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  1. #1

    To Enable Fog in your Skybox with Heavy Couds.

    Originally Posted by: AWESOME On 08-22-04 @ 14:51 (Before the Site Attack)
    Transcribed by CADFather from a PDF posted by Daiwilletti


    Open the shaders.xml and follow the instructions noted in Bold/Italics and save the file as with any changes you make to the program back up your original file first)

    <FoggedSkybox Desc=”for Rendering fogged skybox”
    Lighting=”False” SpecularEnable=”True”
    SrcBlend=”SrcAlpha” DestBlend=”InvSrcAlpha”
    ZEnable=”False” ZFunc=”LessEqual” ZWriteEnable=”False” ZBias=”0” FogEnable=”True” (Change ZEnable=”False” to ZEnable=”True”)
    AlphaBlendEnable=”False” AlphaTestEnable=”False” AlphaRef=”0” MultiSample=”True” (Change AlphaBlendEnable=”False” to AlphaBlendEnable=”True”)
    ColorArg10+”Diffuse” ColorOp0=”SelectArg1” ColorArg20=”Diffuse”
    MinFilter0=”Linear” MagFilter0=”Linear” AddessU0=”Clamp” AddressV0=”Clamp” Texture0=“0”/>

  2. #2

    More Transparent Smoke (Doesn’t Look So Solid)

    Originally Posted by: AWESOME On 08-22-04 @ 14:51 (Before the Site Attack)
    Transcribed by CADFather from a PDF posted by Daiwilletti


    (Open the shaders.xml and follow the instructions noted in Bold/Italics and save the file as with any changes you make to the program back up your original file first)

    <Add Desc=”Additive blending for special effects”
    Lighting=”True” SpecularEnable=”True” (Change Lighting=”True” To Lighting=”False” and SpecularEnable=”True” To SpecularEnable=”False”)
    SrcBlend=”One” DestBlend=”One”
    ZEnable=”True” ZFunc=”LessEqual” ZWriteEnable=”False” ZBias=”0” MultiSample=”True”
    ColorArg10=”Texture” ColorOp0=”Modulate” ColorArg20=”Diffuse”
    AlphaArg10=”Texture” AlphaOp0=”Modulate” AlphaArg20=”Diffuse”
    MinFilter0=”Linear” MagFilter0=”Linear” AddressU0=”Wrap” AddressV0=”Wrap” Texture0=”0”

  3. #3
    Standalone
    Transcribed by CADFather from a PDF posted by Daiwilletti

    Originally Posted by: Kevboy On 04-13-05 @ 04:18 (Before the Site Attack)

    “Hello all
    Question, if a plane has been converted to run on CFS# from CFS2 of FS, can I convert it to another standalone? I would like to hear yes!
    But it has no Mos File so how do I tell it about the texture name changes? I do however hace an Air File, but the has nothing in it that I can read with the Hes editor, that looks like the text file names. As I am sort of new to CFS3 I guess someone must have come up against this before.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-13-05 @ 04:40 (Before the Site Attack)

    “CFS1 & 2 * FS don’t work at all in CFS3 as they use a different model format.

    As for making standalones in CFS3 have a look here:
    http://www.cfcforums.com/showthread.php?t=16351 (Link is long since dead, another source is needed)
    The texture name references can be found in the m3d file btw, texture format is dds.
    You’ll just see no bullet holes if you don’t hace a mos file, that’s about it.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Kevboy On 04-13-05 @ 04:48 (Before the Site Attack)

    “Thanks Mathias.
    Then the folder has,
    A file called.
    This_plane.air
    But no file called.
    This_plane.mos
    Why and how does this work?
    Kevboy”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-13-05 @ 04:52 (Before the Site Attack)

    “The mosaic file is used to lay noseart/damage.cannon.bullethole textures over the plane’s base texture, sort of cross-linking to the texture (which is defined inside the model just as in other [C]FS builds.
    There is an editing tool in the aircraft and vehicle SDK.
    Think of the tool like dealing with layers in Paintshop Pro of Photoshop, you would just put the damage textures as a new layer on top of the main texture.
    If you want to make your own mosfile for your plane in question you’d usually start out with one of the stock mosfiles and change textures and filename to whatever you need.
    Next step would be to move around all those bullet layers until you are happy.
    If you have no mosfile the texture is still processed normally, just there’ll be no visible damage textures.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Kevboy On 04-13-05 @ 09:22 (Before the Site Attack)

    “Thanks Mathias
    Just seen I Robot and had ¾ bottle of wine, but I just about get what you are saying.
    Will play around with another misfile later. But is a misfile not needed then to make a plane work?
    I need to sleep on this.
    Kevboy”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-13-05 @ 09:25 (Before the Site Attack)

    “Not definitely needed, the plane will work just fine without mosfile.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Kevboy On 04-13-05 @ 10:08 (Before the Site Attack)

    “Yes Yes
    Ok, got the plane flying, but it’s all black, that’s good, getting close. Just need to get the textures to be seen.
    Nice,
    Very nice.
    Thanks Mate,
    Kevboy”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Kevboy On 04-13-05 @ 21:36 (Before the Site Attack)

    “Textures working now. Is it possible to get reflections to work on a plane that did not have them from the start? I take it, it’s to do with the _s files.
    Kevboy”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-13-05 @ 22:13 (Before the Site Attack)

    “No Reflections or specular shine without the Gmax source file.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Kevboy On 04-14-05 @ 02:09 (Before the Site Attack)

    “Ok Mathias, Thanks for all your help on this.
    Kevboy”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Corrado On 04-14-05 @ 07:06 (Before the Site Attack)

    Quote:
    Originally Posted by: Mathias
    “No Reflections or specular shine without the Gmax source file.”

    “That is a wrong statement.
    Here is a tuto(rial) on how to do that using a hex-editor.
    No reflect maps needed nor Gmax source, just you must be good at hex-editing.
    Kevboy,
    If you can’t figure it out drop me an e-mail at MC5834@mclink.it
    http://www.isoliti4gatti.com/shine.htm (Link is long since dead, another source is needed)
    Corrado”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Kevboy On 04-14-05 @ 07:31 (Before the Site Attack)

    “Ok
    Corrado, I will have a look, thanks.
    Kevboy”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-14-05 @ 07:48 (Before the Site Attack)

    Quote:
    Originally Posted by: Corrado
    “That is a wrong statement.
    Here is a tuto(rial) on how to do that using a hex-editor.
    No reflect maps needed nor Gmax source, just you must be good at hex-editing.
    Kevboy,
    If you can’t figure it out drop me an e-mail at MC5834@mclink.it
    http://www.isoliti4gatti.com/shine.htm (Link is long since dead, another source is needed)
    Corrado”

    “Oh, interesting, I didn’t know that you’ve hacked it
    So you can add reflection and specular maps or just basic polygon shine?”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Corrado On 04-14-05 @ 08:08 (Before the Site Attack)

    Quote:
    Originally Posted by: Mathias
    “Oh, interesting, I didn’t know that you’ve hacked it
    So you can add reflection and specular maps or just basic polygon shine?”

    “Basic shining or reflecting if you don’t have a spare texture to sacrifice.
    If you have that one you can add maps either.
    I guess the M3D can be further hacked to add as many maps as you like but I haven’t experimented on this one possibility. It worked with MDL files, it might work with M3D’s as well.

    Frankly, I have been using maps very little in my planes, odd it might look; I know this brings limitations but gave me the challenge of experimenting and exploring, that’s part of the fun, and that’s why I discovered the above.
    All of my planes have this hex rework, one of the very first things I discovered in CFS3, even the early ones that have pre-lighted texture; wrongly believed by some not having true reflections they just have a very light touch of it, handmade.

    Having abandoned those maps one thing I could never figure out is if reflect maps and shine maps work as advertised; could you recap it for me, what is the difference and is it worth it?

    Hacking the M3D files I have found you can have a material to load both (_r and ­_s) at once, don’t know if it can be of any use though.

    Another interesting thing I have discovered but never used is that maps can be colored not just B/W, this gave some nice effects, but that’s it.
    Also you can name them what you want, not necessarily xxx_r etc.

    The obvious advantage of this kind of approach is that you can mod to your likes someone else’s models (the ones you don’t have the source code for), including M$ ones.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Corrado On 04-14-05 @ 08:11 (Before the Site Attack)


    “Kevboy,
    I am very curious on what you are doing, or am I reading too much into your post #1?
    Corrado”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-14-05 @ 08:48 (Before the Site Attack)

    “Hmm, it can all be done from within the Gmax file, colored specular and reflection maps and both together in the same materials as well as colored specular polygon materials.
    Whatever , your hack is sure great for aircraft that otherwise would not come into the benefit of such neat features.

    Are you asking what the difference is between specular and reflections?
    It’s both reflections, LOL, Just specular is more that milky camo kind of stuff while you would use the reflection slot for bare metal and such.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Corrado On 04-14-05 @ 08:58 (Before the Site Attack)

    Quote:
    Originally Posted by: Mathias
    It’s both reflections, LOL, Just specular is more that milky camo kind of stuff while you would use the reflection slot for bare metal and such.

    “Watching from inside I have found only, but might have missed some, the stock P-51D using reflect maps but it looked like crap to me so I modded it.
    So, have you ever found a suitable use for those?

    Corrado”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-14-05 @ 09:05 (Before the Site Attack)

    Quote:
    Originally Posted by: Corrado
    “Watching from inside I have found only, but might have missed some, the stock P-51D using reflect maps but it looked like crap to me so I modded it.
    So, have you ever found a suitable use for those?

    Corrado”

    “For reflection maps?
    Honestly no, it always looks as if the plane is inside of a glass bottle, LOL.

    EDIT: Thinking of it, I really like the allied bare metal skins.
    Makes it easier to spot the Indianer at distance.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Corrado On 04-14-05 @ 09:09 (Before the Site Attack)

    Quote:
    Originally Posted by: Mathias
    “For reflection maps?
    Honestly no, it always looks as if the plane is inside of a glass bottle, LOL.

    Neither I found it.
    I wonder why they put them in at all.
    Not I have ever found any other designer using them, but I haven’t checked every single plane I have downloaded.
    Corrado”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Mathias On 04-14-05 @ 09:16 (Before the Site Attack)

    “I like reflections on gauge glass.
    Diffuse color pure black, opacity 6-8% and the reflection slot just checked, no level map in it.”
    --------------------------------------------------------------------------------------------------------------------------------

    Reply Posted by: Corrado On 04-14-05 @ 09:09 (Before the Site Attack)

    Quote:
    Originally Posted by: Mathias
    “I like reflections on gauge glass.
    Diffuse color pure black, opacity 6-8% and the reflection slot just checked, no level map in it.”

    “Hehe,
    I do that either (too), my way of course.
    Corrado”
    --------------------------------------------------------------------------------------------------------------------------------

    CAD :salute:

  4. #4
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    Exclamation XDP Verification Script Found in GMax

    Just came across this very useful info inside my GMax install under Gamepacks/documents, inside the "Overview" document:

    "XDP Verification Scripts


    Some simple scripts and an XML Schema Definition (XSD) are provided for the purpose of verifying XDP files. If you copy these files to your main Combat Flight Simulator and then run the chkallxdp.cmd command file, a log with the name chkallxdp.log is created in your Combat Flight Simulator 3 directory. This verification process make take one or more minutes to complete. This log will provide warnings to you about possible problems in your newly created XDP files and help you to prevent errors in your content."

    Not only does it check xdp files, but I suspect it would work on .xml files. I'll give it a go and hopefully get back on this.

    D

  5. #5
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    Getting Effects.xml into Alphabetical Order

    The attached thread extract was provided by Oki, IIRC.

    To edit the effects.xml the best tool is Notepad as most dedicated xml editors don't like "duplicate attributes".

    However Oki's method also requires MS Excel or a freeware alternative.Attachment 18320

  6. #6
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    Tweak Your Water Appearance In Shaders.xml

    And much much more...

    Attached is a thread from about 2004, discussing how to change the appearance of your seawater, including a post containing eidts to the shaders.xml.

    Always Back Up before editing anything!!

    Attachment 18321

  7. #7

    Windows 7 Install Fix

    Windows 7 install fix

    WINDOW 7 INSTALL
    NOTE
    Modifying the CFS3.exe comes curtsey of Deadmeat1971. Original instructions can be found here
    http://www.sim-outhouse.com/sohforum...ead.php?t=9007
    Blacksheep-ghost03 and I have Win7 working in both on and off line sessions but have had to use different means to do so.
    These instructions assume that your game is installed on a C:\ partition
    Main game folder is located at c:\Programfiles\Microsoftgames\Combat Flight Simulator 3
    STEP ONE:
    Install CFS3. Choose complete install option. Look for and uncheck the option to place short cut on desktop. Follow the instructions to complete the game install. Once done DO NOT choose run game now. Close all windows and go to desktop. If you have a short cut to CFS3.exe on your desktop delete it. Now browse to your main game folder. Right mouse click on the CFS3.exe and select COPY. Go to desktop and select PASTE. The CFS3.exe should now be on your desk top. Right mouse click on it and select rename. Change the name to CFS3win7. Right mouse click on the CFS3win7.exe and select CUT, browse to your main game folder and select paste. In the main game folder you should now have two .exe icons. The original one and the new CFS3win7 one. Right mouse click on the CFS3win7.exe and go to properties. Select Compatibility. Put a check mark in the “run this program in compatibility mode for” and then select Window XP SP3 in the drop down box.NOTE: This is the only choice that will work. SP2 will not. In privilege level at the bottom select “run this program as administrator” Click apply. Click OK. Now right mouse click on the CFS3win7.exe icon and select Send to and Desktop(created shortcut). Close all windows. You should have an icon on the desktop that is named CFS3win7. Go to properties on this and double check that Windows XP SP3 and administrator settings are selected in compatibility. If they aren’t select them and click OK. Run the game for the first time. If it’s OK then apply the CFS3 patches. Test in multiplayer if required
    NOTE
    This method worked on my system but not on Blacksheep-ghost03. For his system he applied step 2 which involves applying the same settings but to the original CFS3.exe
    Step two
    If you have installed the game as above and created the new icon and it doesn’t work or won’t fly in multiplayer, delete the CFS3win7 icon from your desktop. Browse to your main game folder and delete the CFS3win7.exe. You should now have only the original CFS3 .exe in the game folder and no icons on your desktop. Right mouse click on the CFS3.exe and follow the same steps as above for compatibility and privilege level. Once done create a shortcut for the CFS3.exe on your desktop. Check that the compatibility and privilege settings are correct. Run the game. If it works apply the CFS3 patches. Test in multiplayer if required.
    WINDOWS 7 64 BIT
    NOTE
    I have Windows 7 64 bit installed. It would not run multi player regardless of the steps performed above and would crash to desktop. Event viewer described an MFC70.DLL error. I browsed and found an old Microsoft article that referred to the same type of issue I was having.
    http://support.microsoft.com/kb/555608
    I followed the recommended fix. Go to main game folder and delete the OLEACC.DLL file. After doing this my game runs fine and I can host and join multiplayer games.
    Hope this works for you too.
    Special thanks to Deadmeat1971 and Blacksheep-ghost03 for their contributions




    [SIGPIC][/SIGPIC]
    ATTACK IN THE WEST
    MED AIRWAR

  8. #8
    Using WOFF Terrain in ETO & BoB

    The object of this procedure is to describe a relatively simple way to employ Wings Over Flanders Fields (WOFF) terrain in CFS3 with as little modification of the latter as possible. There are certainly other ways to do it. Put simply, this works for me! If it's not obvious, the prerequisite for doing this is ownership of WOFF. To sum up what's below in one sentence: Replace the 'assets' and 'terrains' folders in CFS3 with the equivalents from WOFF and the latter's 'terrains2' folder. That said, to detail the intricacies . . .

    INITIAL ACTIONS

    1. Run WOFF, choose Quick Combat, set the season to 'Summer', fly (even if only briefly), and exit WOFF.

    2. Create a folder where you please (a different drive to where CFS3 is installed works best) called something like 'CFS3 Season Changing Files'.

    CREATING SUMMER

    3a. In it, create a sub-folder called 'Summer'.

    3b. Into 'CFS3 Season Changing Files/Summer', copy the 'assets', 'terrains', and 'terrains2' folders from the main WOFF directory.

    3c. In 'CFS3 Season Changing Files/Summer/assets/WW1Texture', delete the all the folders except 'Sum Spring Tex'.

    3d. In 'CFS3 Season Changing Files/Summer/assets', delete the seven non-Summer season folders (one will have texture files in it, but that's fine), namely: WW1Autumn, WW1AutumnLight, WW1Spring, WW1Winter, WW1WinterFull, WW1WinterLight, and WW1WinterMed.

    CREATING WINTER FULL SNOW

    4a. Repeat Steps 1, 3a, and 3b, but for 'Winter Full Snow'.

    4b. In 'CFS3 Season Changing Files/Winter Full Snow/assets/WW1Texture', delete the all the folders except 'Win Full Tex', then rename 'Win Full Tex' to 'Sum Spring Tex'. This is to facilitate overwriting later.

    4c. In 'CFS3 Season Changing Files/Winter Full Snow/assets', delete the seven non-WW1WinterFull season folders, namely: WW1Autumn, WW1AutumnLight, WW1Spring, WW1Summer, WW1Winter, WW1WinterLight, and WW1WinterMed, and then rename the 'WW1WinterFull' folder to 'WW1Summer'. This is to facilitate overwriting later.

    Note: If you are only interested in what's available in the stock installs of CFS3 and the European Theater of Operations (ETO) and Battle of Britain (BoB) mods, which really only support two season options Spring/Summer and Autumn/Winter, then you can skip step 5 below and jump to Step 6.

    CREATING ADDITIONAL SEASONS

    Repeat this step six times, once for each of the <season options> (<Autumn>, <Autumn Light Snow>, <Spring>, <Winter>, <Winter Light Snow>, and <Winter Medium Snow>). Note: Spring does not require the 'rename bit at the end of Step 5b.

    5a. Repeat Steps 1, 3a, and 3b, but for <season option>.

    5b. In 'CFS3 Season Changing Files/<season option>/assets/WW1Texture', delete the all the folders except the one for <season option>, then rename the <season option> folder to 'Sum Spring Tex'.

    5c. In 'CFS3 Season Changing Files/<season option>/assets', delete the seven non-WW1<season option> season folders, and then rename the 'WW1<season option>' folder to 'WW1Summer'.

    FINAL STEPS

    6. In the main CFS3 directory that you want to use the WOFF terrain in, remove the 'assets' and 'terrains' folders. Store them somewhere so you can bring them back later if you desire, but they must be out of the main CFS3 directory in question (not renamed or placed in a sub-folder). CFS3 doesn't actually care about sub-folders and if you leave the originals anywhere in the main directory, the app will find them and conflicts will ensue!

    6b. In all eight of your seasons in 'CFS3 Season Changing Files', in the 'assets\WW1Landclasses' folder, replace the landclasses.xml file with the one at the link below. This removes the WW1 front line.

    7. Copy the WOFF-derived 'assets' and 'terrains' folders (created above) of the season you want to fly in into the main CFS3 directory that you want to use the WOFF terrain in. Happy flying! Note: When in CFS3, be sure to still pick the appropriate season. If you don't, you'll likely see summer terrain with winter trees or vice versa!

    8. When you want to change seasons, just copy in the appropriate WOFF-derived 'assets' and 'terrains' folders, overwriting when asked. In fact, to avoid any GUI weirdness, you may want to first copy in the 'assets' and 'terrains' folders of a season that is not in the season 'family' (Spring/Summer or Autumn/Winter) you want to fly in, then overwrite with the ones that you do want to fly in. This will give your install a 'complete' set of textures.

    ETO

    If you desire to use more than just 'Summer' and 'Winter Full Snow' in ETO, things get a little trickier!

    9. From the main ETO directory, copy the '46th Airfield Addons', 'ACC_Airfields', 'ACC_Axis_airfields', and 'BoF Airfields' folders to the 'Summer' and 'Winter Full Snow' folders you created in your 'CFS3 Season Changing Files' folder. If you wish, you can delete the summer-specific files from 'Winter Full Snow' and the winter-specific files from 'Summer' in these four ETO-specific folders.

    10. Then you need to replicate these folders in the six other season options by sifting through Winding Man's or Von Oben's 7 Season Scenery for ETO which do not use per-airfield sub-folders. This is a very tedious task as the 'ACC_Airfields' directory in particular has 54 separate sub-directories where you need to place texture files so they'll overwrite when switching seasons, and I'm not even sure you'll find the necessary texture files for all airfields, so you'll have to make judgement calls on what texture to use in a given season for a given airfield. It helps to clean out the sub-folders as described above and copy the 'Summer' one when doing 'Spring' and the 'Winter Full Snow' ones when doing the Autumn and Winter ones.

    11. If you go down this path, you need to do steps 9 and 10 before Step 7.

    ALTERNATIVE - ZIP Files

    In each of the season folders you created in your 'CFS3 Season Changing Files' folder, you can select the 'assets' and 'terrains' folders and create a ZIP file for each season that you can then just unzip into the desired CFS3 installation instead of copying them in.

    ALTERNATIVE - JoneSoft Generic Mod Enabler (JSGME)

    As I understand it, JSGME is a nifty app that can automate the switching of seasons and would work with the 'mods' created above. I'm afraid I have not used it as I actually change seasons very rarely. With my 'mod' files on a separate drive to my CFS3 installations a drag & drop a couple times a year has met my needs, but if you require regular switching, you should pursue this!

  9. #9
    Member sixstrings5859's Avatar
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    As there seems to be no way i can get this into it's own sticky,here it is, a link for the CFS3 Korea expansion. Hope you enjoy this classic "Last of the Gunfighters" for CFS3. https://www.mediafire.com/file/64t1v...a-cfs3.7z/file Regards,Scott

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