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Showing most liked content on 05/22/2022 in Posts
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8 pointsI uploaded the 4096x4096 skins pack for the Mirage 2000-5F. It waits for approval. It's designed for the Mirage Factory Mirage 2000 pack. Preview by Coupi :
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7 points
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6 pointsHi gang, one of the reasons I sort of stopped caring for the series couple of years back and went my way of not flying combat flight sims was plethora of controversial movements by TK around 2010-2013 period -followed by lack of QOL updates and Thirdwire's focus on mobile market that followed; one of these design decisions was locking clouds altitudes at unrealistic and immersion killing levels of over 14-16k feet ASL which made game less of a fun or challenge turns out solution was very simple hack of vertex shader in ENVCLOUDS.FX which you will find attached in this post, just drop it into your mod's Flight folder, overwrite if asked tested with stock clouds, SARCASM 1.5 and excellent Menrva's realSKY Environment -which I am looking at modding a bit on my end technical blurb: this is simple vertex shader hack that pushes the vertices of clouds plane meshes downwards in world space by user-configurable value: const float4 P = mul(float4(input.pos.x,input.pos.y,input.pos.z - 1900, 1.0), g_mMeshToWorld); // position, world-space where 1900 is world-space units (= meters), all the hack does is feeds the shader skewed z (z being height in SF series, as things should be) value of course there are some issues with intersecting with close range terrain meshes (near_scene) so visual glitches might ensue at times but that was the reason TK pushed them up in the first place Also, if this or other method was posted earlier apologies, haven't looked around much the forums. Cheers, Stary ENVCLOUDS.FX
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6 points
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6 pointsPope just about done, got wing king out the way as it was the most challenging (and made me change some stuff up)
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4 points
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3 pointsThanks. I will try it. SitRep: I started to place the very big river Dnepr on the map. It has big reservoirs, you can say it are big artificial lakes, created by big dams. As a first step i placed single sea tiles to mark the way of the river and the big lakes on the map.
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3 points
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2 pointsI'm so thrilled to see you, Stary! Thank you so much for this fix, indeed something can be accomplished by editing shaders; I made a slightly modified shader for changing in-game text color which is hardcoded for subtitles, it's included in ODS 30AE. Thanks! I do plan on updating it in the future, so if you wish to contribute some tweaks to it or have any suggestions about it, feel free to PM me. Welcome back! PS: Admins, please pin this topic! This should be pretty useful!
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2 pointsi appreciate it! to be honest, given i had no intentions on Aggressors i did gloss over that. will look into it, although tbh it will be about a week or so before i do. want to wrap up my 23d Wing project here, and some mid 90s skins for ravenclaw's D model above. His work so far has been quite a bit more recent (2013 ish), while you all know im into the older stuff
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1 pointRight now I'm thinking about which project to start next. I have 4 in mind. 1) Poland 2) Borderwar between China and Vietnam in 1979 3) version of Battle of Britain terrain for the 1960th or 70th 4) Diego Garcia Poland is an area with a lot of possible scenarios. World War 2 in 1939 and 1945, a possible Warsaw Pact invasion in 1981, a modern Suwalki Gap scenario, or a hypotetical what if the former german province Ostpreussen would have become the homestate of the jews: Israel in Central Europe. China and Vietnam Borderwar is an interesting scenario, because both sides have similar planes and weapons, so that only the skill of the player decides of an outcome of an air battle. I like the idea very much. "Modern" Battle of Britain terrain has two major possible scenarios. One: The Soviets have taken control over France and UK is in the same situation as 1940, but with other enemy. Two: A conflict between the European Community and UK, a scenario with its own flair, because blue vs blue and to be honest true friends the Brits and the French never were. Diego Garcia. Its an other naval map with one base on an island and carrier operations.
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1 pointAll hail Mue, for his target editor. I cannot imagine, in a million years, doing this by hand.
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1 pointView File realSKY Environment realSKY Environment January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This is my sky enhancement mod. It also combines the work of many other modders, in order to provide a realistic, better looking sky. Here below a quick summary of the changes: -Tweaked sky colours, something in between Cellinsky's widesky and the stock SF2 colours. -More realistic Night colours, sky and ambient are much darker. -More atmospheric, reddish transition from Twilight to Night. -New "dark blue" High Altitude colours (fly near space with a NF-104). -Moon produces a yellowish light instead of the default purple. -Sky is "wider" much like Cellinsky's widesky mod (background horizon clouds are bigger and more noticeable). -Added beautiful cloud graphics made by Cellinsky and ShrikeHawk, tweaked for each weather type. -Added a low number of stray clouds to Clear weather. -Added noticeable clouds to Overcast weather and Inclement weather, "fixing" a known SF2 "bug". -Combined various mods to produce a more interesting Rain Effect under Inclement weather. -Added Stary's lens flare effects from the SARCASM 2 mod, in place of Cellinsky's widesky effects. -Added Cloud Layer graphics by Stary, Fubar512 and Brain32. -Reworked secondary atmospheric effects, such as contrails and wingtip vortexes. In addition, the package includes alternative environment configuration files in the Alternative Weather folder; they enable different effects for the Inclement weather. You can choose between thunderstorm (default, adapt for most terrains), snowstorm (for cold, icy terrains) and sandstorm (for hot, desert terrains). For those who wish not to change the effect globally, I highly suggest to try the included terrain-specific environment example provided for stock SF2 terrains; the default global effect is thunderstorm, while terrains with their own environment file either use sandstorm or snowstorm as appropriate. Use this as a basis to customize other terrains. By setting the Effects to Unlimited, the game makes use of a DirectX 10 post processing effect; the stock game's post processing shader generates a pointless and horrible bloom effect which excessively blinds the player during twilight transitions. By default, realSKY includes a reworked post processing shader (TWPOSTPROCESS.FX) which provides more contrast, more vignetting, minor color correction and a daytime-only bloom effect, so it's miles better than what the stock game offers. Alternative post processing tweaks are included in the Alternative Shaders folder; choose the one you wish to try (check the included screenshots for fast comparisons) and overwrite the default one in your mod's Flight folder. If you don't care about the post processing effect, you may want to set the game's Effects to High in the Options menu. >Credits (in no particular order): -Cellinsky, for his fantastic widesky mod from which I borrowed some tweaks. -Stary, for his Thunderstorm and Heavy Snowfall weather mods, and his SARCASM 2 beta mod from which I borrowed some effects. -PanamaRed, for tweaks in regards to Clouds (especially the Broken weather ones). -Fubar512 and Brain32, for their Cloud Layer Top bitmaps, which I have smoothed for a better looking effect. -ShrikeHawk, for his CloudSkins mods, from which I took the spectacular cloud graphics. -BearGryllis, for his Thunderstorm Pack With Enhanced Lightnings 2.0b package. -Orsin, for his Improved Rain Effect and Heavy Rain 0.8 mods. -luk1978, for his interesting WeatherEffect package. -ArmedLightning, for his Special FX v2.2 mod for the GTR 2 game, from which I borrowed a lens flare effect. -baffmeister, for the idea of recreating sandstorm weather effects. -tiopilotos, for suggesting improvements on other subjects. -Eagle114th, for his Improved Wingtip Vortex mod which I have reworked. -JosefK, guuruu and Coupi, for their interest and support. I included the original readme files from the mentioned mods, where available, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 01/13/2019 Category Environmental Mods
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1 pointHello Menrva! yes I seen the new fitting color in ODS 30, splendid job all the team! as for clouds I don't see much that can be done apart from extending their draw ranges and minimizing flicker/disappearances out of camera frustrum, which I have looked into and might have some tweaks -with the sacrifice of number or size of the individual clouds, sadly, but that is something I might look into in my limited spare hobby time.
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1 pointthat i can recall no artillery shoots while moving. tube or rocket. but rocket especially given how it has to raised from the stowed travel position if it can move then stop and shoot that would be awesome. if not, then stationary would be the way to go for the firing one. maybe with a mobile one to "get caught between firing positions"?
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1 point
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1 pointSorry I'm a little bit late to the party Kevin, and you already have your model, but there's an F-16D Block 30 in the F-16 Aggressors pack F-16C Block 30/32 Aggressors by The Viper Team - F-16 - CombatACE The contents are: F-16C Block 30 F-16C Block 32 F-16D Block 30 F-16N Here's a couple of F-16Ds on the way to a DACM hop over Alaska
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1 pointToday I just resumed some terrain modding, so I had a look at what you should add to all your concrete taxiway 3d models. Check the below statements in bold. [TargetType027] Name=Runway1 FullName=Runway ModelName=airfield1.lod TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=1000 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=50000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Keep up the great work! I know well how tiring and annoying adding roads, rivers and lakes could be, still have the Balkans in my hard drive waiting for more work. On a real scale terrain like yours it's even more time-consuming, so big respect for what you're doing.
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1 pointUsual z-buffer issues. Make sure that the 3d models of your concrete bits have the same statements of stock TW runways in the _types.ini. I don't recall exactly the names of some properties, but one was about being flat and the other about a z-buffer offset.
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1 pointSitRep: I changed the colors of the taxiways. They are now lighter and easier to see from sky. Then i finished the giant airbase of Nikolajew East. It needs the entire space of 4 tiles, which means 4 x 4 kilometers.
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1 pointThank you and I am happy you like it! Thank you. I am looking forward to the feedback from the community, so the project can be improved even more. Thank you and you are top too! Thank you and I am happy you like it! I am continuing to do my best! As stated previously, I am awaiting for the feedback from beta. I am currently working on the fleet of F-4s. I agree, It is good to see fellow modders here! It is good to have humor here, it is what makes community here fun! Cheers!
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1 pointhello my name is Mek and I haven't been here in quite a bit that's nice, really nice please work on it
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1 pointstatus update updated skin new decals for the D new sensors on the upper tail and the boom still works
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1 pointI think I am almost completed and I have added their texture. Next need to work on the data files and the missile data.
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1 point
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1 pointMainly to motivate myself, I made an initial test regarding using 3D assets from SF2 in the open source flight simulator FlightGear. Since FlightGear uses the same 3D graphics library (OpenSceneGraph) that I also use in the LODViewer, I could easily reuse my LOD file loader plugin with only minor modification. This is only an initial test. There are still a lot things to do regarding 3D models: animations, shader adaption, .... not to mention reimplementing the SF2 FDM in FlightGear. But maybe some day... TWs P-51D at Honolulu International (the current FlightGear default airport). Note the missing landing gear caused by nonworking animations: Cockpit view:
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1 pointNo. Its a completly new terrain. It comes with a complete tileset, so that you can use it if you have only SF2E or SF2I. This is the Planning Map: The terrain covers the northern part of Vietnam, the chinese island of Hainan and the chinese vietnamese borderland. The progress is slow, because i'm working now on the placement of the TOD objects (trees, houses) on the map. We have now a nice tool for this job (Thanks to Mue!!!!), but it is still time consuming. Progress is slow but steady. And now the terrain begins to look a little bit more realistic.
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1 pointFlight Gear is open source. What it doesn't have, can be added. If more people worked on flight gear voluntarily, it could have already passed up the payware sims. I periodically download and try it ever couple of years, especially after major releases. But the available library is a motley crew. Some aircraft are up-to-date examples of what can be done with the current release, most are old with poor visual quality and/or poor systems/flight modeling. Flight Gear is proof of what can be accomplished with open source and all-volunteer labor... a solid sim with tons of potential. But it is also proof of what cannot be done: its present form is far behind in visual quality to its payware competitors like FSX, P3d, and X-Plane. But with some real support from combat flight sim fans, it could quickly evolve to be better than SF2 in terms of the aircraft and systems modeling. But like FSX/P3d with TacPack, it is a long road to becoming a decent combat flight sim with lots of AI controlled objects that interact and fight with realistic sensors, weapons, etc. Since it is free, everyone who likes flight sims should try Flight Gear. It can be a paradise for modders.
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