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Author Topic: Light in the IL2 by carsmaster  (Read 158796 times)

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baronWastelan

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Re: Light in the IL2 (beta)
« Reply #84 on: April 06, 2011, 03:47:10 PM »

There are two files that are important for planes in this mater. Those are "Gloss1D0o.mat" and "Glass2.mat". They can be open and edited with notepad or wordpad.

"Gloss1D0o.mat" determines the "look" and the light of the plane's body, while "Glass2.mat" determines the same for the canopies and other glass parts.

Both has the same parameters, and the most important for this mod would be:

Quote
[LightParams]
  Ambient 0.75
  Diffuse 1.25
  Specular 0.4
  SpecularPow 10
  Shine 0.0



Will it also be possible again in 4.101 as it was in 4.09?
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Avala

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Re: Light in the IL2 (beta)
« Reply #85 on: April 06, 2011, 04:04:57 PM »

We already can have maps very different than today, but problem is that people just like IL2 style maps (yellow and flat) and don't want too see something different (or even more realistic).

How can you be so sure about what people like? Do you have an example of a map so we can see the difference?
IMHO IL2's players want to have more realism in maps.

I think that people wants to have what they are already accustomed. Or what they see as realistic in some way, which can, but in most times cant have something with the realism in the nature. I'm talking about light, colors and similar. Great example is CoD, where I read that the nature in high settings is very realistic (trees, grass, shadows), while I don't see any realism there.

You can pick any of Redko's repaints.

Or this:

https://www.sas1946.com/main/index.php/topic,14483.0.html

It's not totally different, just some things done differently but it wasn't your "usual IL2 map". Appearance of the ground is also dependent on bump files not just flat color textures. People are accustomed to the IL2 yellow green flat maps, like Crimea for instance, which color has nothing to do with the colors in the nature. There are new textures on the way, but also not yellow-green.

Some screenshots:

https://www.sas1946.rocks/images/imageshit/img10/2671/83640702.jpg
https://www.sas1946.rocks/images/imageshit/img94/9786/15535472.jpg


Or this. Color needs little tuning, but anyway I can guarantee you that it would be unpopular because its not already known IL2 flat green.

https://www.sas1946.rocks/images/imageshit/img138/1910/il2bob3.jpg
https://www.sas1946.rocks/images/imageshit/img251/649/il2bob2.jpg
https://www.sas1946.rocks/images/imageshit/img687/9472/il2bob1.jpg


There are two files that are important for planes in this mater. Those are "Gloss1D0o.mat" and "Glass2.mat". They can be open and edited with notepad or wordpad.

"Gloss1D0o.mat" determines the "look" and the light of the plane's body, while "Glass2.mat" determines the same for the canopies and other glass parts.

Both has the same parameters, and the most important for this mod would be:

Quote
[LightParams]
  Ambient 0.75
  Diffuse 1.25
  Specular 0.4
  SpecularPow 10
  Shine 0.0



Will it also be possible again in 4.101 as it was in 4.09?

Works without problems.


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CWMV

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Re: Light in the IL2 (beta)
« Reply #86 on: April 06, 2011, 04:09:55 PM »

Beautiful maps. Honestly I cant stand the stock one anymore after using maps like these and redko's repaints.
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StG77_HaDeS

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Re: Light in the IL2 (beta)
« Reply #87 on: April 06, 2011, 05:06:45 PM »

Avala,

I am sure that if you ask 100 people here, the 99 of them will like the maps you posted ;) Please, keep it going, it really worth it :)
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baronWastelan

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Re: Light in the IL2 (beta)
« Reply #88 on: April 06, 2011, 05:15:45 PM »


Works without problems.

Cant1007 looks just like this in your install of 4.101?



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Avala

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Re: Light in the IL2 (beta)
« Reply #89 on: April 07, 2011, 11:13:16 AM »

No, mine looks like this. I cropped some of the images because of space, but not resized.











I suggest to check did you placed Skipper's mod "LightCarsmaster v2(beta)" properly.

Also you could move "Planeshine" folder few places up in MODS folder. You do that by adding zeros (0) in front of the folder. Game reads folders in MODS folder in alphabetical turn, so it could be that something else works before planeshine for CANT.


If it isn't that, than I really don't know what can be the problem.
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CWMV

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Re: Light in the IL2 (beta)
« Reply #90 on: April 07, 2011, 12:09:00 PM »

Avala were those pics you just posted with both your planeshine mod and this one by skipper?
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mad_pilot

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Re: Light in the IL2 (beta)
« Reply #91 on: April 07, 2011, 01:58:43 PM »

Avala that is amazing  ??? Which light mod is that? (last pic)
and what is that nice map :o
That is some great addon Skipper , thank you!
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baronWastelan

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Re: Light in the IL2 (beta)
« Reply #92 on: April 07, 2011, 03:00:40 PM »

Avala: thanks so much for your tips and great screenshots!  I got the 1007z looking great by using your suggestions, and also the following:

In conf.ini, under [Render_OpenGL], change Specular=1 to Specular=2.  This improves the glass shine.

In your planeshine mod, made a copy of folder 'CANT-1007' and named it 'CantZ1007bis(it)'

Used this in Glass2.mat, which on my setup, seems to make the glass shine brighter:

Code: [Select]
[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide 0
  tfShouldSort 1
  tfDropShadow 0
  tfGameTimer 1
[LightParams]
  Ambient 1.0
  Diffuse 1.25
  Specular 1.0
  SpecularPow 4
  Shine 0.2
[Layer0]
  TextureName ..\TEXTURES\glass.tga
  PaletteName
  Frame 0.0
  VisibleDistanceNear 0.0
  VisibleDistanceFar 2000.0
  TextureCoordScale 0.0 0.0 1.0 1.0
  ColorScale 1.0 1.0 1.0 1.0
  AlphaTestVal 0.9              // of [0.1, 0.5, 0.9]
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 1
  tfBlend 1
  tfBlendAdd 0
  tfTestA 0
  tfTestZ 1
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 0
  tfNoWriteZ 1
  tfDepthOffset 1
  tfTranspBorder 0
  tfTestZEqual 0
  tfCompressMajorAlpha 1
  tfNoCompress16Bit 1




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SAS~Tom2

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Re: Light in the IL2 (beta)
« Reply #93 on: April 07, 2011, 04:56:08 PM »

With the latest version, I noticed (could be placebo, don't think so) the ground looks lighter.
The best new look is the reflection and sun seen on water with my experience.
I didn't notice too much difference in my cockpits.
I noticed that I now have an increased anisotropic blurr (slightly) on coasts, over water, where the sun reflection takes place and in my Freddy Sabre pit.
My FPS seemed to be better with the first version however.

I like the water and will keep that.

Regards

Tom
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Avala

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Re: Light in the IL2 (beta)
« Reply #94 on: April 07, 2011, 06:14:07 PM »

On my pics are planeshine and Skipper's: LightCarsmaster v2(beta). LightCarsmaster's somehow gives the refinement to the specular light IMO. Its more subtle but more realistic. It's not new map, just did some texture testing with nvidia photoshop plug-in for normal mapping in games (useful for BumpH textures in IL2, will post a link). Also antialiasing of 16Q and anisotropic filtering 16X on graphic card driver helps a lot. (Graphic card is old cheap Nvidia Asus 9600gt silent, not some new monster).

But enough of topic stealing  ::)

I too have noticed slight drop in FPS with latest Skipper's mod, but insignificant. I didn't look cockpits at all, but I noticed that sun is different and bright areas of the planes are more brighter than before. Which is good, it would be good if contrast can be increased even more.

Baron Wastelan's post reminded me that conf.ini settings could play some role in here. So, here is mine:


Quote
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=4
Effects=2


PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
ForceShaders1x=0
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F22-Raptor-2006

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Re: Light in the IL2 (beta)
« Reply #95 on: April 08, 2011, 04:15:51 AM »

I see you use Specular = 3 and he uses Specular = 2... Anyone actually know the difference in these settings and how many different settings there are for it?
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