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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
At present, the fix (hack) re-computes the blue channel on the fly, but I agree that doing it all at once when the map is loaded would be more efficient.
Could it be the program I'm using to generate the normal map is not doing it correctly, i.e. making it such that the vector isn't a unit...
Here's some cross-pollination with Microsoft FSX.
Close up, the waves should look like this.
If they look like this, i.e. darker overall with light and dark spots:
Then apply a fix to Surface.fx. Make this change around line 453:
if (bSpecular) {
float3 cNrm = tex2D(OceaTexS...
I'm looking for a way to prolong the blue post-sunset light that illuminates the vessel while in orbit. The sunset light should shift from cream to pink to orange to gray to blue, which then lingers for a minute as the blue horizon shrinks and disappears.
I would pick painting the labels on the panel backgrounds and illuminating them separately as the standard method, for the following reasons:
- Having a larger total texture size is worth the trouble for a virtual cockpit, because the textures get seen a lot and the increase in detail lends...
Martins, what do you think about having the un-lit labels painted on the base texture (like the Atlantis VC), and only using the light map for illuminating the labels? In other words, is there a reason you are using the label texture both for diffuse and illumination?
These two ideas are the best, I think.
The first idea is simple enough; we can currently produce diffuse textures with the shadows baked in, and without too much fuss we can make a separate texture map containing just shadows and apply it to the diffuse texture using the shader. Maybe someday...
(Continuing the discussion from the Screenshot Thread)
Is your new VC rendering method designed with possible future features in mind, like cockpit self-shadowing and local cockpit lighting?
So, if I understand correctly, there are three textures:
the diffuse base texture,
a texture that applies shade, multiply blended, and
a texture that contains the labels and floodlights, which in daytime is multiply blended, and in nighttime is additive blended
Am I close?
Basically, the...
Looks nice!
I'm working on cockpit lights for the D3D9 client, and I'm wondering what kind of special textures you are using, and how you are rendering things.
Some screenshots of the in-progress Atlantis flight deck at night:
Here's a new video posted a week ago. It shows some good timelapses of sunrises and sunsets, as well as night passes. And it's HD.
http://youtu.be/2dAHGvmT6v8
No, they are not. I haven't submitted any patch for review. I would like to, though.
What I experimented with:
Translucent textures, useful for flags, solar sails, and ISS solar arrays.
Cockpit night lighting textures. Martins and Jarmonik are now working on adding cockpit light sources, so...
I agree that with 0.0 the ground gets really dark after sunset, and that normally things look lighter in real life for a while after sunset.
Yes, I think so. I see you've just released an update, but here's this anyway. This softened the effect by lessening it (down to 0.3, I think 1.0 is too...
I tried it, and it did get rid of the difference in surface brightness. But then I tried "float fMult = 0.0;" instead of 1.0 and it seems to look better. If it is set to 1.0, the ground is lit up too far around into the night. In the screenshot, 1.0 is on the left, 0.0 on the right.
I...
Thanks, that fixes it.
At sunrise, viewing the ground from some point above the clouds, the ground looks dark. But when zooming in to ground level, the ground becomes lighter.
I was playing around with the surface pixel shader. It seems that the atmosphere is not to blame for looking...
On an old laptop I have, running The Himalayas scenario (in 2010 Edition->Earth Views), I get around 18 fps with the atmosphere, and about 30 fps with it off.
On the ground (DG-S ready for takeoff), I get 14 fps with the atmosphere, 30 fps with it off. While flying, I get 10 fps with it on, 19...
Great work, Jarmonik. Getting sunsets to look "right" is really difficult considering the dynamic ranges of night and daytime come together. It's already looking stunning, and the atmosphere controls are very handy.
Some comments...
When looking toward the sun on the horizon, the sunrise...
I'm having trouble extracting the file Moon_HiRes.7z.002, which I downloaded via torrent. Its md5 sum is correct, but when I try to extract it in 7-Zip, I get an error message saying 7-Zip cannot open it as an archive.
Moon_HiRes.7z.001 also had the correct checksum and extracted fine, and was...
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