This Could Be Very Interesting - AnKor's Shaders - Page 27
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Thread: This Could Be Very Interesting - AnKor's Shaders

  1. #651
    You mean like this? Was chasing down three RAF Bostons with one of the newly uploaded FW-190's and got to close!
    Attached Thumbnails Attached Thumbnails fw190.1.jpg  

  2. #652
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    Yep! It might be possible to incorporate those effects into AnKor's .dll!
    :tgun2: :tgun2: M3 fAiL 3nglush thats umpossible!

  3. #653
    Once approved by the moderator there will be 60 updated model files here:

    http://http://www.sim-outhouse.com/s...3&linkid=23286

    These m3d files provide additional compatibility with AnKor's Shaders for the various stand alone aircraft I've published in the past.


    Installation simply involves making a back-up copy, and then replacing the originals that were in the previous packages.


    Adjustments have been made to the material properties by hex editing the m3d file as detailed in Section 8 of the Developer ReadMe file included in the shader packages.


    Specifically the changes represented here are:
    Change drawing type for glass surfaces to make them reflective. (00 00 FF 00)
    Change the diffuse color and transparency of glass surfaces. (99 99 99 12)
    Increase the glass glossiness intensity to max. (00 00 7E 43)
    Increase the paint glossiness intensity slightly. (00 00 80 42)


    These may seem too clear for some people's taste, but I've been researching how the aircraft tranparencies in WW2 looked and these settings are a close approximation of what can be seen both in pictures, and on the restored aircraft I've had access to over the years.


    If you want to change them to something else you would need to hex edit to add a tint by changing the 99 99 99 (60% Grey Color in Blue Green Red order) values and the transparency factor to something greater than 12.

    Here's a before and after example of the difference:



    The before values for the windows were 00 00 00 00 2D 2D 2D 4C 00 00 00 FF 44 44 44 FF FD FF FF 40 and the after is 00 00 FF 00 99 99 99 12 00 00 00 FF 44 44 44 FF 00 00 7E 43 to make them clear and reflective.
    The paint texture glossiness went from 00 00 00 42 to 00 00 80 42 to add a bit more sheen to the highlights.
    Last edited by MajorMagee; January 6th, 2018 at 20:39.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  4. #654
    @MajorMagee,
    Thank you for these.
    I have some problem getting the dynamic reticles working sometimes they do not appear on my rigg, any suggestions ?
    Also cannot seem to get the 3gb_Spitfire _5B_xxx and 3gb_hurricane _mk1a variant dynamic reticle correct position, can you help ?

  5. #655
    I have several similar ones:
    ETO_Spit_5B_usa
    <Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.25" PosY="0.575" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    3gb_Spitfire_5b_T_TN
    <Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.1" PosY="0.590" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    3us_spit_mk_5b
    <Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.05" PosY="0.65" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    In at least once case the cockpit model refers to static reticle_spit5.dds so I had to add that the the TextureMagic.ini list before the dynamic one would work.

    I don't have any 3gb hurricanes to check, but it may be a similar issue if you can't make it work at all. The only way to check is to look at the cockpit m3d file with a hex editor, and find the static reticle name it's using to see if it's in the TextureMagic.ini list or not.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  6. #656
    Thank you very much Andy

  7. #657
    Link not working for me. Am I missing something?

  8. #658
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  9. #659
    looking for the aircraft for the 527BS.m3d

  10. #660
    Boeing B-17F Flying Fortress 42-3167 Ye Olde Pub, 2.Lt Charles L. Brown, 527BS, 379BG, Bremen, December 1943.

    It's a reskin of the Firepower B17 that uses an Alpha layer to simulate the massive damage from the Stigler - Brown incident.

    http://www.sim-outhouse.com/sohforum...4&linkid=15101

    and

    http://www.sim-outhouse.com/sohforum...3&linkid=15264
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  11. #661
    New link worked. Thanks!

  12. #662
    Quote Originally Posted by MajorMagee View Post
    Boeing B-17F Flying Fortress 42-3167 Ye Olde Pub, 2.Lt Charles L. Brown, 527BS, 379BG, Bremen, December 1943.

    It's a reskin of the Firepower B17 that uses an Alpha layer to simulate the massive damage from the Stigler - Brown incident.

    http://www.sim-outhouse.com/sohforum...4&linkid=15101

    and

    http://www.sim-outhouse.com/sohforum...3&linkid=15264
    in the Stigler-Brown zip file there is another zip named texture+xdp B-17F Ye old Pub, where does the content of this file go ?

  13. #663
    The original idea was that you would make a stand alone copy of the Firepower B-17F, and then use these texture and xpd files to make the B-17 look damaged nearly beyond flyable condition. That was why Stigler had a heart and decided to let them go.

    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  14. #664
    Got it worked out thank Major .
    what are you using to post scree shots ?

  15. #665
    I've been using Imgur since Photobucket went to pay-per-view.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

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