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Author Topic: graphics extender  (Read 285153 times)

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slibenli

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Re: graphics extender
« Reply #588 on: May 19, 2019, 05:01:38 AM »

In the latest build tree shadows are back  :)

Edit: And now there is Haze/Fog.
It's currently hard-coded to about 20km visibility at sea level.
I'd welcome suggestions how to configure it and/or modify it at run time.

chameleon

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Re: graphics extender
« Reply #589 on: May 19, 2019, 09:56:06 AM »

In the latest build tree shadows are back  :)

Not run =( I try again.

Quote
Edit: And now there is Haze/Fog.
It's currently hard-coded to about 20km visibility at sea level.
I'd welcome suggestions how to configure it and/or modify it at run time.

Quote
In extremely clean air in Arctic or mountainous areas, the visibility can be up to 240 km
And normal - 50-100 km visibility distance...
Maybe disable it?
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WxTech

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Re: graphics extender
« Reply #590 on: May 19, 2019, 03:07:45 PM »

Entering in the landscape engine discussion, i would like to ask a question that disturbs me since the most early days i started to play Il-2: It's possible to modify the sky rendering for real stars positions in the sky, based in real celestial dome rotating according to time (earth's rotation movement) and based in the latitude of the map (DECLIN parameter)?

It would be great to give immersion to night missions.

With Storbror's time acceleration mod which goes to 256X, it's weird to see the Moon drift across the sky while the stars remain fixed in place. Even if the star field is not accurate, at least having them revolve about the sky would be a step forward.
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slibenli

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Re: graphics extender
« Reply #591 on: May 20, 2019, 04:54:52 AM »

In the latest build tree shadows are back  :)

Not run =( I try again.

Quote
Edit: And now there is Haze/Fog.
It's currently hard-coded to about 20km visibility at sea level.
I'd welcome suggestions how to configure it and/or modify it at run time.

Quote
In extremely clean air in Arctic or mountainous areas, the visibility can be up to 240 km
And normal - 50-100 km visibility distance...
Maybe disable it?


I know that the maximum visibility can be much higher.
That's why I'm looking for ways to configure it.

I'm simulating two haze/fog layers:

A thinner layer that extends roughly up to 3km height.
This could be could be configured depending on IL2s weather mode (clear/cloudy/hazy/etc.).

And a thicker ground fog layer which extends to 300m height.
It should be possible to configure this independently - I don't yet know by which means.
Suggestions welcome ;)

EDIT: One idea I had, is to add a java interface to modify these settings - so it would be up to the java coders to to make full use of the fog parameters.

slibenli

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Re: graphics extender
« Reply #592 on: May 20, 2019, 07:41:08 AM »

BumpH experiments:




Hmm this will be more complicated than I hoped ...

Original:


IL2GE:


In the original the terrain bumps also cast shadows.

shardana

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Re: graphics extender
« Reply #593 on: May 20, 2019, 07:42:21 AM »

WoW!!


Inviato dal mio iPhone utilizzando Tapatalk
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Kashmiro

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Re: graphics extender
« Reply #594 on: May 20, 2019, 07:47:52 AM »

This looks really nice mate
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chameleon

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Re: graphics extender
« Reply #595 on: May 20, 2019, 10:17:19 AM »

On last build error with try to render landscape (for example, on going from 2D-map on editor to 3D-map) https://www.mediafire.com/file/r6219hh0uld2s2l/il2ge.log/file

I know that the maximum visibility can be much higher.
That's why I'm looking for ways to configure it.

Oh. I'm sorry, I got it wrong

Quote
It should be possible to configure this independently - I don't yet know by which means.
Suggestions welcome ;)

EDIT: One idea I had, is to add a java interface to modify these settings - so it would be up to the java coders to to make full use of the fog parameters.

May be, use parameters of map load.ini (for example, Lapland map):
Code: [Select]
DECLIN = 72
PRESSURE    = 745
TEMPERATURE = 10
I'm not sure, that the fog parameters can be calculated from this data, but maybe ...
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slibenli

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Re: graphics extender
« Reply #596 on: May 20, 2019, 01:37:38 PM »

On last build error with try to render landscape (for example, on going from 2D-map on editor to 3D-map) https://www.mediafire.com/file/r6219hh0uld2s2l/il2ge.log/file

Fixed now.

Quote
I know that the maximum visibility can be much higher.
That's why I'm looking for ways to configure it.

Oh. I'm sorry, I got it wrong

Quote
It should be possible to configure this independently - I don't yet know by which means.
Suggestions welcome ;)

EDIT: One idea I had, is to add a java interface to modify these settings - so it would be up to the java coders to to make full use of the fog parameters.

May be, use parameters of map load.ini (for example, Lapland map):
Code: [Select]
DECLIN = 72
PRESSURE    = 745
TEMPERATURE = 10
I'm not sure, that the fog parameters can be calculated from this data, but maybe ...

That's not enough data I would say.
EDIT: I don't know - maybe some of the fog parameters might be derived from it.

SAS~Storebror

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Re: graphics extender
« Reply #597 on: May 20, 2019, 11:13:39 PM »

Sorry for coming up with an issue on a less popular game version.
I've tested the latest builds on BAT and all work fine.
On Ultrapack however I'm having a problem with all builds and the log doesn't really help me much there:
https://pastebin.com/raw/EjTDkTfi

The relevant part seems to be this:
Code: [Select]
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_GetFlagStatus@16
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_CfgFlagsEngine_Set@20
getExport: _Java_com_maddox_il2_engine_Render_prepareStates@8
found export: _Java_com_maddox_il2_engine_Render_prepareStates@8
-----------------------------------------------------------
Assertion failed: *method.import_addr
File: /builds/vrresto/il2ge/core_wrapper/jni_wrapper/jni_wrapper.cpp:161
-----------------------------------------------------------
Aborted.
current thread: 0x548
waiting for backtrace thread to finish ...
target thread: 0x548
-----------------------------------------------------------

Error occurred on Tuesday, May 21, 2019 at 07:02:54.

Registers:
eax=00000000 ebx=00000000 ecx=04b4cf38 edx=03531dd4 esi=75c03950 edi=000007c0
eip=77e31f9c esp=0019f178 ebp=0019f1e8 iopl=0         nv up ei pl nz na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00200206

AddrPC   Params
77E31F9C 00000180 000007C0 FFFFFFFF  C:\Windows\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
5035447B 5035B820 0019F26F 00000001  E:\IL2\Ultrapack 3\il2ge.dll!abort  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 240]
50210FC5 5035E0A4 5035E034 000000A1  E:\IL2\Ultrapack 3\il2ge.dll!_assert  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 368]
50200DBC 0019F368 02470292 02470200  E:\IL2\Ultrapack 3\il2ge.dll!getExport  [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/jni_wrapper.cpp @ 161]
501F1C8C 02473714 0019F3F0 0019F3EC  E:\IL2\Ultrapack 3\il2ge.dll!??  [/builds/vrresto/il2ge/core_wrapper/main/main.cpp @ 212]
029C9293 04BB8E10 04CCD928 04CB92B8
029C8F28 04BB8E10 04CB39C0 2063D370
6D4DB41C 0019F474 0019F604 0000000B  E:\IL2\Ultrapack 3\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter

From the log I understand that il2ge fails in this method:
Code: [Select]
void *getExport(const string &full_name)
{
  assert(g_initialized);

  cout<<"getExport: "<<full_name<<endl;

  try
  {
    auto &method = g_exports.at(full_name);
    cout<<"found export: "<<full_name<<endl;
    assert(*method.import_addr);
    return method.export_addr;
  }
  catch(...)
  {
    return nullptr;
  }
}
In particular, it fails at "assert(*method.import_addr);" and apparently this happens while it's checking the address of the native method "_Java_com_maddox_il2_engine_Render_prepareStates" in the C++ mangled alias "_Java_com_maddox_il2_engine_Render_prepareStates@8".
That method exists, it's in il2_core.dll.

No idea how to proceed from here on...

]cheers[
Mike
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bomberkiller

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Re: graphics extender
« Reply #598 on: May 21, 2019, 02:12:16 AM »

Hallo Mike,

blöde Frage (ich habe kein B.A.T.):

Was passiert wenn Du die il2_core.dll von B.A.T. ins UP3.2 verfrachtest.

Gruß, Gerhard  :)

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SAS~Storebror

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Re: graphics extender
« Reply #599 on: May 21, 2019, 02:49:21 AM »

Schon probiert, ändert nix.
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