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Zyll

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Everything posted by Zyll

  1. Assuming that F:\DCS World\ is where you installed DCS, then yeah your folder is right. Did you run the "Set-ExecutionPolicy Unrestricted" command in PowerShell7 as administrator?
  2. Several folders could end up empty, if there's no files to convert. Also make sure you have the latest version of the script. For the record I did have files get generated for the ch47f Zyll @ TAW
  3. Coremods would have the exterior model textures, mods (assuming you own it) has the cockpit textures. You would want to run from the DCS root folder, not sure why you would have gotten no files in that folder. Zyll @ TAW
  4. The script does not do any backing up, it creates a copy of the files to replace in a directory separate from the source files. You need a mod manager to look after the backing up and restoring of original files. Zyll @ TAW
  5. I have auto-backup enabled in the settings, and sometimes I see my mission getting backed up every 10 minutes as it should, but other times I look and the backups aren't processing at all. For example, this is what the auto backup folder looks like. I've been working on my mission today, but only the manual save I did at 9/11 11:43am shows up, I would have expected at least one auto backup to have occurred by now. Is there something you need to explicitly do within a mission to make it start backing up? If so I apparently did it in the evening of 9/10 but did not do it the morning of 9/11. I am not aware of having changed any settings related to backing up. This is a great feature, but its unreliable if the backups only happen sometimes. null
  6. It should show a progress bar after some time along with a file name and counter eventually. Make sure you point at a folder that has textures and zips that it will actually process (it will iterate through subdirectories too). I know if I run it on a folder which has already been optimized before, it will look like it's hung, but I think it's just working and not finding anything to optimize). So if you have Taz's optimized textures installed, back those out before running this script. Zyll @ TAW
  7. you need to download the file texconv.exe from the github. See the original post from zbysiek at the top of this thread, there's a link.
  8. I've seen some scenery buildings get optimized, but you are right, mostly the terrain mods are working on different types of files than what this script touches. Amazing it still finds so many GB to optimize without getting into terrain files Zyll @ TAW
  9. do you think it would be worthwhile to create a separate section of the same script that reports on the last modified dates of files that would be subject to optimization? My reasoning is that now that we have this excellent script to optimize, it would be nice to know after every DCS patch whether any of the original files were modified since the last time we optimized. That way we can save ourselves the trouble of running the entire hour-long process after every DCS patch. Ideally it would check last modified dates of loose files as well as individual files inside zips.
  10. You are right @Morpheus I must have messed up my mod package, apologies for the confusion. Here's the area north of Akrotiri with and without the Vivid Syria mod (with Morpheus' updates), for folks to compare. Before: After:
  11. The link isnt working for me, but if it's the post-patch in this same forum thread from a while back, then yes I did have that update. I'm still seeing several missing textures though. Are you seeing Cyprus rendering ok north of Akrotiri? Zyll @ TAW
  12. oh and does blacklist or whitelist take priority? Like in the event of creating a *_refl* filename mask, if that includes RoughMet in the name, will it be processed or ignored?
  13. Here's a full list of the Apache files with "refl" in the filename. If you want I can DM them to you to analyze individually. ah-64d_cpt_glass_refl.dds ah-64d_cpt_glass_refl_RoughMet.dds ah-64d_glass_mfd_refl.dds ah-64d_glass_mfd_refl_RoughMet.dds ah-64d_ihadss_glass_refl.dds ah-64d_ihadss_glass_refl_RoughMet.dds ah-64d_ihadss_glass_sprt_refl.dds ah-64d_ihadss_glass_sprt_refl_RoughMet.dds EDIT: can we create a filename mask like this? ah-64d*refl*.dds it works in Windows cmd, not sure if PowerShell works similarly
  14. I believe its this: ah-64d_cpt_glass_refl_RoughMet
  15. These screenshots taken on DCS 2.9.7 have the better smoke mod: And these ones are the original smoke:
  16. I'm seeing the odd glass issue that was reported for the Apache I believe Patched files Unmodified files maybe specifically for these kind of scenarios, we need a blacklist as well so we can instruct the script to ignore very specific files
  17. Ran it today and after it finished, it left a tacan.zip folder containing two bmp files in temp. Not a big deal, but wondering if its terminating oddly.
  18. The cockpit textures for the Chinook are out of control. Wait until this thing gets a helmet display and more functional MFDs, the performance is going to tank really badly. Fortunately for folks who are adventurous enough to try to optimize their own DCS installation, there are threads out there with instructions and even semi automated tools to do our own texture conversions. /topic/357233-dcs-optimized-textures-powershell-script/ Zyll @ TAW
  19. Ahh yes I should have been smart enough to make this correlation, you guys are correct. Testing with a completely empty mission, you do indeed get accurate time acceleration up to and possibly even exceeding 20x (ie. 3 seconds for a minute to pass). Hopefully if/when ED revamps the mission replay functionality, it will improve upon the time acceleration with a more reasonable number of units in it.
  20. This is not a 2.9 bug, its actually always been an issue. As a mission maker, we often test our missions by running them, accelerating time to a specific point in time, and then observe-test-rinse-repeat over and over. What would be nice is if accelerate time actually worked as advertised. I ran some tests with a stopwatch 1x time - 60 seconds of in-game time takes (duh) 60 seconds of real time 2x time - 60 seconds -> 30 seconds 5x time - 60 seconds -> 18 seconds 7x time - 60 seconds -> 17 seconds 10x to 30x - 60 seconds -> 16 seconds So you see the issue, where at 10x accelerated time a minute should pass in 6 seconds, its actually nowhere close to that. If the game engine can't keep up, then there shouldn't even be an option to accelerate time to 300x. If indeed 4x is the maximum, well that is an unfortunate hindrance to mission makers, and should really be improved upon.
  21. just for folks' information, there are more textures from recent Syria updates that are showing as missing textures in-game when you apply this mod. Specifically, I noticed this quite frequently north of Akrotiri on Cypress. Unfortunately unless an update comes out to this mod, I will likely stop applying it to my own DCS installation. DFU error. Everything is fine!
  22. i'm thinking before this gets too lost on page 10, maybe you should create a new forum thread and re-post your links to your scripts at the top of that post
  23. Thanks for the quick fix, it looks like its running smoothly now. With respect to the transparency files, I honestly can't say with certainty there was no effect on quality. Without a side-by-side comparison, I didn't notice any "glaring" (see what I did there) issues. What I can say though, is specific to the Chinook, whose texture zip file is a ridiculous 3.4GB (4.86GB uncompressed), these alpha files make up 1.67GB of that, mostly all 4k files. The Apache cockpit is 1.3GB zipped (2.66GB uncompressed), if it has transparency files, I can't tell from the filenames. If you would like test texture files for modules you don't own, I will help however I can.
  24. Also, do you happen to know what *_Alb.dds files are? Multiple examples can be found in the CH-47F cockpit textures. They appear to also be 4k textures, but they don't get included in your current list of filename masks. I had manually done this particular texture zip, I converted every file over 4k down to 2k including these Alb files, and did not see any issues, so I'm thinking these should perhaps be included in your script as well. null
  25. zips.ps1 seems to be running fine so far (its creating folder structures and zip files)
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