From a texture standpoint, I can no longer control the reflections the way I used to. How should I color and format the control textures (_spec and _refl) now?
There are two optional control textures for the reflections:
_spec.dds
rgb = specular color
a = specular power
_refl.dds
rgb = reflection color
a = diffuse texture attennuation. (usually set to intensity of rgb)
You are editing a wrong files. Have you set your installation to use model 2.0 shaders from advanced setup dialog by any change ?Also, editing either NormalMap.fx or Mesh.fx does not change anything anymore. What did I miss?
I think there's a problem with the earth glow: It appears even when on the ground.
Look there, or in the post above yours.
// Horizon haze pixel-shader frg.tex0.y is the altitude. 0.0 = Horizon (ground level) 1.0 = top of atmosphere
//
float4 HazeTechPS(HazeVS frg) : COLOR
{
return frg.color * tex2D(ClampS, frg.tex0);
//return float4(frg.color.rgb, frg.color.a*frg.tex0.y*frg.tex0.y);
//return float4(frg.color.rgb*(frg.tex0.y+0.30), frg.color.a*frg.tex0.y*frg.tex0.y);
}
Thanks. I'm running with 0.75. Something I have noticed is that the light should be more towards white:Will be fixed. Any ideas for a proper intensity settings ?
Using quick and dirty normal and spec maps. Made with D3D9 alpha 2
Have you set your installation to use model 2.0 shaders from advanced setup dialog by any change ?
Thanks. I'm running with 0.75. Something I have noticed is that the light should be more towards white: http://spaceflight.nasa.gov/gallery/images/shuttle/sts-107/hires/s107e05353.jpg
Compare it to this Orbiter screenshot taken in the same attitude:
![]()
How do you make that? Is incredible.
I discovered that "Default" now points to the Modules/D3D9Client20 shader folder, and changing the shader set to "Level20" does not change anything.
That's the case if your GPU is using shader model 2.0
D3D9Client: [DirectX 9 Initialized]
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
D3D9Client: [Compiling Effects for Shader Model 2.0]
.\D3D9Effect.cpp Line:260 Error:-2147467259 D3DXCreateEffectFromFileA(pDev, name, macro, 0, 0, 0, &FX, &errors)
Effect Error: E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(390,13): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(391,13): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(396,13): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(419,14): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(424,14): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(477,18): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(478,18): warning X3205: conversion from larger type to smaller, possible loss of data
E:\Program Files\Games\Orbiter\101016e\Modules\D3D9Client20\D3D9Client.fx(479,15): warning X3205: conversion from larger type to smaller, possible loss of data
NormalMap.fx(65,11): warning X3206: 'mul': implicit truncation of vector type
NormalMap.fx(65,9): warning X3206: implicit truncation of vector type
NormalMap.fx(70,17): warning X3205: conversion from larger type to smaller, possible loss of data
NormalMap.fx(74,5): warning X3205: 'LocalVertexLight': conversion from larger type to smaller, possible loss of data
NormalMap.fx(74,5): warning X3205: 'LocalVertexLight': conversion from larger type to smaller, possible loss of data
NormalMap.fx(80,17): warning X3205: conversion from larger type to smaller, possible loss of data
NormalMap.fx(81,16): warning X3206: implicit truncation of vector type
NormalMap.fx(87,13): warning X3205: conversion from larger type to smaller, possible loss of data
NormalMap.fx(87,13): warning X3206: implicit truncation of vector type
NormalMap.fx(90,17): error X3004: undeclared identifier 'gMtrl'
I keep getting this error when I try to use your "R10 Beta4 Shaders." What am I doing wrong?
Even if it looks like Astronut25 did find them, page number depends upon how many posts-per-page each user selects in his/her CP.The D3D9ClientR10-Beta2.zip is on page 136 of this thread, and D3D9ClientBeta4.zip on page 137.
Fresnel reflection equation is changed. It looks and works better, and has been built to avoid over-saturating the reflections.
It no longer uses the gMtrl.foffset parameter, but uses reflection intensity instead to provide the minimum reflection offset.
It looks like your implementation is pretty close to http://en.wikipedia.org/wiki/Schlick's_approximation I suppose it works somehow on water and class but if it is applied to diamond it's not even close to realistic.
But a step towards a lesser freedom to customize the reflections. Let's consider that we a metallic surface with a weak blue reflection and we apply a glass coating on the surface then what makes you think that the metallic blue reflection will define the offset for the fresnel reflection from a glass ?
It's already implemented and having the ability to do that doesn't hurt, should we remove it because you don't like it.Do we need to define different refractive indexes (i.e. for diamonds)? It might be possible to make an approximation equation which is continuously adjustable across many refractive indexes, but it might not be practical.
Of course it does. You have used values 0.1 to 0.4 in your plots when the proper range is 1.5 to 5.0. It's not the same equation as in the Beta 4.Equations based around this function:
pow(1.0 - saturate(dot(CamW, nrmW)), gMtrl.fresnel);
have a problem as the angle approaches 90 degrees from the normal.