Hello, I'm back here. Sorry I did not see your post on DCS...
Could you describe more clearly what is not working in 3d with the plane and the DCS version reference ?
Hello, I'm back here. Sorry I did not see your post on DCS...
Could you describe more clearly what is not working in 3d with the plane and the DCS version reference ?
Well I don't think the HUD and Shkval are at infinity anymore.. I tried using the key to cycle the depth but it does nothing..
I am using DCS v1.5 and in the Su-25T I have not tested the other planes yet but they are probally broke as well..
I can get a screenshot if you need one..
I just looked at the Su-25T and the TV Image of the Shkval does not seem to be in 3D the numbers are just not the TV Image it seems..
Was this supposed to have a large seperation in it the TV Image itself?
Maybe I have something misconfigured that is probally what is wrong.. I don't undderstand your system too well on how to change settings in the INI..
I did not find too much time to check the status of the modfor DCS world, but here are some informations on how the mod works for HUD.
The problem is that the shaders are used for the HUD but also for the other displays ( MFD, shkval,...)
If the HUD is shifted, the other displays will be shifted also.
I add texture filtering in order to shift only HUD. But it works only for no FC3 planes, it seems that the same texture is used for HUD and MFD...Then I add a depth filtering option to shift only the HUD in these planes (with different depth settings for each plane).
So, if nothing is working, there are two options:
Either HUD shader has changed and the fixed shader file must be renamed and alsoèthe references to the shader must be changed in the 3dmigoto .ini file
Or the texture have been modified and so they must be identified and modified in yhe .ini file.
I did not find too much time to check the status of the modfor DCS world, but here are some informations on how the mod works for HUD.
The problem is that the shaders are used for the HUD but also for the other displays ( MFD, shkval,...)
If the HUD is shifted, the other displays will be shifted also.
I add texture filtering in order to shift only HUD. But it works only for no FC3 planes, it seems that the same texture is used for HUD and MFD...Then I add a depth filtering option to shift only the HUD in these planes (with different depth settings for each plane).
So, if nothing is working, there are two options:
Either HUD shader has changed and the fixed shader file must be renamed and alsoèthe references to the shader must be changed in the 3dmigoto .ini file
Or the texture have been modified and so they must be identified and modified in yhe .ini file.
Well I think the shader is the same but I can double check in 2.0..
I am not too knowledgable about how to get the textures you used and how to get that all working??
I could use some help in that area..
OK DCS World is now at v2.1 so a hole lot of stuff has changed.. First Off I want to say it really is good and by default not much is broke just a few odds and ends..
But having said that when I try to insert 3D Migoto without any changes to the way it is set for hunting it disables Shadows in v2.1..
I noticed that right away when I put the first fix in and it really did not click fore an hour.. I removed the fix the way it was stock and when I did a repair the shadows returned..
Now what is funny in DCS World the Shadows are NOT broke. but now it totally eliminates them when installing 3D Migoto..
I also noticed a Blue hue to the desert feature even at 1PM in Nevada Desert.. Which there should not be any blue hue at 1PM in Summertime at 1PM..
So something is funny here and how the new version handles migoto.. Besides it didabling the shadows and creating a blue hue the Migoto works as it should..
I am wondering if anybody has an Idea to why the shadows are being disabled in DCS World 2.1??
OK DCS World is now at v2.1 so a hole lot of stuff has changed.. First Off I want to say it really is good and by default not much is broke just a few odds and ends..
But having said that when I try to insert 3D Migoto without any changes to the way it is set for hunting it disables Shadows in v2.1..
I noticed that right away when I put the first fix in and it really did not click fore an hour.. I removed the fix the way it was stock and when I did a repair the shadows returned..
Now what is funny in DCS World the Shadows are NOT broke. but now it totally eliminates them when installing 3D Migoto..
I also noticed a Blue hue to the desert feature even at 1PM in Nevada Desert.. Which there should not be any blue hue at 1PM in Summertime at 1PM..
So something is funny here and how the new version handles migoto.. Besides it didabling the shadows and creating a blue hue the Migoto works as it should..
I am wondering if anybody has an Idea to why the shadows are being disabled in DCS World 2.1??
OK I figured out where the blue hue is coming from that is not the issue here just an after effect..
So I am trying to find out why the shadows are turned off when 3D Migoto is installed.. When I press F9 they come back??
I think I see what is going on it is not killing the shadows as much as it is killing the Sunlight itslef..
So the light from the sun is being hindered and that in affect made it looked like the shadows are being turned off which they are not..
It is the sunlight that is being turned off but it does not make the world look black it is really wierd..
What looked blue was infact what the shadow looks like but it is everywhere with no light..
I tested my mod on the last 1.5 version, and the HUD and labels seems to works...
Nethertheless I discovered that I used the 7.4 version and I did not upload it on Helix mod site. That is fixed.
I stopped some time ago to fix the 2.x because it is not stable. So the mod may not work with it.
As I understood, fixing shadow is a hard task and I do not have the right level to help...
There was some problem with light that I did not managed to fix on earlier 2.x version, so I fear that things are not improving.
I tested my mod on the last 1.5 version, and the HUD and labels seems to works...
Nethertheless I discovered that I used the 7.4 version and I did not upload it on Helix mod site. That is fixed.
I stopped some time ago to fix the 2.x because it is not stable. So the mod may not work with it.
As I understood, fixing shadow is a hard task and I do not have the right level to help...
There was some problem with light that I did not managed to fix on earlier 2.x version, so I fear that things are not improving.
Well the thing with 2.1 is that they added Deffered shaders which Breaks Shadows Completely.. Now we still have an option to turn Deffered shading off..
The main thing broke with 2.1 is the sky that turns dark blue when looking at the Horizon in a turn..
Now you fixed that before and I tried to implement that fix to the newer version but that was 2.0 and it was not fixed even when I imported your fix over to the new shader..
Other then the UI being Broke the Horizon is the worst and Labels.. Now the HUDS might still be broke in the FC2 Planes not sure how to go about fixing those either..
I can fix the Labels and the UI and that would be about all I can do.. The shadows right now with Deferred shadders OFF they work fine in 3D like they did before..
I will get your new version and try it withe 1.5 THnak you for Uploading it to the HelixBlog..
Did you ever end up getting the Nevada Map?? they also have Normandy now also for 2.1..
Well the thing with 2.1 is that they added Deffered shaders which Breaks Shadows Completely.. Now we still have an option to turn Deffered shading off..
The main thing broke with 2.1 is the sky that turns dark blue when looking at the Horizon in a turn..
Now you fixed that before and I tried to implement that fix to the newer version but that was 2.0 and it was not fixed even when I imported your fix over to the new shader..
Other then the UI being Broke the Horizon is the worst and Labels.. Now the HUDS might still be broke in the FC2 Planes not sure how to go about fixing those either..
I can fix the Labels and the UI and that would be about all I can do.. The shadows right now with Deferred shadders OFF they work fine in 3D like they did before..
I will get your new version and try it withe 1.5 THnak you for Uploading it to the HelixBlog..
Did you ever end up getting the Nevada Map?? they also have Normandy now also for 2.1..
Lefuneste, if you can add these to your fix the one is optional and fixes the UI and makes it 3D sort of, you can test and see if you like it that file is 8f78633232
The other file is 5ebecdac and it is the Collimated sight in the AJS -37 Viggen and is set to infinity like it should be.. At least that is what I understand but if you think it should be less let me know..
Also I installed the new fix and this fix deserves a 3D Vision Ready status as it is perfect as it stands now not sure what else would need to be fixed besides the collimated sight in the viggen but I made the fix for you..
So if you want you can check the UI fix I made it is not perfect but I like it as it is maybe you can tweak it a bit better as that is the best I could get it.. the chat text seemed to shift and I had to shift it back but somethings swtill get cutoff in the one eye..
The collimated sight may beed to be less then infinity not sure how it would really work?? but it is there..
just rename the jpg to txt and they should be there..
Lefuneste, if you can add these to your fix the one is optional and fixes the UI and makes it 3D sort of, you can test and see if you like it that file is 8f78633232
The other file is 5ebecdac and it is the Collimated sight in the AJS -37 Viggen and is set to infinity like it should be.. At least that is what I understand but if you think it should be less let me know..
Also I installed the new fix and this fix deserves a 3D Vision Ready status as it is perfect as it stands now not sure what else would need to be fixed besides the collimated sight in the viggen but I made the fix for you..
So if you want you can check the UI fix I made it is not perfect but I like it as it is maybe you can tweak it a bit better as that is the best I could get it.. the chat text seemed to shift and I had to shift it back but somethings swtill get cutoff in the one eye..
The collimated sight may beed to be less then infinity not sure how it would really work?? but it is there..
just rename the jpg to txt and they should be there..
OK I had noticed the other day that the Blue Band on the Horizon/Sky is not getting removed, it also appears in only 1 eye..
I was looking at the Migot fix and found the Horizon/Sky shader file but it is still the same as the old one..
Looking at the old file and new file they both look the same but no change on the Horizon/Sky like it was before.. I tried a few adjustments in the INI file but those adjustments do not seem to adjust it..
here is the shader for the Sky Horizon :
[code]// sky (horizon)
cbuffer _Globals : register(b0)
{
float4x4 viewProjInverse : packoffset(c0);
}
// copied from Ground VS shader using 3DMIGOTO to find horizon roll angle
// only gView,gViewProj,gCloudShadowsProj are available
cbuffer cPerView : register(b7)
{
float4x4 gView : packoffset(c0);
float4x4 gViewInv : packoffset(c4);
float4x4 gProj : packoffset(c8);
float4x4 gProjInv : packoffset(c12);
float4x4 gViewProj : packoffset(c16);
float4x4 gViewProjInv : packoffset(c20);
float4x4 gNormViewProj : packoffset(c24);
float4x4 gCloudShadowsProj : packoffset(c28);
float4x4 gClipCockpit : packoffset(c32);
float4 gSunDirV : packoffset(c36);
float3 gOrigin : packoffset(c37);
float gCameraHeightAbs : packoffset(c37.w);
float3 gCameraPos : packoffset(c38);
float gFogCameraHeightNorm : packoffset(c38.w);
float4 gNearFarFovZoom : packoffset(c39);
}
Texture2D<float4> StereoParams : register(t120);
Texture1D<float4> IniParams : register(t125);
void main(
uint v0 : SV_VertexID0,
out float4 o0 : SV_POSITION0,
out float4 o1 : TEXCOORD0,
out float3 o2 : TEXCOORD1)
{
const float4 icb[] = { { -1.000000, -1.000000, 0, 0},
{ 1.000000, -1.000000, 0, 0},
{ -1.000000, 1.000000, 0, 0},
{ 1.000000, 1.000000, 0, 0} };
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
float tex_filter = iniParams.z;
float x4 = IniParams.Load(int2(4, 0)).x;
float fixLeft, fixRight;
o0.zw = float2(0,1);
o1.zw = float2(0,1);
r0.x = v0.x;
// w = 1 for o0
o0.xy = icb[r0.x+0].xy;
o1.xy = icb[r0.x+0].xy * float2(0.5,0.5) + float2(0.5,0.5);
r0.xy = icb[r0.x+0].xy;
//reduce (but not suppress) the horizon problem
r0.x = r0.x - stereo.x*(1.1 - stereo.y);
r0.z = 1.0;
o2.x = dot(r0.xyz, viewProjInverse._m00_m10_m30);
//additional correction to remove thin dark blue line by shifting down sky texture (shift multiplied by roll angle)
o2.y = dot(r0.xyz, viewProjInverse._m01_m11_m31)+x4*abs(gViewProjInv._m01) ;
o2.z = dot(r0.xyz, viewProjInverse._m02_m12_m32);
o1.xy=float2(0,0);
// o0.xyzw = float4(0,0,0,0);
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
// using 3Dmigoto v1.2.1 on Sat Oct 17 13:50:40 2015
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4x4 viewProjInverse; // Offset: 0 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID 0 x 0 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xyz 2 NONE float xyz
//
vs_4_0
dcl_immediateConstantBuffer { { -1.000000, -1.000000, 0, 0},
{ 1.000000, -1.000000, 0, 0},
{ -1.000000, 1.000000, 0, 0},
{ 1.000000, 1.000000, 0, 0} }
dcl_constantbuffer cb0[3], immediateIndexed
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_temps 1
mov o0.zw, l(0,0,0,1.000000)
mov r0.x, v0.x
mov o0.xy, icb[r0.x + 0].xyxx
mad o1.xy, icb[r0.x + 0].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mov r0.xy, icb[r0.x + 0].xyxx
mov r0.z, l(1.000000)
dp3 o2.x, r0.xyzx, cb0[0].xywx
dp3 o2.y, r0.xyzx, cb0[1].xywx
dp3 o2.z, r0.xyzx, cb0[2].xywx
ret
// Approximately 10 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
[/code]
Also here are the adjustments for the ini file I will post the relavent information:
[code]; ------------------------------------------------------------------------------------------------------
; Default constants to pass directly to shaders as IniParams
; ------------------------------------------------------------------------------------------------------
[Constants]
x = 1.0 ;flag for labels depth, not to be modified
y = 1.0 ;flag for increasing of hud + MFD depth, not to be modified
z = 1.0 ;flag for texture id, not to be modified
w = 0.0 ;flag for texture filtering on/off, not to be modified
y2 = 0.0 ;variable for depth filtering, not to be modified
x3 = 0.0 ;used for Xsize of screen, not to be modified,
y3 = 0.0 ;used for Ysize of screen, not to be modified,
;value for sep = 90 and conv = 0.15
;modify here the value to add for HUD separation
x1 = 0.15
;modify here the value for label separation
y1 = 1.1
;modify here the value to add for SUN/HDR separation
z1 = 0
;modify here the value to move SUN vs HDR (mul factor, higher number will increase sun separation)
z2 = 0
;modify here the shift down on sky texture on horizon to remove the dark blue line. The higher number, the higher shifting down.
x4 = 1.5
;modify here the scale factor for the HUD of the gazelle
z3 = 0.300
;modify here the value to add for HUD separation
x1 = 0.15, 0.4
;modify here the value for label separation
y1 = 1.1, 1.3
;modify here the value to add for SUN/HDR separation
z1 = 0, 1
;modify here the value to move SUN vs HDR (mul factor, higher number will increase sun separation)
z2 = 0, 1.5
;modify here the shift down on sky texture on horizon to remove the dark blue line. The higher number, the higher shifting down.
x4 = 1.5
;modify here the scale factor for the HUD of the gazelle
z3 = 0.30, 0.30
type = cycle [/code]
I am wondering beside the shader being a different one which it is still this one I checked it several times as too what else would cause it not to work when I adjust the settings numbers..??
OK I had noticed the other day that the Blue Band on the Horizon/Sky is not getting removed, it also appears in only 1 eye..
I was looking at the Migot fix and found the Horizon/Sky shader file but it is still the same as the old one..
Looking at the old file and new file they both look the same but no change on the Horizon/Sky like it was before.. I tried a few adjustments in the INI file but those adjustments do not seem to adjust it..
Also here are the adjustments for the ini file I will post the relavent information:
; ------------------------------------------------------------------------------------------------------
; Default constants to pass directly to shaders as IniParams
; ------------------------------------------------------------------------------------------------------
[Constants]
x = 1.0 ;flag for labels depth, not to be modified
y = 1.0 ;flag for increasing of hud + MFD depth, not to be modified
z = 1.0 ;flag for texture id, not to be modified
w = 0.0 ;flag for texture filtering on/off, not to be modified
y2 = 0.0 ;variable for depth filtering, not to be modified
x3 = 0.0 ;used for Xsize of screen, not to be modified,
y3 = 0.0 ;used for Ysize of screen, not to be modified,
;value for sep = 90 and conv = 0.15
;modify here the value to add for HUD separation
x1 = 0.15
;modify here the value for label separation
y1 = 1.1
;modify here the value to add for SUN/HDR separation
z1 = 0
;modify here the value to move SUN vs HDR (mul factor, higher number will increase sun separation)
z2 = 0
;modify here the shift down on sky texture on horizon to remove the dark blue line. The higher number, the higher shifting down.
x4 = 1.5
;modify here the scale factor for the HUD of the gazelle
z3 = 0.300
;modify here the value to add for HUD separation
x1 = 0.15, 0.4
;modify here the value for label separation
y1 = 1.1, 1.3
;modify here the value to add for SUN/HDR separation
z1 = 0, 1
;modify here the value to move SUN vs HDR (mul factor, higher number will increase sun separation)
z2 = 0, 1.5
;modify here the shift down on sky texture on horizon to remove the dark blue line. The higher number, the higher shifting down.
x4 = 1.5
;modify here the scale factor for the HUD of the gazelle
z3 = 0.30, 0.30
type = cycle
I am wondering beside the shader being a different one which it is still this one I checked it several times as too what else would cause it not to work when I adjust the settings numbers..??
Hey Guys,
I am back and got Migoto 1.2.71 version to work with DCS. so now the problem is that there are no light sources which inturn there are NO shadows..
I know DCS 2.5 uses Deferred shading so maybe something going on there.. I will keep messing with it in its current form to try and get the light sources back on..
I am back and got Migoto 1.2.71 version to work with DCS. so now the problem is that there are no light sources which inturn there are NO shadows..
I know DCS 2.5 uses Deferred shading so maybe something going on there.. I will keep messing with it in its current form to try and get the light sources back on..
Could you describe more clearly what is not working in 3d with the plane and the DCS version reference ?
I am using DCS v1.5 and in the Su-25T I have not tested the other planes yet but they are probally broke as well..
I can get a screenshot if you need one..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Was this supposed to have a large seperation in it the TV Image itself?
Maybe I have something misconfigured that is probally what is wrong.. I don't undderstand your system too well on how to change settings in the INI..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
The problem is that the shaders are used for the HUD but also for the other displays ( MFD, shkval,...)
If the HUD is shifted, the other displays will be shifted also.
I add texture filtering in order to shift only HUD. But it works only for no FC3 planes, it seems that the same texture is used for HUD and MFD...Then I add a depth filtering option to shift only the HUD in these planes (with different depth settings for each plane).
So, if nothing is working, there are two options:
Either HUD shader has changed and the fixed shader file must be renamed and alsoèthe references to the shader must be changed in the 3dmigoto .ini file
Or the texture have been modified and so they must be identified and modified in yhe .ini file.
I am not too knowledgable about how to get the textures you used and how to get that all working??
I could use some help in that area..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
But having said that when I try to insert 3D Migoto without any changes to the way it is set for hunting it disables Shadows in v2.1..
I noticed that right away when I put the first fix in and it really did not click fore an hour.. I removed the fix the way it was stock and when I did a repair the shadows returned..
Now what is funny in DCS World the Shadows are NOT broke. but now it totally eliminates them when installing 3D Migoto..
I also noticed a Blue hue to the desert feature even at 1PM in Nevada Desert.. Which there should not be any blue hue at 1PM in Summertime at 1PM..
So something is funny here and how the new version handles migoto.. Besides it didabling the shadows and creating a blue hue the Migoto works as it should..
I am wondering if anybody has an Idea to why the shadows are being disabled in DCS World 2.1??
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
So I am trying to find out why the shadows are turned off when 3D Migoto is installed.. When I press F9 they come back??
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
So the light from the sun is being hindered and that in affect made it looked like the shadows are being turned off which they are not..
It is the sunlight that is being turned off but it does not make the world look black it is really wierd..
What looked blue was infact what the shadow looks like but it is everywhere with no light..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Nethertheless I discovered that I used the 7.4 version and I did not upload it on Helix mod site. That is fixed.
I stopped some time ago to fix the 2.x because it is not stable. So the mod may not work with it.
As I understood, fixing shadow is a hard task and I do not have the right level to help...
There was some problem with light that I did not managed to fix on earlier 2.x version, so I fear that things are not improving.
The main thing broke with 2.1 is the sky that turns dark blue when looking at the Horizon in a turn..
Now you fixed that before and I tried to implement that fix to the newer version but that was 2.0 and it was not fixed even when I imported your fix over to the new shader..
Other then the UI being Broke the Horizon is the worst and Labels.. Now the HUDS might still be broke in the FC2 Planes not sure how to go about fixing those either..
I can fix the Labels and the UI and that would be about all I can do.. The shadows right now with Deferred shadders OFF they work fine in 3D like they did before..
I will get your new version and try it withe 1.5 THnak you for Uploading it to the HelixBlog..
Did you ever end up getting the Nevada Map?? they also have Normandy now also for 2.1..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
The other file is 5ebecdac and it is the Collimated sight in the AJS -37 Viggen and is set to infinity like it should be.. At least that is what I understand but if you think it should be less let me know..
Also I installed the new fix and this fix deserves a 3D Vision Ready status as it is perfect as it stands now not sure what else would need to be fixed besides the collimated sight in the viggen but I made the fix for you..
So if you want you can check the UI fix I made it is not perfect but I like it as it is maybe you can tweak it a bit better as that is the best I could get it.. the chat text seemed to shift and I had to shift it back but somethings swtill get cutoff in the one eye..
The collimated sight may beed to be less then infinity not sure how it would really work?? but it is there..
just rename the jpg to txt and they should be there..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I was looking at the Migot fix and found the Horizon/Sky shader file but it is still the same as the old one..
Looking at the old file and new file they both look the same but no change on the Horizon/Sky like it was before.. I tried a few adjustments in the INI file but those adjustments do not seem to adjust it..
here is the shader for the Sky Horizon :
Also here are the adjustments for the ini file I will post the relavent information:
I am wondering beside the shader being a different one which it is still this one I checked it several times as too what else would cause it not to work when I adjust the settings numbers..??
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
http://helixmod.blogspot.com/
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I am back and got Migoto 1.2.71 version to work with DCS. so now the problem is that there are no light sources which inturn there are NO shadows..
I know DCS 2.5 uses Deferred shading so maybe something going on there.. I will keep messing with it in its current form to try and get the light sources back on..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit