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Author Topic: revamped 109 cockpits by Greif11  (Read 54167 times)

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Mick

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Re: revamped 109 cockpits by Greif11
« Reply #36 on: April 12, 2011, 11:57:06 PM »

Thanks. I like Laetitia, but I replaced her with a local girl who was wearing only a pillbox hat and veil and.... nothing else. I thought Der Galland would approve. ;-)

... Jeez ! and how to you manage to hold yer stick to control yer 109 ...??  ???
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PO_MAK_249RIP

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Re: revamped 109 cockpits by Greif11
« Reply #37 on: April 13, 2011, 01:32:04 AM »

What textures would cause my low FPS with this mod? Would there be any gain if I reduced the texture sizes of the .tga's ??
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Greif11

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Re: revamped 109 cockpits by Greif11
« Reply #38 on: April 13, 2011, 03:47:42 AM »

All board instruments in cockpits Has res 512 X 512 Only Dashboard and REVI(+ all Dmg panels) is 1024 X 1024 If you try to reduce all tex to 512 X 512 But that cause drop of visual quality. That mod is created and tested on my Laptop  Samsung P28 With mobility Radeon 9700 64Mb video  ;)(for that time is lowest end hardware)
I don't know what to do for you Just try to reduse all i one size 512 X 512 Or even to default Il poststamp size 256 X 256  I made is more lightweight then Freddy's source I'm puzzled :(
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BRGDS Andrew

Borsch

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Re: revamped 109 cockpits by Greif11
« Reply #39 on: April 13, 2011, 04:12:43 AM »

From you screenshots it looks like this has the same problem with reticles as Der Wustenfuchs (also wonderful) reskins. He is currently rectifying the problem, will you update reticles as well?

Quote

Hello,

I am using the über low rez 109 cockpits by Der Wüstenfuchs and 6dof trackir. The problem is that targeting reticle is cut off waaay before the horizontal edges of the reflector glass:




I would like it to be displayed like so:



Could someone kindly suggest which values and in which files (I guess its Z_Z_mask.msh?) I should tweak to remedy the problem?

Saw this picture and thought that it was exactly relevant to my question haha


AAAND this vid as well - the working Revi: http://forum.1cpublishing.eu/showpost.php?p=180262&postcount=74

What a shame that this still has not been corrected:( I saw several posts on SimHQ asking the same question as well...
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CWMV

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Re: revamped 109 cockpits by Greif11
« Reply #40 on: April 13, 2011, 04:17:14 AM »

In addition to the reticle updates mentioned above, would you consider adding a reflective type texture to the gauges as in Bolox's cockpit repaints for the 109 and 110?
Your detail work is great, and I think this addition would just add to it.
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PO_MAK_249RIP

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Re: revamped 109 cockpits by Greif11
« Reply #41 on: April 13, 2011, 08:26:32 AM »

Thanks Greif i'm gonna load these and try again - I get the same FPS hit with Freddys Mig/sabre cockpits! Its a real shame as these pits are fab mate.

My rig is P4 3GHZ, 2GB PC3200, BFG 7800GS OC 256mb AGP (this may be the problem?)
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madcop

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Re: revamped 109 cockpits by Greif11
« Reply #42 on: April 13, 2011, 10:16:50 AM »

Thanks Greif i'm gonna load these and try again - I get the same FPS hit with Freddys Mig/sabre cockpits! Its a real shame as these pits are fab mate.

My rig is P4 3GHZ, 2GB PC3200, BFG 7800GS OC 256mb AGP (this may be the problem?)

Hello Making153

I have thge samerig and GPU as you but I do not experience the same FPS drop as you.

Do you have TexCompress=2  and TexFlags.TexCompressARBExt=1 in your conf.ini?

This is my conf.ini

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
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 // 1 // 0
TexFlags.UsePaletteExt=0 // 1 // 0
TexFlags.TexAnisotropicExt=0 // 1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1 // 0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=1
Specular=1
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=1
Effects=1

ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


Hope it helps.
Madcop ;D
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Greif11

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Re: revamped 109 cockpits by Greif11
« Reply #43 on: April 13, 2011, 02:38:24 PM »

In addition to the reticle updates mentioned above, would you consider adding a reflective type texture to the gauges as in Bolox's cockpit repaints for the 109 and 110?
Your detail work is great, and I think this addition would just add to it.
Sorry no. I try to make harmony between light and shadows to make more realistic view. Just take glass seat in your car and look from correct angle.  You can make by yourself just take Reflective textures and mat files fm bolox mod and try
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BRGDS Andrew

Rocco

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Re: revamped 109 cockpits by Greif11
« Reply #44 on: April 13, 2011, 03:33:21 PM »

TY for yur job. Really fantastic, a gift to bf´s fans. But i agree w CWMV. I think the reflective type texture to the gauges as in Bolox's, wanna be a little more realistic. Please, could yu tell us which files we need to customize the cockpit? No offence  :-[
I tryied to change some files w the Bolox, but i had no sucess. Ty again, Regards.
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Greif11

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Re: revamped 109 cockpits by Greif11
« Reply #45 on: April 13, 2011, 04:27:30 PM »

Reflective textures are applied as 2nd layers to ZClocks just open mat file for ZClocks with notepad and read
(read bolox's mats not mine) replace my mats for ZClocks1......2,3,4 with mats from bolox But i recomend to use alpha test =0,25(best result for )And off course add reflective textures to folder
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BRGDS Andrew

bolox

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Re: revamped 109 cockpits by Greif11
« Reply #46 on: April 13, 2011, 05:08:19 PM »

well if you want to add them in yourself, no ones stopping you :D

the technique to get the glass layer is relatively simple- all it takes is to add some lines to the .mat file for the relevant texture (in 109's case Zclocks1-3 and a couple of others. this tells the game to display another texture over the top of the first. you also need to have the texture it points to ;)

 in theory(famous last words) you need to copy all the .mat files from my version into Greif's. you also need to copy over the relevant .tga's (named 1_1 to 1_7 and A4GP6_1)

you will need to do this for each version folder of the 109

this should work but there is a good chance that the 'glass' might not be perfectly aligned- well that would need photoshop work on an individual basis.

as i've 'messed around' with the lighting in some of the .mats you will be stuck with my version which might not suit the colour pallete Grief used.

as always... BACKUP FIRST ;) you will almost certainly fuck something up (but hopefully learn something)

any probs pm me (or maybe start a new thread?)
(warning- my work takes me away for periods so if i don't reply immediately/for a month i'm not ignoring you ;) )

... now back to Grief's fantastic work
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PO_MAK_249RIP

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Re: revamped 109 cockpits by Greif11
« Reply #47 on: April 14, 2011, 12:18:01 AM »

Thanks MadcopI  will check that out when I get a chance
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