Lysander cockpit glare fix, by WxTech
A small job that took only a couple hours, because I was focused almost entirely on the most prominent issue. And that is the strongly specular reflection from certain surfaces. A couple other quick fixes were done as well.
Get it here:
https://www.mediafire.com/file/g6l9uwmddza6age/Lysander_cockpit_fix.7z/fileFrom the included readme file:
Lysander cockpit glare fix, by WxTech
This little mod fixes the former very strong 'glare' in the form of very focused specularity on certain cockpit surfaces and instruments. I've adjusted the relevant specularity parameters in the .mat files.
While at it, I fixed the bad surface normals for the 'wooden' floor, which is in Interior_D0.msh.
Texture prib_six.tga has had an alpha channel added, so that certain objects (like knob faces) are properly cut out, and not have a square 'frame' surrounding them.
The two view hooks have been moved 15cm farther forward. Formerly, the 'normal' POV could have the player's viewpoint push back behind the seat. These values can be altered to taste in CF_D0.msh. I've left a guide to the way the X, Y and Z positions move when increased in value, which do so in the forward, left and up directions, respectively.
WxTech,
Aug 9, 2023