Jump to content

Recommended Posts

That working as fast as we can, also true for the BN skin on my side :)

Share this post


Link to post
Share on other sites

Oh yes, I'm not naive about release dates. ASAP = As soon as possible. :biggrin: But the first version is mostly just Thirdwire assets + already released planes and skins. So I might go with the already released albeit slightly incorrect Su-20 if that means getting something out of the door faster for the community to play with, I favor an incremental approach, I does not have to be perfect for a public release. JonathanRL I think did this well, we got releases early and they spurred the development of further assets until there was a pretty damn complete package that adhers to his original vision.

 

So, early version first with what I got (in 1980 neither the MiG-25 nor Mirage F.1EQ were operational). Then, for the next version, maybe the new Su-20 is ready, and maybe even the new Mirage F.1 and/or my MiG-25PD/RB. This certainly gives me incentive to work on those projects.

 

Regarding the terrain Wrench, it is already very much good to go (thanks to you)! My visual tweaks will also be incremental but the basic tile changes are already 80% done. Then I will tweak it more and more for each version.

Share this post


Link to post
Share on other sites

don't forget to put in the readme that I gave my OK ... just so the Admins are cool with it!! :biggrin: (there's a notification in the uploads instruction here to that effect)

 

i'm looking forward to seeing what these changes look like close up!

Share this post


Link to post
Share on other sites

You need to have a lot more mountain tiles. Right now the tiling is much too apparent.

  • Like 1

Share this post


Link to post
Share on other sites

Yeah I have noticed that too Jules, but I favor an incremental approach, so basic stuff before fancy pants editing. With the current system making really nice looking mountains is nigh impossible anyways, but I will try my best!

Share this post


Link to post
Share on other sites

or pick up different mountain tile for the err... mountain tile, as you use my Israel set there were some other too, this one you choosed had that prominent ridge featured in them, seen clearly when repeated

Share this post


Link to post
Share on other sites

Ah you meant the mountain tile, not the snowy ones :biggrin:

Yes, I'll try some other tile to see if there is less repetitive-ness. BTW the TFD tool is awesome. Once I'm done with this imma gonna make me some islands for the archipelago in the Sweden map :biggrin:

Is there anyway to edit the heightmap without losing resolution? Do i need TE for that?

Share this post


Link to post
Share on other sites

yes I did some experiments with that, resize the heightmap bmp (first you need to export it from TE menu) to x2 and add some noise to mountainous areas for example... then re-export, WHOLE SF2 map can be created in paint program, for those who were wondering. And yes, Gerwin did SUPER job on his tool

Edited by Stary

Share this post


Link to post
Share on other sites

OK, is there really no resolution loss with import-export in TE? Seems a 256 color bitmap would not hold super much info, compared to say similar sized 16bit PNG? I tried it and the height was really different when I reimported after adding some noise. Need to test out some more i gather..

Share this post


Link to post
Share on other sites

Actually each of the 256 colors represents a height, I think that for TE difference between each height is 50m so that gives you 50*256=12800m height that being more than enough for any part of the Earth...

Share this post


Link to post
Share on other sites

but the engine wont handle Mount Olympus, there is some difference between physical bmp representation of heightmap output and the way engine renders it

 

The way is to export/import the TE HM palette, and yes, it's still 256

Share this post


Link to post
Share on other sites

Hi Centurion,

 

Importing/exporting heightmap data can be done in TE, then the terrain resized in photoshop or whatever and re-imported to TE.

 

Remember you have to set the [bitmapExport] and [bitmapImport] values in the TerrainEditor.ini file or you will get mountain peaks chopped off, depending on the terrain you are working with.

 

These values should be calculated by measuring the maximum peak height on your map (in metres) and dividing by 256 to give the Heightscale= value.

 

There will be some loss of detail, as TE can only read 256 height "steps."

 

A higher Heightscale value will make sure you get all your high mountain peaks, but it will result in a loss of definition at lower altitudes.

 

You can demonstrate this by creating a raw terrain from DEM data in TE, then exporting and importing the bitmaps in TE, and flying over mountainous parts of each version to see the difference in detail.

 

To get Olympus in properly, I guess you would have to set the Heightscale value to 2917/256=11.39, then round it up to 12.

 

Remember also, that in TE you can set the Heightscale parameter as a percentage of real life heights when translating raw DEM data into a terrain heightmap.

 

I tend to fix it at 110 or even 120% of real life, as it makes mountains that little bit more mountainous for game purposes.

 

Hope that helps.

 

Slainthe!

 

Baltika

 

 

PS, for a detailed discussion of how all this works, see this thread:-

 

http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=14&t=7393

Edited by Baltika

Share this post


Link to post
Share on other sites

Thanks for the tip Baltika, seems it might be a bit out of the scope of this mod, for now at least. The thing is, if eliminating the jagged airbase edges means losing definition otherwise, I might have to live with the airbase edges.

 

I wish there was a fill function in the TFD editor, would make editing large areas a lot easier.

 

Also, there are two problems with my current map: On some tiles, mostly the mountain ones, the trees are flying. Why?

Then, there are visible borders between water tiles even though they are the exact same water color, seems to be related to the water normalmap somehow, there was discussion about in the ODS thread but didn't really understand it.

Share this post


Link to post
Share on other sites

I can offer one thing, Morteza, the iranian guy, asked me to add some RWR recievers to the Iranian F-5 Tigers, feel free to use this mod when its done. But, dont we already have a RWR receiver F-5Tiger?! Couldnt start on it yet due to real life stuff

  • Like 1

Share this post


Link to post
Share on other sites

I can offer one thing, Morteza, the iranian guy, asked me to add some RWR recievers to the Iranian F-5 Tigers, feel free to use this mod when its done. But, dont we already have a RWR receiver F-5Tiger?! Couldnt start on it yet due to real life stuff

 

Blackbird is right

I'm working on F-5EZ (Azarakhsh) I have all things done And now I just need RWR receivers

Blackbird told me I'm going to build them but He don't until now

This is the pics of my F-5EZ:

wt0wvi1ugr971hlj34.jpg

d1vuq771yhwdujmstdz.jpg

About shelters Centurion-1 Am I send you the pic?

wh5k85a1h63z4i6sg0gi.jpg

And a thing is that Iranian F-14's skin was varied that time

They like TMF F-14A IRIAF not that you use

The skin you are using is very light

And I know that there is a F-5N with RWR but F-5EZ is different

Share this post


Link to post
Share on other sites

On some tiles, mostly the mountain ones, the trees are flying. Why?

 

happens a lot on terrains built with the derst (SF1) TE

 

do this in the data ini:

 

[AlphaObjectTextureMaterial]

EffectShaderName=xxterAlphaObject.fx

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

RenderedInOrder=TRUE

AlphaTestEnabled=TRUE

CullMode=NO_CULL

LightEnabled=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=TRUE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=2.000000

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE

 

comment out the fx line

 

I wouldn't worry about the shelters ... this is where some peoples lack of understanding of the mechanics fo the game hurt things.

those would have be NEW 3d objects (terrain objects), bult in MAX, exported, skinned and then hand-placed on the map like every other of that type of object.

when I rebult it, it's a accurate as possible to Real World as the game engine (allows). And the crappy tile system.

Share this post


Link to post
Share on other sites

Update, still a lot to do :) please let me know what it needs to be changed besides the shininess :)

post-37878-0-27995100-1360719892_thumb.jpg

post-37878-0-74410000-1360719897_thumb.jpg

post-37878-0-15330300-1360719901_thumb.jpg

Share this post


Link to post
Share on other sites

Looking good Flogger! Some weathering and dirt and it will look great!

The BN looks awesome! Got any ETA on that one?

 

Morteza thx for the info, right now I might not be able to change map objects, maybe further down the road once more pressing issues are out of the way.

 

Yeah Martin anything relating to IRIAF or IRAF is welcome

 

Wrench I'll try to comment out that and see if that fixes it.

Share this post


Link to post
Share on other sites

BN is the slowest one but you will see her flying soon, Fitter weathering is ready the pic was a teaser, today, if i finish it, you will see her complete.

Share this post


Link to post
Share on other sites

post-5138-0-06061800-1360784259_thumb.jpgpost-5138-0-33883800-1360784265_thumb.jpgpost-5138-0-83248300-1360784275_thumb.jpg

 

This plane is a real nightmare to skin and without my very friend Spillone104 I'ld never complete this job ..... :download:

 

I hope You like it.

  • Like 3

Share this post


Link to post
Share on other sites

Awesome Paulo, cant believe you did it so quick! For some reason that camo makes it look like an Italian WW2 bomber :biggrin:

 

Enoc good to hear, looking forward to it!

 

Here is something you might see over Iraqi skies at some point:

gallery_19311_669_879642.jpg

  • Like 5

Share this post


Link to post
Share on other sites

Fantastic! (we don't need Exp.3) :biggrin: [remember to add pilot seat]

 

I did it using great painting guides by Alex.

Share this post


Link to post
Share on other sites

Will all the new planes use decals for markings?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By ludo.m54


      View File Mirage_F1EQ-5_IRIAF
      Mirage F1EQ5_Iriaf
      This mod is dedicated to BPAO, nothing would have been possible without him.
      Islamic Republic of Iran Air Force seized 24 F1BQs and F1EQs flown over from Iraq, during the 1991 Persian Gulf War. As of December 2021, 12 Mirage F1EQs and 5 Mirage F1BQs were in service.
      This mod is not 100% accurate, Iran used all the EQ versions but for more simplicity we decided to use only one version, the EQ-5, to cover all the IRIAF aircrafts.
      There is not a lot of informations about the Iranian Mirage, so we did our best to make a realistic aircraft.
      Based on Iraqi F1EQ-5 v4.0.1 mod with the following changes:
      all the original Iraqi weapons and pods have been disabled as Iran did not get any of those P7 and sidewinder compatibility added (instead of R550) F5 tanks (underwings stations only) instead of original F1 RP35 US bombs and rockets. Another data.ini version is provided for russians bombs and rockets use instead of US. Covered unit :
      102sd TFS
      This addon is and will in all cases remain freeware.
      Released under CombatAce Fair-Use terms.
      Enjoy
      The Mirage F.1 Team
      Submitter ludo.m54 Submitted 09/01/2024 Category Mirage F1  
    • By ludo.m54
      Mirage F1EQ5_Iriaf
      This mod is dedicated to BPAO, nothing would have been possible without him.
      Islamic Republic of Iran Air Force seized 24 F1BQs and F1EQs flown over from Iraq, during the 1991 Persian Gulf War. As of December 2021, 12 Mirage F1EQs and 5 Mirage F1BQs were in service.
      This mod is not 100% accurate, Iran used all the EQ versions but for more simplicity we decided to use only one version, the EQ-5, to cover all the IRIAF aircrafts.
      There is not a lot of informations about the Iranian Mirage, so we did our best to make a realistic aircraft.
      Based on Iraqi F1EQ-5 v4.0.1 mod with the following changes:
      all the original Iraqi weapons and pods have been disabled as Iran did not get any of those P7 and sidewinder compatibility added (instead of R550) F5 tanks (underwings stations only) instead of original F1 RP35 US bombs and rockets. Another data.ini version is provided for russians bombs and rockets use instead of US. Covered unit :
      102sd TFS
      This addon is and will in all cases remain freeware.
      Released under CombatAce Fair-Use terms.
      Enjoy
      The Mirage F.1 Team
    • By MarkEAW
      The Pilot career and the over all campaign designed into EAW is most playable on v1.2.
      The EAWPRO has a set of files you can download extra, to give the v1.2 campaign while still using many of the effects and improvements in the FXEXE.

      https://www.mediafire.com/folder/l0g2lap23wi39/game-patch-fxexe
      That link is to get the EAWPRO patch and the extra Career Target and FMs Files for it. 
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..