Pioneer
Well-known member
Is this for the high-res Mercury textures? I remember the description on those mentioning that they only work with the latest beta. That may have something to do with it.
Not only for High-res textures. I have the issue with low-res textures too. But both work fine with D3D7. The issue only appear with D3D9 client.Is this for the high-res Mercury textures? I remember the description on those mentioning that they only work with the latest beta. That may have something to do with it.
This will be fixed in next release.What's your recommendation for emulating orbiters default "ambient color" feature when using metalnes shader? Right now my stuff all turns pitch black when it goes into earths shadow...
Another question just popped up, since I'm now trying to apply materials adjusted in the debug control as texture maps.
So I created both a _metal and a _rghn dds map for a material, then took the config file out of the picture to confirm that I'm getting equal results. I do, but there's a big BUT: When loading orbiter, the old shader is applied, despite there not being a reflection or specular map (and therefore, understandably, looking ugly). I can switch the shader to metalness shader in the debug controls, and everything looks as it should, but of course that's not that helpful if the shader isn't applied right away.
CONFIG_VERSION 3
; =============================================
MESH MeshIdx-0
SHADER Metalness
SAFEGUARD 1
This has always worked great for me. So there shouldn't be any issues.Have you pressed the "Save Materials" button after selecting the Metalness shader ?
The configuration file should read something like:
Code:CONFIG_VERSION 3 ; ============================================= MESH MeshIdx-0 SHADER Metalness SAFEGUARD 1
The selected shader should apply automatically but it's possible that bugs may exists. This whole configuration file interface should be reworked if we add configuration parameters for other visual effects in it like, condensation effects, particle effects, engine exhausts etc...
No, that part works fine. But it won't switch to the shader if I remove the file but have the necessary maps for it. I would have expected it to switch to the shader automatically when a material has a diffuse map, a metal map and a roughness map. I take it that means that you need to have that file present to at least set the shader, then? For each mesh in the vessel, and one file per kind of vessel? That may get a bit inconvenient for my purposes, but I guess I can make it work...The selected shader should apply automatically but it's possible that bugs may exists.
BEGIN_DESC
END_DESC
BEGIN_ENVIRONMENT
System Sol
Date MJD 54753.7444437087
Help CurrentState_img
END_ENVIRONMENT
BEGIN_FOCUS
Ship GL-01S
END_FOCUS
BEGIN_CAMERA
TARGET GL-01S
MODE Extern
POS 1682.815933 -81.049612 124.847671
TRACKMODE GlobalFrame
FOV 50.00
END_CAMERA
BEGIN_HUD
TYPE Docking
NAV 0
END_HUD
BEGIN_MFD Right
TYPE Orbit
PROJ Ship
FRAME Ecliptic
ALT
REF Mercury
END_MFD
BEGIN_SHIPS
GL-01S:DG-S
STATUS Landed Mercury
POS -38.0000000 -56.0000000
HEADING 284.59
ALT 2.534
AROT 171.170 25.464 29.301
AFCMODE 7
PRPLEVEL 0:0.712318 1:0.699040 2:0.993788
THLEVEL 0:1.000000 1:1.000000
NAVFREQ 94 524 84 114
XPDR 0
HOVERHOLD 0 1 0.0000e+000 0.0000e+000
TRIM 0.270000
GEAR 1.0000 0.0000
AAP 0:0 0:0 0:0
PSNGR 2 3 4
TANKCONFIG 1
END
END_SHIPS
It's client related since it worked back in 2018 (same date as the Mercury high res textures). So the client worked back then. Something changed afterwards ....I suspect more a problem with D3D9 client than the elevation tile....
Huh? How did I miss that? I could swear that was not there when I wrote my comment...@Face read my previous post ;-) The problem is present on 4.7
- The "Extended Map MFD" polygon render problem should be fixed.
Thanks Jarmonik,D3D9Client 4.17 is out
- The "Extended Map MFD" polygon render problem should be fixed.
- Metalness Map should now enable Metalness shader if no configuration file is present. (not tested)
- Global Ambient light level is now included in Metalness shader.
- "Mercury" elevation issue should be fixed as fas as it's possible. (see notes)
If Orbiter Beta specific elevation is used in Orbiter 2016 elevation scale factor can be incorrect in Physics and Graphics. In a case of the Mercury, mountains and valleys are twice as high or deep as they should be.