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Showing most liked content on 01/05/2018 in all areas

  1. 14 points
    Since Stary kindly remembered me in the "tree planting" thread of my promised TOD Editor, I want to apologize for the (very) long delay. Shortly after I made the proof of concept of custom shaped tod objects another (Real Life) project took over: planning and building our house. Therefore in the last one and a half year I didn't have that much time and energy for modding/programming activities. Now we finally live in our new house and I recently resumed my modding/programming activities. This is my roadmap for 2018: 1) LOD Exporter for blender: Currently I'm working on a LOD Exporter for blender. It's in an early stage. Mesh export seems to work but only uses color information yet, no textures, no bump maps, no animation, ... . 2) Updating LOD Viewer and Target Area Editor Besides implementing new features I plan to switch to the OpenSceneGraph library for 3D visualizing instead of pure OpenGL. It will reduce the programming effort in the future and also brings other benefits. 3) TOD Editor Maybe I will implement it as an extension of the Target Area Editor, I'm not sure yet. The use of the OpenSceneGraph library should give me the capability to import several 3D file formats that OpenSceneGraph supports (instead of writing the file importer myself) and let me convert them to TODs.
  2. 7 points
  3. 5 points
  4. 4 points
    Progress shots for color schemes:
  5. 2 points
    The other guys can give you a better idea of really essential mods and tweaks, but here are a few that VovS has developed that make a real difference. Also: AIRCRAFTAIDATA.INI.zip ----- Shimmering: in the relevant data.ini file for whatever terrain you're flying (such as Palestine_data.ini), scroll down to the SolidObjectTextureMaterial section and change the following entry: BlendOp=ONE should be changed to: BlendOp=BLEND_SRC_ALPHA (this helps to give proper looking telephone poles, cows, and some other objects on the fields - otherwise they show up as cows painted on a rectangle, poles painted onto a rectangle, and so on) ----- Also, do this just to be sure: ----- If you still experience shimmering buildings in the future, I also recommend checking the following post by Mue: https://combatace.com/forums/topic/85970-shimmering-tods-and-target-objects/ Install the FE2 terrain shaders listed there into the relevant Terrain folder that you're flying, and then in the relevant terrain data.ini file, under the SolidObjectTextureMaterial section, change the following value: ZBufferOffset=2.0 change to: ZBufferOffset=5.0 ----- It's possible also that an improved flightengine file can help, by stretching view distances. The link to my modded flightengine ini is below: https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?do=findComment&comment=738584 If you like the atmospheric effects I get in my screenshots, the relevant files are below. I set my up gameworld lighting for high noon on a summer day - all other situations should use dimmer lighting. Default game lighting is appropriate for a gloomy winter day. Note we have all experimented with various combinations, and much depends on your OS and computer. For example, changing ForceDX9=FALSE to ForceDX9=TRUE (in the Options.ini) will probably improve your graphics, but may influence your frame rates. Also below is a test batch of improved pilots - drop them into your PILOTS folder. VonS can tell you the best way to organize them as I just dump them in and get on with developing new aircraft. wwiPilotNew10 and wwiPilotNew11 are Spanish Civil War pilots with parachutes, so they are not appropriate for WW1. Options.ini Flight.rar New Pilots.rar
  6. 2 points
    Yes Kevin, basically that allows you to manage TE's memory issues you would encounter when having too large tilenametod.ini files, then TE would simply stop reading from these inis and output empty (zero bytes) TODs or wouldn't write to inis at pressing SAVE button. Also worth mentioning this is what I encountered while working on very dense experimental sort of sets with numbers of per-tile objects in 500-1000 ranges.
  7. 2 points
  8. 2 points
    Jan. 4, 2018 Update (Special Edition - Camels, Pups and Gasbags): Several plane types added, including the Nieu. 17 C.1 Dux variant, the A-Team Sopwith Pups (80 and 100hp), Tripes (early and late), and Bristol Scouts C.1 and D variants, also several subtypes of the Morane-Saulnier type G (25, 45, 60hp Anzani), and several other improvements, including realistic heights and service dates for Zeppelins, airships, and balloons, per theater, and improved stall and buffeting data in the aircraftobject ini file, for more realistic stall effects. Also included are new gun subtypes, for the Vickers Challenger gear, Birkigt gear, and field mods of Alkan-Hamy and Sopwith-Kauper gears. As always, please follow the info. in the included "Read Me" file for a more detailed overview regarding the FM tweaks and for thorough installation instructions. Also check over the pics. included and posted with this update pack for a quick overview of what's new. Happy flying!, Von S
  9. 1 point
    For those of you who dislike Steam, we've released Cold Waters and Atlantic Fleet on GOG.com at a discount. Go buy them if you haven't already. https://www.gog.com or click the images below for each respective title download page.
  10. 1 point
    Hi Stratos, the suggestions Geezer posted above for the shimmering fix work well. Also good are the following three links, included in the pdf "read me" with my FM update packs, which link to aircraft skins, pilot installation tutorials, also some tips on how to handle the SPADs on takeoff, lots of other stuff there too included in a few posts for convenience: https://combatace.com/forums/topic/91337-problems-with-my-fe2/?do=findComment&comment=738368 https://combatace.com/forums/topic/91337-problems-with-my-fe2/?do=findComment&comment=738514 https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?do=findComment&comment=738317 Happy flying, Von S
  11. 1 point
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  15. 1 point
    Hi all, This is my Curtiss Flyer. I made this model back in 2007 and I have upgraded it to my level of work of today. This Curtiss Flyer can be used in Vehicle Simulator and Canvas Knights games. The Curtiss Flyer can be downloaded in Canvas Knights Mods. Hope you all enjoy the Curtiss Flyer. Deutschmark
  16. 1 point
  17. 1 point
    NOW MUE GET ME YOUR TOD CREATION TOOLKIT!!!!!!! DAMMIT WAITING 2 YEARS FOR IT!!!
  18. 1 point
    As for the object creation panel, the size is self-explanatory, cast shadow is shadow cast option :D and size deviation is just that, randomly between placed objects (this works on TOD saving, no size deviation saved per object in ini file IIRC) The other fields are for textures coordinates from as far as I remember 0.0 being top left and 1.0 being bottom right of texture. Texture coordinates 1-4 being sides and coordinate 5 being flat roof. Easiest way to find texture piece position on texture is launching it in PS and using percentage ruler at 10 percent grid or something similar.
  19. 1 point
    Happy New Year guys! Sorry for being late to the party. Had lot of work with Chinese fleet expansion to Cold Waters past weeks. Long story short, albeith it might sound sane, 200-256 objects per tile is bollocks -luckily for us that is. I was able to place up to 1000-1200 individual trees on single tile. The trick is making TE (terrain editor, doh!) process the given tile's ini file when outputting TOD object. Seems there are BIG issues with TE, no matter the version. Solution is bit tedious (not really) yet simple -if one works on trees/buildings placement alone do so with custom TE work folder dedicated just to tiles population AND work few tiles at a time. Say, you want to work on just the forests tiles, let's call them "J" tiles (using Vietnam and Germany tileset nomenclature -of course if one has own custom tileset and terrain in the works it can as well be gobbledygook but I found keeping in line with standard naming much easier to work and navigade data ini and whatnot), then put just the finished Germany*J tiles in the folder, do new texturelist and work single tile per session. Save, output TOD. Make a copy of both TOD and the ie. GermanyGJ50A.ini (the text file that saves all the objects placement in it) then place trees on tile GermanyGJ75A etc. This is the only way I found to allow TE not to skip the trees/objects that are outside of what the memory resources of TE can handle. Now the tricky part -I wrote to backup the finished tile's ini file and TOD right? Best in some kind of "work done" folder. That is Because after few tiles done TE will hit it's internal limits and outputs empty TODs and does not save the objects placement into the tile's ini file at all or just parts of it. Just remember to do exit->relaunch->reload texturelist combo after removing some ini files Tip: you can make copies of your master texturelist file, rename, reload as new texturelist and so on, saved tons of work. Also, as Mue wrote and my old treemods hint at, the values at the top of terrain's data file are mesh/scene vertices limits so you'd need to up them a bit (4096? Go with 8192 yay!) to have more shown per tile.
  20. 1 point
    New Israeli ATGM Pack
  21. 1 point
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  24. 1 point
    Para no perderle la mano al 3d... Si...sigo con el SFP1 en mi vieja y querida AMD64....
  25. 1 point


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