Second patch (non-cumulative) for Dynamic Shaders 1.2 Beta containing a set of further improvements, including thermal/infrared vision scopes. Check out the readme.txt before installation.
DYNAMIC SHADERS 1.2 BETA - Patch 2 with Thermal Vision Preview
Description:
Second, non-cumulative patch for Dynamic Shaders 1.2 Beta containing further improvements.
Changes:
1. Improvement: Prevents "sky blobs" artifacts created by god rays under certain conditions.
2. New Feature (Preview version): Thermal / infrared vision for specified scopes (configurable).
Compatibility:
Patches Dynamic Shaders 1.2 Beta with Patch 1 - and only that version of the mod.
Installation and Configuration:
Please see contained file readme.txt.
Many thanks to everybody who helped developing, testing, and refining this mod.
Please note: The patch 2 version of the thermal vision does not work correctly in certain locations such as underground and causes graphical glitches in some situations, particularly when aiming to the sky. Both issues are known and a hotfix will be provided soon.
I've iterated through all three (Base, Patch 1 and Patch 2) and I cannot get the Sun Shafts to work properly. They seem to be emanating from the ground (as in, while I am shadowed by something, I look to the ground directly opposite of the sun is) rather than as the screenshots appear.
This happens with or without "Complete" mod, though I am aware of the files conflicts and have (when using Complete) merged the environment.itx) and over-written the Complete mods shaders and have commented out all but the sunshafts from the ShaderSettings.txt (leaving the night/thermal vision from Patch 2).
As I've started playing STALKER, I haven't any progress to loose, so I did make sure to start a new game each iteration and have even reset my gamedata directory twice.
GPU: nVidia 2GB 750 Ti
Drivers: 337.88 WHQL
CP Settings: 4x MSAA + 4x SGSSAA
CPU: AMD AM2 6400+ (Priority to Core 2), 8GB RAM
OS: Win 7 Ultimate 64bit
Game Version: .006 via Steam
What you see is probably the old "legacy" sun shafts implementation by Sky4ce (they are still part of DS 1.2). You should disable them completey in ShaderSettings.txt (using //#define SUN_SHAFTS as in my downloads). My sun shafts have a different config file, that is ShaderSettingsSunShafts.txt.
First of all you should try to get it working without any other mod, so without Complete mod. If you install Beta 1.2 and the patches onto a clean vanilla installation you will see my sun shafts at certain hours of the day the way they look in the screenshots. At least as long as running dynamic lighting mode (r2 / DX9) and not changing anything in the config.
Ahhh. I had thought it strange that it was commented out in the Settings txt configuration file, seeing as how it's a selling feature.
Glad to know the solution is simple.
FYI, I did a whole lot of diffing to understand the actual programmatic changes that this does, and I noticed in models_xglass2.s that you have a reference to "texture" as "textur", not sure if that's important to anything or not. (line 17 with word wrap off)
thanks for the note, I'll check that.
Uh-oh, did you make a booboo in one of the shader files meltac? :p
None that I could think of. All changes and additions in the patch can be disabled / undone in the settings. So, if anything doesn't quite fit your taste, simply tweak or disable it :P