee Lady'. Imagining the 534th Bomb Squadron turning in its B-17s for B-29s in an extended war, I've created 'Yankee Lady 2'.
4. A Korean war version. I completed this (pictured above) first but then I realized I picked an RB-29 scheme (recon), which is inappropriate for bombing missions, so I'm working on a better choice.
small news: it seems I managed to get the problem solved. it was my faultas to the release, if anybody knows, how to make firing gun groups separately, just like the stock Fw 190A-8 cannons vs guns, let know. I would like to solve this for the public release.
MajorMagee did the working MiG-15bis N-37 / NR-23 cannons working infact, I just putted some of the needed files wrong path...
MiG-15bis Fagot RELEASED at simhangar.nolimit.cz
A complete package with all effects, sounds, weapons and all other dependent files. Contents 6x North Korea skin.
Includes also AnkorShader compatible installation.
SOH Library download coming soon
Thank you, BorekS, your efforts almost make me prefer whirring hot fans to propellor blades!!
Now that is advertising your product!!
ACC Member, ETO and PTO contributor & librarian
missing the following items: mig15_s001_t.dds, mig15_s001_r.dds and fx_tracer_23mm_green effects string.
Hi All, (edit: Gosd beat me to it, slow typer)
thank you to everyone involved in the set. I have downloaded but not installed yet (At work ).
Quick question: Is there supposed to be a effects.xml entry with the set instructions? I did a quick check of the new 37mm and 23mm weapons, they are calling for the effect "fx_tracer_23mm_green" I don't have this in my current game effects file. and does this effect use stock textures or is there a new texture to go with the new effect?
thanks again for a great set.
regards Rob.
No other success can compensate for failure in the home..
hi guys,
the mentioned dds textures belongs to the CFS3_MiG_15bis_Standard_package, are included in the CFS3_MiG_15bis_ver10.zip downloadable pack (checked now again) and should be found / placed here:
aircraft\mig_15bis\texture_skin_r\mig15_s001_t.dds
aircraft\mig_15bis\texture_mask_r\mig15_s001_r.dds
it is a fuselage texture of the "MiG-15bis NK925" airplane slot, the metalic skin and its reflex mask.
note: the "MiG-15bis NK925*" airplane slot from CFS3_MiG_15bis_AnkorShader_package use different skin and mask texture files.
...
yes, the fx_tracer_23mm_green effect is mentioned at the gun related xdp file, but such related enhancement sources didnt came with the gun stuff made by Andy. so its not any life important feature I would say. the guns works without this aswell, therefore no special effect.xml edit is needed
Can't get tracers to show up when firing guns. Was there a file left out ? Also can i replace the cockpit with the DPC Mig-15 one ?
isnt this because the tracer effect sources are missing, mate?
see the latest posts above. ok, in another words it seems we will really need to obtain the missing fx_tracer_23mm_green effect stuff from Andy or to modify the needed xdp file own way
thanks for testing the add-on. hope we will fix all potential issues before the offical SOH library upload
as to the DPC Mig-15 VC you can try it. it probably will not match its position with our MiG, but who knows... I didnt tested it.
Still a wonderful airplane ! Thanks for all your work. Some great skins too. Glad to see interest in the Korea expansion . Love your work.
thanks mate
tried to replace our VC with the DPC source. it isnt positioned extremely unusable. just for your info
It took a little digging since I have the AvHistory Effects files always as part of my installs.
If you have only the plain vanilla effects then the weapon files will need to be edited for the stock tracers to show up.
In the Weapons folder:
37mmNudelman_round becomes
<?xml version="1.0"?>
<UnitData>
<General Allegience="" LongName="" ShortName="" ModelName="" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="weapon" EnteredService="01/01/1943" BlastDamageMod="0" ImpactDamageMod="0" FireDamageMod="0" AllowSpawn="n" Category="weapon" Country="Germany" Mass="0.685"/>
<Description String=""/>
<Weapon WeaponType="shell" ImpactDice="1" ImpactDieSize="1" ImpactOffset="650" BlastDice="1" BlastDieSize="1" BlastOffset="3300" BlastRadius="3" FireDice="1" FireDieSize="1" FireOffset="71" ExplodeEffect="fx_grndexpl_t" GroundEffect="fx_grndexpl_t" AirEffect="fx_airexpl_s" WaterEffect="fx_bltwtr_l" TracerEffect="fx_tracer_m"/>
<Loadouts/>
<GunStations/>
<DamageBoxes/>
<Systems/>
</UnitData>
23mmNudelman-Rikhter_round becomes
<?xml version="1.0"?>
<UnitData>
<General Allegience="" LongName="" ShortName="" ModelName="" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="weapon" EnteredService="01/01/1944" BlastDamageMod="0" ImpactDamageMod="0" FireDamageMod="0" AllowSpawn="n" Category="weapon" Country="neutral" Mass=".531"/>
<Description String=""/>
<Weapon WeaponType="bullet" ImpactDice="1" ImpactDieSize="1" ImpactOffset="65.39" BlastDice="1" BlastDieSize="1" BlastOffset="52.8" BlastRadius="2" FireDice="1" FireDieSize="1" FireOffset="25" ExplodeEffect="fx_grndexpl_t" GroundEffect="fx_bltgnd_m" AirEffect="fx_bltpln_m" WaterEffect="fx_bltwtr_m" TracerEffect="fx_tracer_m"/>
<Loadouts/>
<GunStations/>
<DamageBoxes/>
<Systems/>
</UnitData>
The lines that are missing from the Effects.xml to support the intended green tracers are:
<tracer_23mm_green ClassName="TracerEffect" TracerLength="2.5" TracerWidth="2.5" TracerRorationSpeed="500" TracerBlendMode="Add" TracerSideTexture="tracerend7.dds" TracerEndTexture="tracerend7.dds" SmokeLength="1600" SmokeWidth="2.5" SmokeRorationSpeed="1200" SmokeBlendMode="QuadSprite" SmokeSideTexture="tracerSmoke4.dds" SmokeEndTexture="black.DDS"/>
<fx_tracer_23mm_green ClassName="GroupEffect" Effect0="tracer_23mm_green" />
and then you would need to add tracerend7.dds to your Effects\Fxtextures folder.
black.dds and tracersmoke4.dds should already be part of the basic install.
Tracerend7.zip
US Army, Major, Ret.
Service To The Line,
On The Line,
On Time
US Army Ordnance Corps.
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