[MOD] P40-B cockpit
#16

worked out a way around the p-40c/tomahawk IIb mirror issue i think- 'fix' in first post, and i've also done a low mb version of panel psd for g/f pics.

nightlighting has me confused :roll: - 2 working, 1 not. might be gpu related?? im on ati 1800xt, Fly_zo nv?, trooper??
or possibly a conflict with another mod??- dunno, will have to wait on more reports(positive or negative) to see what's going on.

bolox
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#17

Mirrors fixed.. thanks mate!
As regards zo's post and pic for the night lighting.. my cockpit lights are different to his illustrated.. mine are as you suggested, more of a subtle all round glow around most of the dials.. As in the pics you had shown here.. http://allaircraftsimulations.com/forum/...php?t=9461
By the way my graphics card is a GeForce 7800GSOC
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#18

First, nice repaint Wink

Second, night lights are ok here, but when I fire there is light only on needles :?

It seems to me that light is also spreading on gauges frames, or am I wrong, dunno....

Maybe something with alpha channels.
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#19

damm, completely missed the lights going out on firing :oops:
something for me to do this evening then :lol:

edit- found the culprit(s) Big Grin remove all the mat files associated with indicators and control column- should leave 3 mat files-seat.mat , panel main.mat and arrows_segment_night.mat.

now to see what the 'fix' has broken Big Grin
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#20

... nice to hear that Big Grin


my specs are NV7600GT 256Mb at 1280x1024 .... Compaq 1825 LCD .... perfect mode


Code:
[Render_OpenGL]
TexQual=3
TexMipFilter=2
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=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=0

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

HardwareShaders=1

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

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

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=0
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

may be effects =0 that causing it ?

regards
Z
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#21

fly_zo Wrote:... nice to hear that Big Grin


my specs are NV7600GT 256Mb at 1280x1024 .... Compaq 1825 LCD .... perfect mode

may be effects =0 that causing it ?

regards
Z

switching to effects=0 changes nothing on my rig.

in your screenshot it looks like the numbers have dropped below the threshold to be displayed as 'bright', if that makes any sense
have you tried removing/renaming indicator .mat files yet? might be pushing things over the edge?

bolox
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#22

....ok, tried as suggested ( removing mat's ) and improvement is fantastic Big Grin


bolox_p40_fixed.jpg (The link is inoperative)


fantastic work ....many thanks

Z
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#23

Now thats what I'm talking about!! :mrgreen:
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#24

glad it's working now Big Grin

lesson learned- stop trying to be too damm clever :twisted:

some minor tidying to do, get the E gunsite into the B pit, and do a 512 version- should keep me quiet for a day or two Tongue

bolox
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#25

And a new P-40E/M cockpit, oh please, please, pleeease :wink:
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#26

mayestdo Wrote:And a new P-40E/M cockpit, oh please, please, pleeease :wink:

noted, however i do want to finish the B/C models first :wink:
hopefully that bit should be easy(ish) as it looks like the tga's used are the same- can't find any tga's in E/M cockpit folder when extracted. so now i've totally jinxed it by saying it's easy Confusedhock:

no promises on this , so if anyone else wants to do this feel free to play around

bolox
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#27

Bolox,

I'm very impressed. Smile
The P40E/M are aliased to the B/C models. So when the E is loading it checks the E folder first and if nothing is found it then checks the B folder. If you wanted to do some modding on the E pit independent of the B/C's , I think you could populate the E folder with all of the required mats and tgas from the B folder and individualize them as desired.

P
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#28

spent part of last night trying to get the E working- no joy getting any tga's to stick. probably doing something stupid. ditto with getting the E gunsight into the B- lots of all glass/exploded cockpits :lol: think thats something to do with the 'scaling factor' bit of the heir file- the two body meshes have radically different numbers in the two heirs.

but on the plus side i've painted a few bits i missed and tidied up the damage layers to reduce flicker
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#29

Thanx Bolox for this repaint it was really necessary IMO. I like to fly around with this bird and now after your repaint it is even more fun.
But I noticed two minor things when switching lights ON and OFF.

[Image: P-4001.jpg]

[Image: P-4002.jpg]

[Image: P-4003.jpg]

This button switches from a transparant to a black part.

[Image: P-4004.jpg]
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#30

have been trying to track down that first bit for a while now- along with the 'bits' off the rudder pedals. no joy so far. thanks for pointing out second one, i'll start looking for that.

had just zipped up a 512 res version too Cry , will hold back on that till i've squashed these.
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