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TAW now working with 3Dvision!


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Hi  guys

I achieve to make TAW and 3dvision work. TAW is awesome in real stereo 3d!!! Its working correctly including text and hud out the box. But to use big convergences some vertex shaders must be fixed. Im working on this right now using last 3dmigoto. Probably in 2 or 3 days it must be complete.

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1 hour ago, mikew said:

That'll give me time to try and find my 3dvision glasses and infrared thing. :thumbsup:

 

It'll be interesting to see how you're doing this. Presumably, you need to wrap the D3D5.2 with DX9/10/11 in some way.

 

 

Yes. With Dgvoodoo 2.4 5  (glide to dx11) that  is very stable for use with TAW and allows the 3Dvision kicks in.

Some quick necessary steps:

1. rename f22.dat to f22.exe on TAW Program folder

2. Using nvidia inspector:

-a. adds this renamed f22.exe as an executable in the taw profile

-b adjust your stereo settings as in the pic below (its on dropbox  or see below)

Nvidia Inspector Stereo Settings

3. Done! Just start TAW and when in a mission start,  press CRTL+T. The magic is alive!

 

Some comments:

1. I´m using win7 64bits, GTX1070, i74770k, 16gb. Fps is a solid 50FPS (same as  in no stereo play). Nvdia 390.77 driver

2. I´m using a standard TAW install. Just with a modded F22.dat renamed for F22.exe as exposed above and also with Widescreen and Track IR fixes on it.

3. So i dont tested with win 10 or with heavy modded TAW likeTAW2.x, But I guess that it will also works

4. Use small convergence for now. External views can be between  0.5 to 1.0. Cockpit views must be at 0.1 to be comfortable for your eyes.

5. If using high convergences, although external views becomes awesome, the sun flares and texts are very bad. I´m working on 3dmigoto to make these things better.

6. When the fix is complete i will post here, but with these initial directions it will works already.

7. And excuse me by my english, its not my native language.

TAW_stereoSettings.jpg

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Thanks!

I've got DGVoodoo2 installed now and it works with TAW2.30 on my system. It didn't work when I last tried it, but that was 2013.

 

I've also dug out the 3D Vision stuff and that seems to work as well. The annoying thing was having to find a DVI cable as it doesn't work over HDMI. Anyway, the setup 3D examples work OK.

 

I still need to set up TAW when 3DVision is active though. With the default settings, I get a 4:3 aspect ratio, the MFDs are just grey rectangles and I don't see much 3D effect. I do get the comment that the game is too old with multiple issues and can see that the IR emitter is in active mode.

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2 hours ago, mikew said:

Thanks!

I've got DGVoodoo2 installed now and it works with TAW2.30 on my system. It didn't work when I last tried it, but that was 2013.

 

I've also dug out the 3D Vision stuff and that seems to work as well. The annoying thing was having to find a DVI cable as it doesn't work over HDMI. Anyway, the setup 3D examples work OK.

 

I still need to set up TAW when 3DVision is active though. With the default settings, I get a 4:3 aspect ratio, the MFDs are just grey rectangles and I don't see much 3D effect. I do get the comment that the game is too old with multiple issues and can see that the IR emitter is in active mode.

Dont forget that you need to adjust the TAW stereo profile using nvidia inspector first (as exposed above) to 3D kicks in.

I use a LG 3D passive monitor in 1980x1020, interlaced mode. But this is just for info because it must work with nvidia ready monitors too.

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@For the guys that worked on TAW 2.xx....do you know how can I disable the lens flares on external views? Is it an special texture that I can easily find and isolate?

Im asking because this is  the last thing that needs to be fix (to allow use of high convergences) ....but i could not find it as a Vertex shader or Pixel shader using 3dmigoto...

Any idea?

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I still haven't got the settings right as I can't easily see how to create a game specific profile using the Nvidia tool. 'NVidia Profile Inspector' is a third party program which seems to have been forked a few times as the parameters I see differ from those in your picture.

Anyway, it basically works now with only the MFDs missing...and very nice it looks too. :)

 

Where it really looks impressive is on the external views and I can see how the esthetic is ruined by the lens flare effects.

I would have thought this could be disabled in the game settings. but apparently not. :(

 

You are probably right in that the effect is done with textures, and a quick look at some old composite bmp files (.tm  texture file+palette) show that it may be fx_3.tm and/or fx_4.tm:

fx_3_fx_4.png.16d50b49a495f44e69dc23a41e8b4d65.png

I can't give you an exact answer I'm afraid. but I suggest you download TAW2.30 where all the files have been extracted from the did.dat archive.

 

 

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3 hours ago, mikew said:

I still haven't got the settings right as I can't easily see how to create a game specific profile using the Nvidia tool. 'NVidia Profile Inspector' is a third party program which seems to have been forked a few times as the parameters I see differ from those in your picture.

Anyway, it basically works now with only the MFDs missing...and very nice it looks too. :)

 

Where it really looks impressive is on the external views and I can see how the esthetic is ruined by the lens flare effects.

I would have thought this could be disabled in the game settings. but apparently not. :(

 

You are probably right in that the effect is done with textures, and a quick look at some old composite bmp files (.tm  texture file+palette) show that it may be fx_3.tm and/or fx_4.tm:

fx_3_fx_4.png.16d50b49a495f44e69dc23a41e8b4d65.png

I can't give you an exact answer I'm afraid. but I suggest you download TAW2.30 where all the files have been extracted from the did.dat archive.

 

 

Thanks Mikew,

 

As TAW is an very old game and is running under a wrapper,  it only have three VertexShader and five PixelShader that 3dmigoto can identify (a modern game have thousands). 

The sun flares and some others small glitches(vehicles tires is another example)  coud be easily fixed IF we had a VS or PS for them but not.

 

The game runs very well without any noticiable glitch under 3d vision if using small convergences. The separation (depth) is free, without any error. The convergence is what  make a real 3D come alive, with  objects well separated from each other and with some "out of the monitor" effects.... Its a pity (but yet much better than 2d game) that we can not push the convergence for values between 5 to 8 for external views...(well its technically possible but the sun flares becomes annoying and duplicated for your eyes).

 

In these past 4 days i tried a lot to solve this issue but without luck.

 

3d migoto is a powerful tool to work with shaders. It also allows  to make separation, convergence and enable or disable certain shaders with  a key press action.

And this is exactly what im doing now. So when enters in cockpit views it automatically calls very low convergence and hud text depth adjust. The same for external views (but with higher convergence) and for mfds views. Etc, etc, making  a stereo 3d game really playable.

 

Anyhow, in TAW seems that we will must live with small convergences - but like i said - yet muuuch better than the old 2d game.

 

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That 3dmigoto looks very interesting.....

 

21 hours ago, Rubinig said:

Do you know how can i edit these .tm files?

I've just done that with the 'TAW Texture Manager'. I haven't used this for ages, but managed to achieve an edited .tm (xxx.tm) after playing around with it for 10 minutes or so,

fx_4_tm_wine.png.c866ff7a1de49bdc632d6ce63d86883e.png

There's a link to it here:

Unfortunately this was written in about 2007 and requires a 32-bit Windows system to install it...or as I've just done, install it using Wine on Linux.

I also needed a way to edit the paletted bmp, so also downloaded and installed mtPaint into Wine.

 

The workflow is something like this:

1. Choose a .tm and 'Time of Day' palette

2. Combine them into a .bmp

3. Edit the .bmp using a suitable program like MS Paint (or mtPaint in my case) and save it

4. Reload the .bmp into the texture manager

5. Export the .tm file

 

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Hi Mikew, 

 

Thanks again by the reply.

I tried to just put an empty fx_3.tm and fx_4.tm and they just mess with the sun itself. Not the sun flares. Probably its another texture that i need.

I will look at the Texture Manager but just tomorrow because my system is a 64bits. I have some win7 32bit at my work. Lets see!

 

=============================================================================

 

Anyhow, i tested the 3dvision on taw 2.3 and it works too. I just forget to say that its need to also edit the _f22.exe to it looks for F22.exe (and not more F22.dat). I edited this file years ago and didnt recall about this anymore. 

 

So to have a basic 3dvision working in TAW:

1. Edit your _f22.exe and change the f22.dat reference into the code to f22.exe (its very easy using any hex editor because its really a tiny file). Or download mine from the link below.

2. Make a copy of your  F22.DAT and rename it to F22.exe (because now the  _f22.exe above is looking for it)

3. Make the correct adjusts on nvidia inspector TAW profile in the stereo section as exposed some posts above. Dont forget to include the renamed F22.exe as taw executable on the taw profile!!

4. Download and install dgVoodoo 2.45 and set it as  a glide wrapper. Its much more stable , quick and error free than old dgvoodoo that comes with taw 2.3.

4. Its ready! Just run the game and press Crtl+T when in any mission (3dvision will not kick in on menus)

5. Adjust depth and convergence as you like.

 

- both mine _f22.exe and F22.exe are disposable to download at this link( this F22.exe (F22.dat) is glide, TrackIR and widescreen, but you can use any glide one):

https://www.dropbox.com/s/6l2hjt1prxed2e3/3dvision__TAWbasicfiles.7z?dl=0

 

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Ah, I was wondering how you got around not using _f22.exe. I used a slightly different technique where I create a link to call f22.dat (now renamed f22.exe) by a command line switch:

f22.exe DID=C:\path_to_TAW

 

The lens flare stuff is likely to be in the 'agp' folder then. I see files called 'flare' and 'halo' which might be involved.

I think most of these textures (.raw) are single use, and replacing them with a file full of zeroes of equal size might be enough.

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I found where the lens flares are finally!! They are not  a .tm file neither in agp folder. They are in the hwacl folder. There we have some .dat, .fad and .txt files. The lens flares configuration are in the sflares.txt file where just setting the lens flare max_opacity to 0 solve the problem. In this same folder the lens flares  textures are in  disc.dat and anulus.dat, but not need to mess with them as the max_opacity = 0 is enough. So for now, lens flare problem solved by disable them. Isnt the best solution but is what can be done for fixing no vanilla 3d games frequently. Some effects that are unfixable must be disable. Its a compromise. 

 

Now yet some few things are not fixed. The vehicles tires  (and even the planes tires) have not a VS or PS attached to them. And one smoke effect. I will try to find them now. Do you know where the tires are? A .tm file perhaps?

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Here.

Take note of the wheel and its tires. The wheels are correctly , they are from vehicle texture. But the tires arent correct and arent from vehicles texture.

The tires are far from the wheels, this is the problem.

I tried to look for them at a  lot of folders/files  in taw but no luck. Any idea?

6fe7c088d47f305f-ps.jpg

6fe7c088d47f305f-ps1.jpg

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It’s probably these instructions in the model files:

Quote

// 0038 <color> <position0> <position1> <position2> <position3>
// Draw a flat-shaded disc with the color at palette index <color> covering the given quad. Draws airplane tires.

 

// 007D <color> <position0> <position1> <position2> <position3>
// Draw a flat-shaded disc with the color at palette index <color> enclosing the given quad. Draws vehicle wheels.

 

There’s also semi-transparent versions 003E and 007E for smoke effects.

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4 hours ago, Krycztij said:

It’s probably these instructions in the model files:

 

There’s also semi-transparent versions 003E and 007E for smoke effects.

Hi Krycztij,

Today i tested a lot of suspect  .tm files (make then all white) and nothing worked. I also noted that the effects  (tires and that smoke) fade and disappears as it must be at distance. So perhaps I can find them on .3 files folder?

I also tested all files on hwacl folder (where i found the lens flare) and no way.

I was thinking that tires and that last smoke effect must be some type of animations....and looking at your above reply they seemed to be  exactly what your discribe.

What/where are the files where you find these above codes?

How can I edit them?

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That's not so easy, as this involves the model files in the /3 folder.

 

I'm not sure what vehicle is in that picture, but let's take the truck model 'bedford1.3' as an example.

If we convert the binary file to text and arrange it in to lines of bytecode, we see where there are '007d' instructions as per Krycztij's post: at line 585.

(This is an excerpt from a file I produced in 2009, so the comments are lacking due to the level of knowledge at the time)

0577; 00660014    ; Vertex :86  X=26  Y=0  Z=10
0578; 0065ffea    ; Vertex :87  X=26  Y=22  Z=10
0579; 0066ffec    ; Vertex :88  X=26  Y=22  Z=-10
0580; 006100080051    ;
0581; 000300b20052005700550054    ; Flat Shaded Quad, Palette:178  Vertices: 82,87,85,84
0582; 00720057005200540055    ; Flat Shaded Quad, Palette:178  Vertices: 87,82,84,85
0583; 00720051005800560053    ; Flat Shaded Quad, Palette:178  Vertices: 81,88,86,83
0584; 00720058005100530056    ; Flat Shaded Quad, Palette:178  Vertices: 88,81,83,86
0585; 007d00b20051005400530052    ;
0586; 007d00b20052005300540051    ;
0587; 007d00b20058005500560057    ;
0588; 007d00b20057005600550058    ;
0589; 002e000000040001003d001b003d001b005700010057    ;
0590; 008e00040057005800550056    ; Texture = MOB_2
0591; 002e000000040001003d001b003d001b005700010057    ;
0592; 008e00040051005200530054    ; Texture = MOB_2
0593; 0000    ;
0594; 004e39393c3c    ; Quad Vertex Colours:57,57,60,60
0595; 008100110012002c0010    ; Gouroud Shaded Quad, Palette:57,57,60,60  Vertices: 17,18,44,16
0596; 00020036001e0010001f    ; Flat Shaded Triangle, Palette:54  Vertices: 30,16,31

Now what can be done with that?

You could change the palette colour after the 007d from 00b2 to 0000, which might make it invisible, but invisible wheels might be even worse.

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4 hours ago, mikew said:

That's not so easy, as this involves the model files in the /3 folder.

 

I'm not sure what vehicle is in that picture, but let's take the truck model 'bedford1.3' as an example.

If we convert the binary file to text and arrange it in to lines of bytecode, we see where there are '007d' instructions as per Krycztij's post: at line 585.

(This is an excerpt from a file I produced in 2009, so the comments are lacking due to the level of knowledge at the time)


0577; 00660014    ; Vertex :86  X=26  Y=0  Z=10
0578; 0065ffea    ; Vertex :87  X=26  Y=22  Z=10
0579; 0066ffec    ; Vertex :88  X=26  Y=22  Z=-10
0580; 006100080051    ;
0581; 000300b20052005700550054    ; Flat Shaded Quad, Palette:178  Vertices: 82,87,85,84
0582; 00720057005200540055    ; Flat Shaded Quad, Palette:178  Vertices: 87,82,84,85
0583; 00720051005800560053    ; Flat Shaded Quad, Palette:178  Vertices: 81,88,86,83
0584; 00720058005100530056    ; Flat Shaded Quad, Palette:178  Vertices: 88,81,83,86
0585; 007d00b20051005400530052    ;
0586; 007d00b20052005300540051    ;
0587; 007d00b20058005500560057    ;
0588; 007d00b20057005600550058    ;
0589; 002e000000040001003d001b003d001b005700010057    ;
0590; 008e00040057005800550056    ; Texture = MOB_2
0591; 002e000000040001003d001b003d001b005700010057    ;
0592; 008e00040051005200530054    ; Texture = MOB_2
0593; 0000    ;
0594; 004e39393c3c    ; Quad Vertex Colours:57,57,60,60
0595; 008100110012002c0010    ; Gouroud Shaded Quad, Palette:57,57,60,60  Vertices: 17,18,44,16
0596; 00020036001e0010001f    ; Flat Shaded Triangle, Palette:54  Vertices: 30,16,31

Now what can be done with that?

You could change the palette colour after the 007d from 00b2 to 0000, which might make it invisible, but invisible wheels might be even worse.

Hi mate,

Yes will be not that easy even because this approach implies that we need to "fix" one by one and in each vehicle and airplane.

Anyhow will be these codes about the wheels or the "bugged" tires? The wheels are correct as we know.

 

Im hex editing some civilian vehicles now just to make a quick test...we have a .3 viewer tool? (will make things easier - I found a link in a thread here but the link is dead)

 

 

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Well, finish my quick and dirty test.

 

Let me describe what i did. First pass made some mobile vehicles (humvee, tractor, tanker, etc) have a very low lod , 10meters.

Ok, The bugged tires disappears but also the  object turns in a simple box or just disappears after 10meters as expected:)

 

Them tried to find on humvee that 007d codes. They are a bit different from the bedford (i didnt find a mission where the bedford appears , this is why i tested with humvee and tractor). In the humvee we have 007d00b1 sequences that i made 007d0000. But dont work. Those dam tires are yet there.

Can you take a look on the humvee.3 file (as it is easy to find on taw free flights)? I can then hex it here and test again. I just dont know if im changing the correct place.

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