Jump to content

Recommended Posts

Posted (edited)

hello everyone!

i got a problem that driven me nuts(

 

there is a mod that makes a windshield of A-10C yellow (or gold) like it supposed to be. there is a serious problem with this mod:

 

1) it adds a desired color but causing SHADOWS on a glass that totally unrealistic

 

1027703000_greenoverlay.thumb.png.b8d2a6ada95a444c2155aa58a0b71ac8.png

 

2) when cockpit flood is on there is green overlay over colored area that looks unrealistic as well

 

i have tried messing with alpha contrast and color intensity of texture itself with no joy. the green spectre of cockpit flood overlays green spectre of transparent windshield (couse there is GREEN in Yellow color) and mess all up. i can make it RED with no problem but not YELLOW(

the alpha channel of DDT is suppose to be low contrast to make a glass TRANSPARENT and that means we cant achieve solid color of a windshield, only a tiny bit of smoked effect( looks like thats why ED was unable to make a real yellow colored windshields like on real A-10.

 

the shadow problem is actual too.

 

THE QUESTION IS: is it possible to make a really transparent COLORED glass in DCS?

 

please help me, need an expert opinion :no_sad:

 

thread about this file http://forums.eagle.ru/showthread.php?t=100830&page=6

 

the texture file for A_10C_C_EDM_TEX is in archive [ATTACH]121463[/ATTACH]

A-10C-glass-REFLECT.zip

Edited by BackboneOne

MB: Asus ROG Strix Z390-E \ CPU: i9-9900K NZXT Kraken X52\ DDR4: 3000MHz G.SKILL Trident Z Royal 32Gb RAM \

VID: MSI Nvidia RTX4070 12GB \ MON: Samsung ue49ks8000 49'', Lilliput 8'' x2

CNTRL: Thrustmaster HOTAS Warthog \ Saitek Combat Rudder pedals \ TrackIR 5 \ Thrustmaster MFD Cougar Pack

Posted (edited)
Making it yellow makes it green at night with the flood on. But you have to make it yellow if you want yellow glass during the day.

So pick one:

 

- Yellow windscreen

- Transparent flood lighting

 

;)

 

Yellow windscreen

 

 

 

 

 

sony z5 handyhülle

Edited by ArsonsAngel

Wer seiner Jugend nachlaeuft, laeuft dem Alter in die Arme.iphone 6s etui

Posted
Making it yellow makes it green at night with the flood on. But you have to make it yellow if you want yellow glass during the day.

So pick one:

 

- Yellow windscreen

- Transparent flood lighting

 

;)

 

sorry, but this is not the answer, i was looking for more...advanced approach, no offence :)

MB: Asus ROG Strix Z390-E \ CPU: i9-9900K NZXT Kraken X52\ DDR4: 3000MHz G.SKILL Trident Z Royal 32Gb RAM \

VID: MSI Nvidia RTX4070 12GB \ MON: Samsung ue49ks8000 49'', Lilliput 8'' x2

CNTRL: Thrustmaster HOTAS Warthog \ Saitek Combat Rudder pedals \ TrackIR 5 \ Thrustmaster MFD Cougar Pack

Posted

What advanced approach? There's a texture on the windscreen. If you change the color or the alpha intensity of that texture, you change the color of the windscreen. But doing that, you introduce green lighting on the glass at night. So the solution is not making the texture yellow (it's not green with the default color and you discovered that it's not green with red glass either)... but then you won't have yellow windscreen.

There would be a solution if there was a separate texture for flood where you could mask the area in alpha for example. But there's not.

Posted (edited)
What advanced approach? There's a texture on the windscreen. If you change the color or the alpha intensity of that texture, you change the color of the windscreen. But doing that, you introduce green lighting on the glass at night. So the solution is not making the texture yellow (it's not green with the default color and you discovered that it's not green with red glass either)... but then you won't have yellow windscreen.

There would be a solution if there was a separate texture for flood where you could mask the area in alpha for example. But there's not.

 

ok, lets talk about flood texture, what determines the area of flood coverage?

all we need is to remove flood light from colored area of windscreen.

 

on the other hand, the problem with shadows still stands, i have no idea how can we handle that Screen_150915_145546.thumb.jpg.70d3f230b65f2886e9eb309880b034d1.jpg

Edited by BackboneOne

MB: Asus ROG Strix Z390-E \ CPU: i9-9900K NZXT Kraken X52\ DDR4: 3000MHz G.SKILL Trident Z Royal 32Gb RAM \

VID: MSI Nvidia RTX4070 12GB \ MON: Samsung ue49ks8000 49'', Lilliput 8'' x2

CNTRL: Thrustmaster HOTAS Warthog \ Saitek Combat Rudder pedals \ TrackIR 5 \ Thrustmaster MFD Cougar Pack

Posted

Ok then, about the flood light. I looked into that and there's no mask. It's a spotlight coded in LightSystem.lua.

 

This is the piece of code that drives it:

 

FloodLight_Thunderstorm.sources		= {
							{
							lighttype   = "spot", 
							angle		= cone_angles_1,
							direction   = {azimuth = math.rad(0),elevation = math.rad(90),roll = math.rad(0)},
							input		= {0,1},
							output		= {0,1},
							color		= color_default,
							attenuation = attenuation_default,
							connector   = "PTR-CNP-FLOODLGT-L",
							--projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.bmp",
							--projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.tga",
							--position	= {0.25,-0.35,-0.35}
							},
						   {
							lighttype   = "spot",
							angle		= cone_angles_1,
							direction   = {azimuth = math.rad(0),elevation = math.rad(90),roll = math.rad(0)},
							input		= {0,1},
							output		= {0,1},
							color		= color_default,
							attenuation = attenuation_default,
							connector   = "PTR-CNP-FLOODLGT-R",
							--projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.bmp",
							--projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.tga",
							--position	= {0.25,-0.35,0.35}
							},
							}

 

It's possible to move the light so it doesn't shine on the windscreen, with direction or cone_angles_1 parameters. But then of course, you're changing how it illuminates the whole cockpit. You can lower cone_angles_1 for example, making the light cone tighter.

Posted (edited)
Ok then, about the flood light. I looked into that and there's no mask. It's a spotlight coded in LightSystem.lua.

 

This is the piece of code that drives it:

 

FloodLight_Thunderstorm.sources        = {
                               {
                               lighttype   = "spot", 
                               angle        = cone_angles_1,
                               direction   = {azimuth = math.rad(0),elevation = math.rad(90),roll = math.rad(0)},
                               input        = {0,1},
                               output        = {0,1},
                               color        = color_default,
                               attenuation = attenuation_default,
                               connector   = "PTR-CNP-FLOODLGT-L",
                               --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.bmp",
                               --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.tga",
                               --position    = {0.25,-0.35,-0.35}
                               },
                              {
                               lighttype   = "spot",
                               angle        = cone_angles_1,
                               direction   = {azimuth = math.rad(0),elevation = math.rad(90),roll = math.rad(0)},
                               input        = {0,1},
                               output        = {0,1},
                               color        = color_default,
                               attenuation = attenuation_default,
                               connector   = "PTR-CNP-FLOODLGT-R",
                               --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.bmp",
                               --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.tga",
                               --position    = {0.25,-0.35,0.35}
                               },
                               }

It's possible to move the light so it doesn't shine on the windscreen, with direction or cone_angles_1 parameters. But then of course, you're changing how it illuminates the whole cockpit. You can lower cone_angles_1 for example, making the light cone tighter.

 

whoa! now we cooking, thank you very much!!

 

what about shadows on a glass? i was thinking about reflections on canopy - its there but there is no shadows on canopy because of it, it remains transparent, maybe we can use same method to paint the windscreen?

just wondering

Edited by BackboneOne

MB: Asus ROG Strix Z390-E \ CPU: i9-9900K NZXT Kraken X52\ DDR4: 3000MHz G.SKILL Trident Z Royal 32Gb RAM \

VID: MSI Nvidia RTX4070 12GB \ MON: Samsung ue49ks8000 49'', Lilliput 8'' x2

CNTRL: Thrustmaster HOTAS Warthog \ Saitek Combat Rudder pedals \ TrackIR 5 \ Thrustmaster MFD Cougar Pack

Posted
The way I see it, is that shadows are now being casted on less transparent surface, therefore are more pronounced. Can't really think of any solution to that...

 

thats bad because we cant make glass yellow without making it less transparent (brighter texture\alpha - less transparent surface). seems like there is no workaround that logic

MB: Asus ROG Strix Z390-E \ CPU: i9-9900K NZXT Kraken X52\ DDR4: 3000MHz G.SKILL Trident Z Royal 32Gb RAM \

VID: MSI Nvidia RTX4070 12GB \ MON: Samsung ue49ks8000 49'', Lilliput 8'' x2

CNTRL: Thrustmaster HOTAS Warthog \ Saitek Combat Rudder pedals \ TrackIR 5 \ Thrustmaster MFD Cougar Pack

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...