Spit Mk1/Vb instrument repaint
#16

The edges of the instruments are shimmering in large FOV view, and are almost unreadable. Do you guys have this, or my settings are wrong? (I have shimmering edges and coastlines in the distance too...)
8800GTS512, 2GRAM, c2d 2.66

[Image: 13828444ni4.jpg]

here's my conf.ini

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

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

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2
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#17

mine certainly doesn't look that bad Confusedhock: but i'm running on x1800 so my conf ini will be different


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
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
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

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

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

highlighted what may be differences- not upto speed on NV gpu's though :oops:
the two nv lines should be 0 on mine but would have thought yours should be 1

what res are you playing at? is it your monitors native res?

:?: :?: :?:
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#18

Bingo -> native res.

but I don't know how to change itSad
http://allaircraftsimulations.com/forum/...5373#95373
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#19

Way to go bolox, Thanks M8.
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#20

Some of the instruments might need a bit of improvement. i.e. the ASI: the lower values should be on the outside, or am I wrong?
this is the most realistic Spit I cockpit I've ever seen:
[Image: image002.jpg]
I wish we could have something similar in Il2

bolox, how do you start these repaints? Where do you get the original files which you have to reskin/replace, etc...How do I have to start if I decie to give it a try?
Thanks!
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#21

480 mph asi ive seen with scales both the way i did it and the way you suggest, so i think its a case of either- i'm prepared to be proved wrong :wink:

nice- real air spit?
i could quibble over a few points on it, but that would be nitpicking

http://p104.ezboard.com/Instrumentation ... ID=9.topic

and

http://aircraft-cockpits.com/6A-Instrum ... rcraft.asp

might interest you

there are now brilliant tools available, (sfs extractor and tga converter). this will get you the original files in a format so you can play in photoshop.
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#22

No this is the a2a Spitfire MKI. Are you planning to continue your work on the whole cockpit?
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#23

ive got the Real air and that look really good

but i like this

keep it up
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#24

the plan was to continue adding the rest of the pit in-until Avala shows up and does it properly.
unfortunately work is gonna put a total crimp on my time for next 2 months, so in the short(?) term i'll be unable to continue. so if anyone else wants to carry on please do.

have been doing experiments with the fine ticks on asi and shimmering- by toning down the contrast between ticks and background- kind of ageing it- getting there, its just a fine balance.

thanks again for all your comments and suggestions
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