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Author Topic: WxTech's Environmental Mods  (Read 19150 times)

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max_thehitman

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Re: My treatment of low (cumulus) clouds
« Reply #24 on: May 02, 2014, 07:38:09 PM »

WOW!  8)
You have done it again WxTech!
These are beautiful.
A real nice work of art on your part. Thank you very much!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a few minutes later after testing...

ALRIGHT!   :) this is really great stuff.
I tested these in various weather conditions and times of day.
Just what I need for those cloudy sky aviation photographs and bad weather flying.

I will buy them! Wrap them up!
You sold me on these cool clouds!


.


Big applause to you and thank you once again
Cheers
MAX






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WxTech

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Re: My treatment of low (cumulus) clouds
« Reply #25 on: May 02, 2014, 11:29:05 PM »

Thanks for the kind words, guys!

My main concern is whether later game versions do anything to handle clouds differently...
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Gumpy

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Re: My treatment of low (cumulus) clouds
« Reply #26 on: May 02, 2014, 11:35:46 PM »

I believe they can all use the same cloud mods Tech,I'm using the big clouds mod in 4.09 and it works in all my versions right up to 4.12. Thanks for these they look great.  ;)
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Alfie Noakes

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Re: My treatment of low (cumulus) clouds
« Reply #27 on: May 03, 2014, 01:10:12 AM »

+1........ What Max said    ;D
This is an excellent mod !........ set to Poor or Thunder the clouds look like an engraving by Gustave Dore  :P
Many thanks  Wxtech

Cheers

Alfie
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BravoFxTrt

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Re: My treatment of low (cumulus) clouds
« Reply #28 on: May 03, 2014, 07:35:56 AM »

Thanks Tech! ;)
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vpmedia

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Re: My treatment of low (cumulus) clouds
« Reply #29 on: May 03, 2014, 10:02:54 AM »

Thanks, nice work! :)

panzerkeil

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Re: How I modded sun glare
« Reply #30 on: May 03, 2014, 10:25:09 AM »

I copied the glare01 file over to MAPS/_Tex/Sun folder and renamed it to sun.tga, and this did improve the appearance of a sundisk in the sky, expecially at sunrise and sundown.
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max_thehitman

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Re: One way to fix the WaterRing speed of expansion
« Reply #31 on: May 03, 2014, 02:38:04 PM »


This new mod sounds interesting, I will experiment and give it a try.
Thank you WxTech

Cheers
MAX
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WxTech

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Re: My treatment of low (cumulus) clouds
« Reply #32 on: May 03, 2014, 03:54:46 PM »

Folks,
If your frame rate remains satisfying, try changing these two parameters in DATA.cld:

BASE_R_DISP from 6 to 4 (makes clouds somewhat smaller)
DENSITY (in both levels) from 1 to 4 (increases cloud count)

The result will be max cloud top height equal to the high cloud layer (about 24,000 feet), and nearly overcast coverage in thunder. A potentially viable alternative If you'd like to get on top of the clouds sooner/more easily.

I tried changing density to 8, but the game locked up and within seconds created a log.lst that was 6Mb in size!

I have no idea if this is at all the case, but my pea brain tells me that DENSITY *may* be quantized to factors of 2. I'm not sufficiently motivated to explore the gamut, as on my machine a value of 1 is as high as I can go if I want to preserve every frame I can, because my head tracker rate halves suddenly if FPS goes below ~55. I want to avoid that if at all possible.

I mention this to also inspire y'all to not be necessarily satisfied with another's take on things. Wade in there and tweak to your satisfaction.

And you could create an extra version or two of DATA.cld, choosing which to activate before firing up the sim. Such an approach to 'custom' clouds could be useful for different theaters and seasons. A northern winter campaign will not typically see cumulus build-ups anywhere near summertime or tropical extents.
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vpmedia

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Re: My treatment of low (cumulus) clouds
« Reply #33 on: May 04, 2014, 01:41:53 AM »

you can enable texture compression for clouds by adjusting the following parameters in your Cloud4x4.mat:

  tfNoCompress16Bit        0
  tfNoCompressARB          0
  tfNoDegradation            0

info from:
http://forum.aviaskins.com/showpost.php?p=76541&postcount=26

only works when texture compression is enabled in your conf.ini

[Render_OpenGL]
TexCompress=2
TexFlags.TexCompressARBExt=1

WxTech

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Re: My treatment of low (cumulus) clouds
« Reply #34 on: May 04, 2014, 06:06:44 AM »

I do have texture compression enabled via conf.ini, and know it's in effect due to:
- faster frame rate
- compression artifacts on splash and gui screens
Do I need to alter every (!) .mat file manually? Or only certain ones?

Wbat about CompressMajorAlpha?

I have fiddled with these settings in a .mat file or two a little while back, but saw in the log.lst " unexpected .txr reload" errors. No problem in running, but I prefer to see no error reports (of which there are a couple dozen or so unresolved Clamp actions going on at startup.)

Thanks for the guidance!
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vpmedia

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Re: My treatment of low (cumulus) clouds
« Reply #35 on: May 04, 2014, 07:07:07 AM »

Only Cloud4x4.mat needs to be changed. The CompressMajorAlpha parameter should remain 1 imho.

The unexpected txr reload message appears when you got an extra parameter in your mat file.
The parameters name will also be in the logfile iirc. You need to remove that parameter from the mat file.

This type of error message is caused by wrong values in .eff files
INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
They got no effect on performance, the engine automatically corrects these values.
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