+Stary Posted September 13, 2015 Author Posted September 13, 2015 sorry been ranting few post above... anyway Kevin there is simple Okinawa tilest/treemod I did in 2012 or so if you need one Quote
+Menrva Posted September 14, 2015 Posted September 14, 2015 (edited) Stary, other damned questions, sorry, it's stronger than me ; can you explain how the new cloud layer thing works (I see it's listed in the types .ini)? Can it be easily implemented in other terrains? I guess so. Moreover, does the WeatherData stuff you added working or does it nothing? IIRC it's some of the unused statements in the DLLs, right? Edited September 14, 2015 by blaze95 Quote
+Stary Posted September 14, 2015 Author Posted September 14, 2015 the weather data doesn't work I think, at least I have noticed no difference -also shoot me if I know where to put these statements, that's why I was duplicating them here and there hoping that one ot the entries would work the clouds don't work as supposed to as the century-old (that is, from 1990s) bug of alpha channels sorting is still there, in some say 50% of the angles is works nice, in the rest it doesn't; the cloud layer I tried to place as simple targetarea object on map, it has 3km altitude, and is as being targetarea entry allways present and not random like Lexx_Luthor's cirrus clouds mod worked, but there he used particles so I was hoping having mesh instead of particles would help with the rendering issues Quote
+Menrva Posted September 14, 2015 Posted September 14, 2015 Ok, thanks for the extensive explanation, no more stupid questions, I promise. BTW if the WeatherData stuff comes from the EnvironmentSystem.DLL as you stated in the other thread, me thinks that such entries were meant to be put in the EnvironmentSystem.ini as you did with SARCASM 2 beta, with generic values, and in each terrain .ini with its own values as you did with this Korean tileset. Quote
+Stary Posted September 14, 2015 Author Posted September 14, 2015 that was my thinking indeed, but of course I think those are incative -though this terrain begs for layered fog like in Il2 or Falcon Quote
+Stary Posted September 15, 2015 Author Posted September 15, 2015 Version 1.1 update posted: fixes missing textures on village type objects, please redownload, and my apologies, I allways forget to include some essential file in my mods Quote
Canadair Posted September 16, 2015 Posted September 16, 2015 the weather data doesn't work I think, at least I have noticed no difference -also shoot me if I know where to put these statements, that's why I was duplicating them here and there hoping that one ot the entries would work the clouds don't work as supposed to as the century-old (that is, from 1990s) bug of alpha channels sorting is still there, in some say 50% of the angles is works nice, in the rest it doesn't; the cloud layer I tried to place as simple targetarea object on map, it has 3km altitude, and is as being targetarea entry allways present and not random like Lexx_Luthor's cirrus clouds mod worked, but there he used particles so I was hoping having mesh instead of particles would help with the rendering issues Do you mean this bug? stary? http://combatace.com/topic/29730-widesky-v10/?p=184408 It is back form SFP1 and could be solved as you explained me in this old topic. Can?t it be solved in SFP2 in the same way? (I am looking for reason to go back to sfp2) Quote
+Stary Posted September 30, 2015 Author Posted September 30, 2015 no, I think not this bug, other one Quote
LightningIII Posted January 4, 2016 Posted January 4, 2016 I've been having issues getting any major SAM sites to show up on this terrain. I only see gun-based AAA and MANPADS, even into the 90s. Any ideas? Quote
LightningIII Posted January 4, 2016 Posted January 4, 2016 I take it back, I just wasn't flying somewhere with SAM sites set up ... I might have to add some in to give the commies at least some kind of fight against my A-10 haha. Thanks again Stary for your great work! Quote
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