PeterP Posted October 8, 2012 Posted October 8, 2012 Editing Shader has no effect in 1.2.1.6192 - Why? Background: Mustang, the screen shot that you have posted,... In which exact version did you made it? 1.2.1.6192 ? If yes - how? I'm asking because I see that you use the modified nvd.fx . I'm not able to see my changes to shader files since 1.2.1.6192 . Background : I started to reading papers about shader programming and working to implementing a very simple 2-pass Depth-of-Field filter for the NVG overlay. And I already made a little progress - but since the newest patches I'm not able to work further on it. (...) More info: http://www.amddevcentral.com/media/gpu_assets/Scheuermann_DepthOfField.pdf http://msdn.microsoft.com/en-us/library/windows/desktop/bb509635%28v=vs.85%29.aspx The planned outcome is something like this (the image is edited!!): Originally Posted by Mustang Yes i've been using the most recent 1.2.1 with your mod along with the nvd.fx, i haven't had to do anything to get it all to work, it just does Thanks for answer. ... I did run a couple of tests again - I don't get my modified nvd.fx shown up in the sim. I can even brake the file - that would normally cause a crash when switching the NVG On.... but they still work. As Sumerion confirms : It will always look like the default. I have the suspicion that "our" version has compiled shaders and don't reads the functions - while the "Tester" version uses the original files.
PeterP Posted October 9, 2012 Author Posted October 9, 2012 (edited) This relates: HDR.fx was changed in recent versions, try reverting to this older version if you dislike the current one (extract to Bazar\shaders\PostMotionEffect\HDR) i will ask the devs if they can investigate. Thanks for the FX shader file - but it fixes/changes nothing. As mentioned before : Originally Posted by Mustang Yes i've been using the most recent 1.2.1 with your mod along with the nvd.fx, i haven't had to do anything to get it all to work, it just does Thanks for answer. ... I did run a couple of tests again - I don't get my modified nvd.fx shown up in the sim. I can even brake the file - that would normally cause a crash when switching the NVG On.... but they still work. As Sumerion confirms : It will always look like the default. I have the suspicion that "our" version has compiled shaders and don't reads the functions - while the "Tester" version uses the original files. Same applies to the HDR.fx. It is not possible for the end-user to use edited shader files anymore. Besides the new subtitle glare that is always visible - even if the sun is hidden - I noticed this annoyance : .... I feel kinda honoured that you used a modified version of the "alternate version when flickering" of this mod Realistic Sun 1.2.4 for DCS World as the new standard for DCS and also used the rays.tga template that I made. (my annotations that I made can still be found in the fx files) But you should be aware that community driven mods like this are now something of the past as long there is no possibility for the end-user to take their hand on the FX files. Edited October 9, 2012 by PeterP
Kegetys Posted October 9, 2012 Posted October 9, 2012 From config/graphics.cfg change PrecompiledEffects mode to "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES" (Its already there, but commented out) and it should work. 1 As a cyborg, you will serve SHODAN well http://www.kegetys.fi
PeterP Posted October 9, 2012 Author Posted October 9, 2012 Many thanks for putting me back on track!!
Mustang Posted October 18, 2012 Posted October 18, 2012 I've made a request to ED about the precompiled effects setting in graphics.cfg, hopefully they'll listen and alter it to how we want it :)
Nate--IRL-- Posted October 18, 2012 Posted October 18, 2012 That can dramatically increase loading times for some Mustang - that's why it was commented. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Mustang Posted October 18, 2012 Posted October 18, 2012 Hmm ok, well i can't say i've seen any loading difference at all on my machine but if you say so :)
PeterP Posted October 18, 2012 Author Posted October 18, 2012 (edited) Leave it in or out - i don't care as long I can edit it. But a proper change-log would have helped me immense to save some time! Edited October 18, 2012 by PeterP
aaron886 Posted October 18, 2012 Posted October 18, 2012 Leave it in or out - i don't care as long I can edit it. Agreed here. To be fair, however, things like that aren't always going to make the changelog in that kind of detail. A changelog would say "Reverted to old shader model," but your question would still have to be asked.
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