[Released] Easy Installer for ETO Ground Texture
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Thread: [Released] Easy Installer for ETO Ground Texture

  1. #1

    [Released] Easy Installer for ETO Ground Texture

    Okay guys,
    Im upload this so it would be easier for you to install my previous ground texture, no need to download my previous ground texture
    just simply extract this to your ETO 1.50 main install folder (*please backup your assets folder first) and don't forget to delete *.ZX file in Terrains,terrain2 and vector folder first before running the game (be careful just ZX file only ! guess lot already knew this things)

    This will add summer & Winter snow texture only (No spring, Autumn ) and you need good pc's to run this
    and strongly advice to use graphics enhancer tools like ENB or SweetFX

    Download Link : http://www.mediafire.com/download/3x...4cf/assets.rar


    Credits : Martins (IL-2), UUflakke (IL-2), Compans (IL-2) & Le Clerq (FSX)



    Enjoy it !





  2. #2

  3. #3
    Thank you.

    Added and all is OK.

    Sure looks pretty.

    Kev

  4. #4
    @NSS
    your welcome kev, hope you like it


    Some miss credits to Cyberolas (IL2) , 352nd VFG (IL2), ring scenery config (from WOFF OBD team) and many thanks to all people involve in the work !


    some tips for anyone who don't know about new things in CFS3 :

    Here's some quick setups of mine :

    1. This most important : Maximizing your configoverrides.xml in manual, try to set all texture to at least 2048 or 4096
    you can try to adjust another and see if it's makes a difference (trial & error)

    2. Download Aris HD clouds from here : http://www.overflandersfields.com/Do...20Textures.rar
    extract them into your CFS3 ETO folder, overwrite the old one

    3. Download Ankor Shader beta from here : https://dl.dropboxusercontent.com/u/...50506.beta.zip

    4. Now After you install Ankor Shader, go to Shader30 in your ETO folder and open this two files and edit them (Thanks to Majormagee !)

    - MODELS.FX
    edit to this :
    #define SunStrength 3
    #define FR0 0.4

    #define BumpEnabled
    #define BumpSmoothness 4

    #define CockpitLightOverride float3(0.35,0.25,0.05)

    - SEAWATER.FX
    edit to this :
    #if defined Sea_Calm
    #define BaseOpacity 0.95
    #define WaveBump 7.0
    #define WaveScale 6.0
    // no foam
    #elif defined Sea_Light
    #define BaseOpacity 0.98
    #define WaveBump 6.0
    #define WaveScale 6.0
    // no foam
    #elif defined Sea_Medium
    #define BaseOpacity 0.98
    #define WaveBump 6.0
    #define WaveScale 5.0
    #define AddFoam
    #elif defined Sea_Heavy
    #define BaseOpacity 1.0
    #define WaveBump 5.0
    #define WaveScale 5.0
    #define AddFoam
    #else // default (i.e. stock CFS3)
    #define BaseOpacity 0.95
    #define WaveBump 5.0
    #define WaveScale 5.0
    //#define AddFoam
    #endif


    4. This's optional for graphics, you can use ENB or SweetFX to adjust your in game color correction and this's the only way if you didn't like the stock default

    if you use sweetfx you can try this settings as starter (you can adjust the value to whatever you want) :
    here's my generic sweetfx setup for WOFF too

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #define USE_CARTOON 1 //[0 or 1] Cartoon : "Toon"s the image.
    #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
    #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_GAUSSIAN 0 //[0 or 1] DX9 only - Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/

    #define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


    /*-----------------------------------------------------------.
    / FXAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    #define CartoonPower 0.30 //[0.1 to 10.0] Amount of effect you want.



    /*-----------------------------------------------------------.
    / Advanced CRT settings /
    '----------------------------------------------------------*/
    #define CRTAmount 0.10 //[0.00 to 1.00] Amount of CRT effect you want

    #define CRTResolutionX 2048 //[1 to 2048] Original input width of the game (ie. 320)
    #define CRTResolutionY 1536 //[1 to 2048] Original input height of the game (ie. 240)
    #define CRTgamma 1.0 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian 0 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

    #define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
    #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)


    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 40.15 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.330 //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.368 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 0.99 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.83 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 1.55 // (0.2-2.0)Strength of the sharpening
    #define sharp_clamp 0.100 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035

    // -- Advanced sharpening settings --
    #define pattern 3 // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 0.8 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
    // I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug settings --
    #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
    #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)


    /*-----------------------------------------------------------.
    / Gaussian Blur settings /
    '-----------------------------------------------------------*/
    #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are very expensive. Default is 1
    #define GaussSigma 1 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussStrength 0.50 //[0.00 to 1.00] Amount of effect blended into the final image
    #define GaussBloomWarmth 0 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy


    /*-----------------------------------------------------------.
    / Film grain settings /
    '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.4 //[0.00 to 1.00]
    #define TechniPower 4.0 //[0.00 to 8.00]
    #define redNegativeAmount 0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount 0.88 //[0.00 to 1.00]


    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 //[1.0 to 15.0]
    #define Green 8.0 //[1.0 to 15.0]
    #define Blue 8.0 //[1.0 to 15.0]

    #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.36 //[0.60 to 0.20]
    #define GreenC 0.36 //[0.60 to 0.20]
    #define BlueC 0.34 //[0.60 to 0.20]

    #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Monochrome settings /
    '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(0.931, 0.931, 0.931) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.998, 0.998, 0.998) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.35 //[0.00 to 2.00] Adjust midtones

    #define Exposure 0.20 //[-1.00 to 1.00] Adjust exposure

    #define Saturation 0.2 //[-1.00 to 1.00] Adjust saturation

    #define Bleach 0.25 //[0.00 to 1.00] Brightens the shadows and fades the colors

    #define Defog 0.055 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.60, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.2 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.60 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
    //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
    //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
    //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
    //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    #define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.


    /*-----------------------------------------------------------.
    / Border settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.


    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split


    /*-----------------------------------------------------------.
    / Key settings /
    '-----------------------------------------------------------*/
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articl...odes-key-codes

    // key_toggle_sweetfx = 123 (F12)
    // key_screenshot = 44 (Print Screen)
    // key_reload_sweetfx = 19 (Pause Break)


    /*-----------------------------------------------------------.
    / Misc settings /
    '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = dxgi.dll

  5. #5
    Really takes a lot of FPS, my game is much slower.

  6. #6
    SOH-CM-2021
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    This does require a relatively new Machine with plenty of ram and a Descent video card, My Older XP machine can not run this.. But the newer win 7 machine has no problem with this.. with 16 gigs of ram and a 2 gig video card installed, the Win 7 machine and a 3.5 gig AMD (6 core) processor.

  7. #7
    on my laptop i've no problem so far (i7 4700HQ, 6gb ram and GT745m 2gb video card, OS Win 8.1) everything still smooth and playable and of course this will take lot fps on slower machine because those ring scenery is set to very high setting (if you know majormagee extreme ring scenery, i think this's close to it
    also i've testing it with large Hobbit b-17 missions with 100 planes + full contrails effects and still good nothing much took fps even using ENB/sweetFX
    the only thing that took a lot fps is those aircraft "Debris" effects so i've to remove them..really annoying me that it's really difficult to shoot when those debris falling because really droping my fps and halt the action in a seconds
    Last edited by wiekniera; October 7th, 2015 at 06:29.

  8. #8
    for those who already download the old version (in screenshots thread), i think you should download the new one here as i update some texture

    ah btw if you guys don't mind please post some pic with this new version that i'd like to see from different pc setup, probably the best shots taken from medium to high alt

  9. #9
    These are unbelievable! Any chance on spring and summer textures coming wieknera?
    :tgun2: :tgun2: M3 fAiL 3nglush thats umpossible!

  10. #10
    it's summer already there grover but not spring because so far there's no spring & autumn texture has been made for it
    le clerq has both of them..but seems not quite match with ww2 periode

    i'll make some sample of fall autumn and spring maybe with new ankor shader they can looks better, i'll post it here soon

  11. #11
    Looks really nice, however I'm not sure if this is normal but there is a fairly noticeable flicker with the terrain and cloud shadows on my install. Not sure if it is something I did or just how it is.
    ~Passion for flight~

  12. #12
    @gamemaster
    could you post some pics about your trouble?

  13. #13
    Quote Originally Posted by gamemaster406 View Post
    Looks really nice, however I'm not sure if this is normal but there is a fairly noticeable flicker with the terrain and cloud shadows on my install. Not sure if it is something I did or just how it is.
    Sounds like you didn't turn off dual pass and select z buffer in config...

    ETO? How do I install it? Download Links? HERE Horizontal lines at menu after installing ETO? - FIX - choose a wingman, plane, then try quick mission.I found this config setup ArgonV posted at simhq, works good HERE Graphics card updates change your game settings? With error? Ankor's Shader fixes it HERE Nvidia HERE

  14. #14
    Quote Originally Posted by wiekniera View Post
    @gamemaster
    could you post some pics about your trouble?
    I might have to make a video but I'm not so great at those I don't think pictures would show it too well. I'll try to explain it better, it seems that as I move the camera around my plane a lot of the shadows on the ground "pop in" or are quite delayed to load. It looks very pretty overall but this one issue does somewhat stick out to me. My computer is very new and has more than adequate hardware to run.

    Quote Originally Posted by starbage1 View Post
    Sounds like you didn't turn off dual pass and select z buffer in config...
    No I have config set up as suggested here http://www.mrjmaint.com/RegsHanger/G...20settings.php
    ~Passion for flight~

  15. #15
    SOH-CM-2023 mongoose's Avatar
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    Quote Originally Posted by wiekniera View Post
    @NSS
    your welcome kev, hope you like it


    Some miss credits to Cyberolas (IL2) , 352nd VFG (IL2), ring scenery config (from WOFF OBD team) and many thanks to all people involve in the work !


    some tips for anyone who don't know about new things in CFS3 :

    Here's some quick setups of mine :

    1. This most important : Maximizing your configoverrides.xml in manual, try to set all texture to at least 2048 or 4096
    you can try to adjust another and see if it's makes a difference (trial & error)

    2. Download Aris HD clouds from here : http://www.overflandersfields.com/Do...20Textures.rar
    extract them into your CFS3 ETO folder, overwrite the old one

    3. Download Ankor Shader beta from here : https://dl.dropboxusercontent.com/u/...50506.beta.zip

    4. Now After you install Ankor Shader, go to Shader30 in your ETO folder and open this two files and edit them (Thanks to Majormagee !)

    - MODELS.FX
    edit to this :
    #define SunStrength 3
    #define FR0 0.4

    #define BumpEnabled
    #define BumpSmoothness 4

    #define CockpitLightOverride float3(0.35,0.25,0.05)

    - SEAWATER.FX
    edit to this :
    #if defined Sea_Calm
    #define BaseOpacity 0.95
    #define WaveBump 7.0
    #define WaveScale 6.0
    // no foam
    #elif defined Sea_Light
    #define BaseOpacity 0.98
    #define WaveBump 6.0
    #define WaveScale 6.0
    // no foam
    #elif defined Sea_Medium
    #define BaseOpacity 0.98
    #define WaveBump 6.0
    #define WaveScale 5.0
    #define AddFoam
    #elif defined Sea_Heavy
    #define BaseOpacity 1.0
    #define WaveBump 5.0
    #define WaveScale 5.0
    #define AddFoam
    #else // default (i.e. stock CFS3)
    #define BaseOpacity 0.95
    #define WaveBump 5.0
    #define WaveScale 5.0
    //#define AddFoam
    #endif


    4. This's optional for graphics, you can use ENB or SweetFX to adjust your in game color correction and this's the only way if you didn't like the stock default

    if you use sweetfx you can try this settings as starter (you can adjust the value to whatever you want) :
    here's my generic sweetfx setup for WOFF too

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #define USE_CARTOON 1 //[0 or 1] Cartoon : "Toon"s the image.
    #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
    #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_GAUSSIAN 0 //[0 or 1] DX9 only - Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
    #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/

    #define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
    //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


    /*-----------------------------------------------------------.
    / FXAA Anti-aliasing settings /
    '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


    /*-----------------------------------------------------------.
    / Cartoon settings /
    '-----------------------------------------------------------*/
    #define CartoonPower 0.30 //[0.1 to 10.0] Amount of effect you want.



    /*-----------------------------------------------------------.
    / Advanced CRT settings /
    '----------------------------------------------------------*/
    #define CRTAmount 0.10 //[0.00 to 1.00] Amount of CRT effect you want

    #define CRTResolutionX 2048 //[1 to 2048] Original input width of the game (ie. 320)
    #define CRTResolutionY 1536 //[1 to 2048] Original input height of the game (ie. 240)
    #define CRTgamma 1.0 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian 0 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

    #define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
    #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)


    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 40.15 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.330 //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.368 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 0.99 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2 0.83 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 1.55 // (0.2-2.0)Strength of the sharpening
    #define sharp_clamp 0.100 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035

    // -- Advanced sharpening settings --
    #define pattern 3 // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 0.8 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
    // I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug settings --
    #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
    #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)


    /*-----------------------------------------------------------.
    / Gaussian Blur settings /
    '-----------------------------------------------------------*/
    #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are very expensive. Default is 1
    #define GaussSigma 1 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussStrength 0.50 //[0.00 to 1.00] Amount of effect blended into the final image
    #define GaussBloomWarmth 0 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy


    /*-----------------------------------------------------------.
    / Film grain settings /
    '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.4 //[0.00 to 1.00]
    #define TechniPower 4.0 //[0.00 to 8.00]
    #define redNegativeAmount 0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount 0.88 //[0.00 to 1.00]


    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 //[1.0 to 15.0]
    #define Green 8.0 //[1.0 to 15.0]
    #define Blue 8.0 //[1.0 to 15.0]

    #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.36 //[0.60 to 0.20]
    #define GreenC 0.36 //[0.60 to 0.20]
    #define BlueC 0.34 //[0.60 to 0.20]

    #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Monochrome settings /
    '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(0.931, 0.931, 0.931) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.998, 0.998, 0.998) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.35 //[0.00 to 2.00] Adjust midtones

    #define Exposure 0.20 //[-1.00 to 1.00] Adjust exposure

    #define Saturation 0.2 //[-1.00 to 1.00] Adjust saturation

    #define Bleach 0.25 //[0.00 to 1.00] Brightens the shadows and fades the colors

    #define Defog 0.055 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.60, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.2 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.60 //[-1.00 to 1.00] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
    //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
    //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
    //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
    //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    #define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.


    /*-----------------------------------------------------------.
    / Border settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.


    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split


    /*-----------------------------------------------------------.
    / Key settings /
    '-----------------------------------------------------------*/
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articl...odes-key-codes

    // key_toggle_sweetfx = 123 (F12)
    // key_screenshot = 44 (Print Screen)
    // key_reload_sweetfx = 19 (Pause Break)


    /*-----------------------------------------------------------.
    / Misc settings /
    '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = dxgi.dll
    How much of this is still relevant with Ankor's latest shaders?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  16. #16
    Here's the latest update 2nd version : 2016/11/12

    http://www.mediafire.com/file/ex6t59...n3n/assets.rar
    Last edited by wiekniera; April 19th, 2017 at 07:24.

  17. #17
    Anybody have any reports on this????

  18. #18
    SOH-CM-2023 mongoose's Avatar
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    Quote Originally Posted by wiekniera View Post
    Here's the latest update 2nd version : 2016/11/12

    http://www.mediafire.com/file/ex6t59...n3n/assets.rar
    Do the edits in Ankor still apply?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  19. #19
    I have updated to the latest version.

    Have not yet made any adjustments to Ankors Shaders.

    So far no issue`s.

    Kev

  20. #20
    Same here!
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  21. #21
    small fix for Draw ring distance (maybe someone got blurry terrain so i reverse back to the 1st release) :

    https://www.mediafire.com/?upu1k9au1popgij

    *Remember to delete *.zx files first in terrains,terrains2 and vector folder before running the game

  22. #22
    SOH-CM-2020
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    Quote Originally Posted by wiekniera View Post
    small fix for Draw ring distance (maybe someone got blurry terrain so i reverse back to the 1st release) :

    https://www.mediafire.com/?upu1k9au1popgij

    *Remember to delete *.zx files first in terrains,terrains2 and vector folder before running the game
    hi wiekniera,

    I can find no difference in the latest xmls from the last xmls in the Assets rar? Which xml file did you modify?

  23. #23
    it's small fix for the 2nd version released, just in case if the 2nd version installation using fresh install which mean removing all xml from the 1st released. but the small fix just to restore if someone lost all xml from the 1st released
    also compositescenerybudgets.xml and compositexturebudgets.xml both different from 1st released and 2nd released

  24. #24

    #.zx file

    In the post write up you reference delete #.zx file in Terrains, Terrains2 and Vector.

    " I am slow on the uptake to day at my age."

    Do you mean all the #.zx files in the Terrains, Terrains2 and Vector folder?

  25. #25
    SOH-CM-2023 mongoose's Avatar
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    I was assuming the CFS3 ETO Expansion ZX Zapper in the ETO folder.??

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

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