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zbysiek

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Everything posted by zbysiek

  1. UPDATE 05.09.2024 (V0.2.3) 1. Fixed filed inside zips not respecting the blacklist (Thanks Zyll!)
  2. What steps are you having issues with?
  3. Btw also setting the new "glass reflection" graphics option should get rid of the problem, nobody needs them anyways. Most likely it errored out due to windows defender or an edge case, I've had similar problems with _backup and trackir.zip. You can safely ignore it.
  4. blacklist best way to test is belive it or not, windows explorer, it's the same syntax just make sure to put the text inside "" and separate multiple entried with a ,
  5. Just replace it for "*_refl*" if you run into any issues, I don't think any other modules have this issue currently. Like I said the A-10C HMCS glass is very slightly tinted but whatever.
  6. Added ah-64d_cpt_glass_refl* as default, should cover all the glass reflection files in the Apache. If more problems like that pop up I'll just change it to *glass_refl*. Btw, is the A-10C II HMCS supposed to have a slightly tinted box?
  7. If you can provide me with the file names for that glass, i'll add it to the script by default. UPDATE 04.09.2024 (V0.2.2?) 1. Added blacklists, configurable within the "# --------------- CUSTOMIZE HERE ---------------" lines (adds a lot of processing time, but just at the start of the script)
  8. For now just manually replace these files with the originals, I'll add a blacklist later.
  9. Yeah should have done that from the get go:
  10. I've made a simple powershell script to automate the process of making a "Optimized Textures" mod like you can see in this topic: Requirements: Script: https://gist.github.com/zbysiek/8df79276f659674b3926a0a757050f2f TexConv: https://github.com/microsoft/DirectXTex/releases Powershell 7.4: https://learn.microsoft.com/powershell/scripting/install/installing-powershell-on-windows?view=powershell-7.4#installing-the-msi-package Usage instructions: 0. Delete _backup and _downloads folder in your main DCS Install to avoid compressing unnecessary files 1. Create a folder on your desktop, place the script and texconv.exe there 2. Open powershell as admin, type Set-ExecutionPolicy Unrestricted 3. Close the powershell window (we don't want to execute the script as admin, just in case, DO NOT EXECUTE THE SCRIPT AS ADMIN) 4. Open Powershell 7 in the same folder by right clicking > Powershell 7 > Open Here (DO NOT OPEN AS ADMIN) 5. Make sure the path in the console is pointing to the correct folder, if not type: cd "full-path-to-folder" 5. Execute the script by typing in .\dcs-texture-optimizer.ps1 5. Select your main DCS folder in the pop up window 6. Wait for it to finish (Optional, but recommended): 7. Open powershell as admin, type Set-ExecutionPolicy Restricted After it's done the files are gonna be ready in a OvGME ready format under ./Mod I highly recommend using a mod manager that works via SymLinks, like this one: https://www.digitalcombatsimulator.com/en/files/3339453/ Original comment: https://forum.dcs.world/topic/323252-dcs-optimized-textures/page/10/#comment-5512828 The script is primarily designed to be pointed into the main game, but you can also point it to a specific folder. Just make sure there's a directory or a zip with the filters in the whitelist. If you want it to work on every texture instead, replace the # --------------- CUSTOMIZE HERE --------------- lines with this: For example if you want to lower your terrain textures just a little bit instead of having to go low, just make sure to not point it to the root directory or you might have to wait a light year or two.
  11. Update 0.2.1 1. Forgot to add *flir*.filename to the whitelist.
  12. UPDATE 02.09.2024 (V0.2?): 1. Merged the two scripts together. 3. Deleted hardcoded variables, now it's all adjustable at the top of the script, under functions. 2. Added .jpg .png .bmp file types to the whitelist 3. Added *NMp.filename to the whitelist 4. Added detection of zips that had nothing changed in them, now they are ommited from being added to the Mod folder. Greatly reduces Mod size and Time to complete.
  13. Welp, i just looked at his profile and he hasn't been online in almost a year. Better ask for forgivness than permission? https://drive.google.com/drive/folders/1EzcRUnG-Hly1S74dfVeGnRtZjIo6TOom?usp=sharing
  14. I've adapted this to the original A-10C (flashpoint levant only has them) and also run this through my texture optimizer. 2.7GBs > 637MBs. @EasyEB If i can get your permission, i'll upload it here.
  15. Feel free to shoot me one of those _Alb files, i'll check them out. I've discovered one more bug in textures.ps1 that deleted the texture after converting if it was in a root directory, it's fixed now.
  16. I've read this topic: I'll introduce omition of Damage and Glass files tommorow, alongise with conversion of .jpg .png .bmp and .tga to .dds - Not happening, not mod manager friendly. I've added more file extensions to the script though. I don't have the Apache to test, are there any other modules that suffer from the "*glass*" files being altered? - Not happening until I see prof that it is still an issue.
  17. Fixed. Re-Download the textures.ps1 script. Those are alpha (transparency) files, are you sure they have no effect on quality? They might even be in full color, open them in Photopea and unckeck the Alpha channel on the right side. Unless that's not a roughmet or a normal, no.
  18. I'm processing all these files and folders in the directory you point the script to: zips.ps1: All zips in paths that have "*texture*", "*liveries*", "*flir*" in them. All zips that have "*texture*.zip", "*flir*.zip" in them. All files inside those zips that have "*roughmet.dds", "*normal.dds", "*_N.dds", "*Nrm.dds", "*NM.dds", "*roughmet.tga", "*normal.tga", "*_N.tga", "*Nrm.tga", "*NM.tga" in them get scaled down by a half in each axis, down to 512x512 and the format gets changed to DXT5 (8 bits) textures.ps1: All files inside the main directory that have "*roughmet.dds", "*normal.dds", "*_N.dds", "*Nrm.dds", "*NM.dds", "*roughmet.tga", "*normal.tga", "*_N.tga", "*Nrm.tga", "*NM.tga" in them get scaled down by a half in each axis, down to 512x512 and the format gets changed to DXT5 (8 bits) You could also point the scripts to a specific path, eg. if you want to do it per module.
  19. @Taz1004 I've made a simple powershell scripts to automate this process. Script: https://gist.github.com/zbysiek/8df79276f659674b3926a0a757050f2f TexConv: https://github.com/microsoft/DirectXTex/releases Powershell 7.4: https://learn.microsoft.com/powershell/scripting/install/installing-powershell-on-windows?view=powershell-7.4#installing-the-msi-package Usage instructions: 0. Delete _backup and _downloads folder in your main DCS Install to avoid compressing unnecessary files 1. Open powershell as admin, type Set-ExecutionPolicy Unrestricted 2. Close the powershell window (we don't want to execute the script as admin, just in case, DO NOT EXECUTE THE SCRIPT AS ADMIN) 3. Open Powershell 7 in the same folder by right clicking > Powershell 7 > Open Here (DO NOT OPEN AS ADMIN) 4. Select your main DCS folder 5. Wait for it to finish 6. Open powershell as admin, type Set-ExecutionPolicy Restricted After it's done the files are gonna be ready in a OvGME ready format under ./Mod
  20. Currently we are unable to change Rita sounds. Under DCSWorld\Doc\Sounds\sdef_and_wave_list.txt there's only "Speech.sdef" defined, i believe these sounds are defined in that file on the account that: 1. It's nowhere to be found under Aircrafts/Ka-50/ 2. Black Shark 1 and 2 used the Sounds/Speech folder for those sounds. Can we get access to that file, so we can know the file structure for the Rita sounds in Black Shark 3?
  21. Additional notes: Inconsistent results after alt tabbing (it always stutters, but sometimes it's less severe). Less performance impact with freetrack protocol instead of TrackIR selected in opentrack. Even less performance impact with opentrack closed completely. Also present in the main menu when the game is in fullscreen at random (XD). Game gets frozen completly in single threading.
  22. Videos: Rotorheads: https://youtu.be/BR1pnwREApQ 4YA: https://youtu.be/zav10ci-baM Tracks: Rotorheads: SYRIA_TPE_v1_RUN1-20240817-061423.trk 4YA (a lot shorter): 4YA_SYR_PVE2_DS_V2.58[01_MAR_SCT]-20240817-065408.trk 4YA, but singleplayer (no bug): 4ya singleplayer.trk Logs: dcs.log dcs.log.old dcs.log Notes: Only 1000hz seems to be affected. Moving mouse while interacting with cockpit elements prevent the bug from happening. Very slow movements prevent the bug from happening. Unable to reproduce on singleplayer. The issue is a lot worse when recording with a x264 cpu encoder instead of NVIDIA HEVC.
  23. Please make this easily adaptable for mods, like the UH-60L
  24. Low-Battery 1-1 | Kbu null
  25. Updated file structure to work with new DCS Versions. I've also tried adding the same sounds to the F-16 (unrealistic) but it seems like they are called from a different file than RWR_ALR56.lua and are still overwriten by the default sounds, if someone knows where i should call the sounds from please let me know! [IC]RAE_MOD_F16_A10C2.zip
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