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    New Release D3D9Client Development

    Sorry, I forgot to initialize cRefl. Here's the fix: In NormalMap.fx, search for the line "float4 cRefl;" and replace it with "float4 cRefl = 0;" Here's the file with the fix included:
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    New Release D3D9Client Development

    Yes, at present it is normal for VCs without emissive textures to look like that. It is because I used the same ambient lighting model as if it had emissive textures. The ambient lighting is calculated by this if emissive textures are present: (saturate(gSun.ambient.rgb) +...
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    New Release D3D9Client Development

    My guess is that it isn't working for anyone, unless they spotted and corrected my mistake. So here's the zip file again, this time with the correct directory structure. Sorry about that.
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    New Release D3D9Client Development

    Here's the problem most likely, and it's totally my fault. In the zip I uploaded, the D3D9Client.dll is not in the correct folder. It is in the Modules\Server folder, but it should be in the Modules\Plugin folder instead. So I would move D3D9Client.dll to the Modules\Plugin folder...
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    New Release D3D9Client Development

    Here's how it ought to look while in earth's shadow: Can you post a screenshot if it doesn't look like the above?
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    New Release D3D9Client Development

    Here is a build of what I've been experimenting with. Several shaders have been modified, so if you have been tweaking your own shaders, be sure to back them up first. Features include: Fixed y-axis issue for normal maps and bump maps. Fixed an issue where normal maps corrupted the specular...
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    New Release D3D9Client Development

    I like it a lot, but I think it looks strange while in the atmosphere. But I found two things: First, if you change the line in Mesh.fx float3 diff = gMtrl.diffuse.rgb * (frg.diffuse.rgb + d * gSun.diffuse.rgb); // Compute total diffuse light to float3 diff = gMtrl.diffuse.rgb *...
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    New Release D3D9Client Development

    Translucent textures: Inspired by this website: http://tech-artists.org/wiki/Normal_mapping#Backlighting_Example
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    New Release D3D9Client Development

    No experience here, but a crazy idea... Is it possible to run both orbiter.exe (in Launchpad only) and orbiter_ng (simulating) at the same time, and have orbiter_ng capture the keypresses?
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    New Release D3D9Client Development

    Right now, I multiply it with the emissive material definition. Basically, the emissive channel is generated by: diffuse texture * emissive texture * emissive material definition or, if no _emis texture is found, diffuse texture * emissive material definition Ambient lighting is generated by...
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    New Release D3D9Client Development

    Working on adding emissive textures for virtual cockpits. The DG is the first victim...
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    New Release D3D9Client Development

    I'm trying to compile the source code from Codeplex using Visual Studio 2010 Express, and I keep getting a syntax error: error C2061: syntax error : identifier 'ImageFileFormat' I've tried to follow all the directions- the DirectX SDK (Feb 2010) is installed, NVAPI is installed (not mentioned...
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    New Release D3D9Client Development

    That's what I think too. If only the normal maps looked wrong but the bump maps looked fine, then it would suggest GIMP produces the wrong y-axis polarity by default, and there is no internal issue with the graphics client. But as it is, GIMP produces normal maps with bumps highlighted from...
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    New Release D3D9Client Development

    Earlier I posted about a couple of issues with normal maps and specular maps. I think I have found solutions to both problems. The first problem was a reversed y-axis affecting both normal maps and bump maps. This caused the lighting to come from the wrong direction, making bumps appear to be...
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    New Release D3D9Client Development

    I downloaded and installed Project Gemini (Project Gemini) and also the texture pack for D3D9 (Project Gemini repaint v2 (13-11-15)). I'm using D3D9 R12. I've noticed something odd about the normal map shader while looking at the Agena. The rivets on one side become indentations on the other...
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    Tutorial A cue-sheet based general approach to atmospheric entry

    NASA recently released a very well-written book called "Coming Home" which is about re-entry research and engineering, which is available for free in various formats. http://www.nasa.gov/connect/ebooks/coming_home_detail.html#.Uqs7jOJ0mVc I found it to be extremely interesting. They discussed...
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    Support Earth High-Resolution Clouds Very Pixelated

    When I made the clouds addon, I applied a bit of sharpening to help bring out the details. I may have added a bit too much. Part of the reason it's noticeable is because the clouds are a higher resolution than normal, so they look less fuzzy and have higher density and contrast when viewed...
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    OHM Earth High-Resolution Clouds

    Can you post a screenshot of what you describe? Thanks!
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    OHM Level 11 BMNG Earth Textures: November, High Quality

    Some people had problems initially because of the compression algorithm requiring them to use 7-Zip or something similar to unzip. But since you said December works fine, that doesn't seem to be the issue. Here's the MD5 hash for the zip file so you can check for the small chance the download...
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    OHM Level 11 BMNG Earth Textures: January, High Quality

    Thank you very much for the kind words. I've had the idea for at least six years, ever since I saw the BMNG monthly textures on NASA's Visible Earth website. I thought to myself, "Wow, wouldn't it be cool if someone could make those available for Orbiter!" and over the years nobody did it. So...
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