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Showing most liked content on 02/24/2024 in all areas

  1. 9 points
  2. 9 points
    Alpha version no.2 is now available for download. Together with TFDtool v1.16. The water alphas are now there. 270 tiles have been converted into a .tga file with alpha channel holding the water area. The farm tiles are now rotated randomly, to be less repetative. (Could not do the same with roads, yet, as the roads are not drawn exactly in the middle of the tile...) Looked at the Hi-Tiles Allied force set. But was not convinced of it being a good replacement for Korea. Also tried some things with the BMS 4.33 tiles again. But the files with the same name are NOT a drop in replacement. Forests and hills match, but cities and farms and their transitions are not matching up. Also these tiles look less flexible in time periods, the urban areas obviously looking somewhat modern.
  3. 8 points
    An alpha release of the Falcon 4 terrain is now available for download at my website http://www.gb-homepage.nl/index.htm This evening I made the SF2NA Naval Map setting work. Added some more airfields. Made minimal working movement.ini routes. Removed unused textures. What I want to to later is to auto-batch rotate any tiles that would benefit from less repetition. With some random rotation they will look better. To open this in TFDtool, please download a new version v1.15 with tile limit raised to 1100. @Menrva A lot of the conversion process does apply to Allied Force Balkans, but a lot will be different as well. There are even more tiles in that terrain. I also looked at the Falcon BMS 4.33 Korea terrain, and it has a different files structure, different tile index ID cross-referencing. For now I have my hands full with this Korea one.
  4. 7 points
  5. 7 points
  6. 5 points
  7. 5 points
  8. 5 points
    Thanks very much Wrench ! I tried... It’s interesting for cities, all the buildings are visible!
  9. 4 points

    Version 1.0.0

    79 downloads

    PZL P11C. A makeover of Zur's P11C, redone skins, for 3 Polish and 2 Romanian aircraft, updated sounds, weapons and of course the pilot. Everything is included in the file, Sounds ( including the one for the guns) Guns, Weapons, Pilot, and of course the Decals. I was going to do Latvian, Hungarian, and Soviet skins, however as the Latvians and the Hungarians only had one aircraft each, I thought this rather pointless, as for the Soviets, they only had about four or five, I assume the Germans had a couple as well, but in reality, only Poland and Romania used the type operationally. These are NOT the DAT/A-TEAM aircraft, they were originally done by ZUR for SF1, the DAT ones are a totally different model and LOD. As always...........ENJOY ....................
  10. 4 points
    What if the US government would not have vetoed the Viggen deal between Sweden and India, in 1978:
  11. 2 points
    Falcon 4 (1998) also has a tile based terrain. Like Strike Fighters 1/2, also like European Air War (EAW) and the old Novalogic flight 'simulations' Raptor/F-16 MRF/MiG-29. I had a look at the files a long while ago. But could not recognize the essential bits. Essential bits being: - The tile textures. These images are easy to find - The tile-map. In hindsight, this is interwoven in a big L2 file, together with other data. - The tile texture files to tile index numbers table. Which needs to be translated to _Data.ini syntax. - The height-map for elevation. But this week I tried again, and got it to work. See screenshots. This Korea terrain has 1024x1024 tile positions on the map. There is only 1 height value per tile, also 1024x1024. Each tile represents 1km. Each tile bitmap image is 128x128 pixels. There are 1109 tile images, 1051 of which are actually used. These 1998 original ones don't have alpha channels for the marking of water. None of the tiles are placed on the map with a rotation (nor mirroring like Novalogic did) To compare: Stock Strike Fighters terrains are 500x500 tiles. Each tile represents 2km. Each tile bitmap is 256x256 pixels. Each 2km is spanned by 4 height-map points. Tiles can be rotated 0/90/180/270 degrees. So different in all ways. I had to adjust some settings in the terrain _Data.ini to make this Falcon 4 terrain work better, as to prevent "terrain mesh build-up gaps", visible on the horizon. Preliminary values being: [TerrainMesh] TextureThreshold=0.90 LowDetailMeshThreshold=0.75 MedDetailMeshThreshold=0.50 TileToHeightGridRatio=1 Fred Balding's Falcon tools were a must. As hosted here https://www.pmctactical.org/f4/downloads.php . His Terrainviewer 1.55 has the texture files to tile index table. It can display the list without copy-paste option. To prevent hours of typing, I ripped it from hex data in the Terrainviewer executable. TheaterMaker-03 has a tool Pathmaker that can export a matrix from the Falcon L2 file. (Basically a photoshop interleaved raw file, with 7 channels and 7 byte header, with the tile-map in Red and Green channel.) As explained in this old forum post. https://www.pmctactical.org/forum/viewtopic.php?t=21366 Since the terrain has this huge amount of 1000+ tile textures, I automated handling of everything involved here. By photoshop batch scripts, or by programming quick temporary conversion tools. Don't want to do such manually, 1000+ times. Soon, I will host a copy of the SF2 terrain conversion on my website, when I get it finished up a bit better. Don't feel like manually doing to loads of water alpha channels and targeting area work. So I will leave that be.
  12. 2 points
    View File PZL P11C REDUX PZL P11C. A makeover of Zur's P11C, redone skins, for 3 Polish and 2 Romanian aircraft, updated sounds, weapons and of course the pilot. Everything is included in the file, Sounds ( including the one for the guns) Guns, Weapons, Pilot, and of course the Decals. I was going to do Latvian, Hungarian, and Soviet skins, however as the Latvians and the Hungarians only had one aircraft each, I thought this rather pointless, as for the Soviets, they only had about four or five, I assume the Germans had a couple as well, but in reality, only Poland and Romania used the type operationally. These are NOT the DAT/A-TEAM aircraft, they were originally done by ZUR for SF1, the DAT ones are a totally different model and LOD. As always...........ENJOY .................... Submitter Trotski Submitted 02/24/2024 Category Other Origin  
  13. 2 points
    That's understandable, the number of tiles and the size of the Korea terrain is already mind-blowing. The later we see Allied Force's Balkans terrain, the better for me. Otherwise it'd probably make my Balkans terrain the least preferable choice, and it took me years to develop it. For sure I'm not going to do something like that anymore, it got few downloads, it wasn't worth all the trouble of manually tiling all rivers and lakes; even in a scaled 60% terrain it was a crazy amount of time and work for details that pretty much no-one cares about.
  14. 2 points
    in the Options.ini, try this: (the last lines) it can't hurt, and it does keep them around (meaning: i don't think it increases the 'draw distance', just keep them from fading out/away)
  15. 2 points
    Looking forward to Rio de la Plata terrain!
  16. 2 points
    Not what if, but what almost was in 1992, in the shuffling of units, aircraft and missions, the 192nd TRS of the Nevada Air National Guard was tapped to take over F-4G Wild Weasel assests being retired by the 3rd Fighter Wing and 35th Fighter Wing. the plan far enough along to have an aircraft painted up in preliminary High Rollers markings. instead the aircraft were assigned to teh 190th Fighter Squadron, Idaho ANG and the High Rollers traded their Photo Phantoms in for C-130s a couple of years later
  17. 1 point
    I'm all for big terrains, but the targets have to support it. I know it's harder due to the large size to fully populate it, but the gameplay value is worth it if done right.
  18. 1 point
  19. 1 point
    Runway Denial in Central America Time to una$$ this AO....
  20. 1 point
    F-4G final version , arresting hook is now done and mapping and template is complete , next i have to bring all F-4E´s , F-4F´s and F-4G´s to the same standard and change all number 1 skins aircraft has now a lod size from 8,33 mb and the cockpit 7,70 mb , sofar i dont have any major issues with the FPS slow down i´m on win7 , CPU i7-4790k , 32 Gb Ram and a ASUS Strix Rog 1070 Ti with 8192 MB GDDR5 SDRAM so it is a old computer who still runs perfect FPS based on a heavily modded GermanyCE terrain from Rents are between 40 to 69 FPS
  21. 1 point
    Amidst the blue skies, a link from past to future. The sheltering wings of the protector...
  22. 1 point
  23. 1 point
  24. 1 point
    Latest about the Fencer LOT'S OF DETAILING TO DO so far It Looks a bit of a Fencer, does it not? And now, some appendices are to be added... KAB-500KR KAB-500L KAB-500S-E KAB-1500KR KAB-1500L KAB-1500LG And there will be many more as time allows, Hope you liked it so far...
  25. 1 point
  26. 1 point
    British Phantom over Dunsfold Airfield.
  27. 1 point
  28. 1 point
  29. 1 point
    el problema de trabajar con aviones que son prototipos es que hay cambios constantes, hoy el modelo de serie parece tener un hud distinto y la pantalla enteriza de tres caras, pero no voy a demorar otra vez este modelo.
  30. 1 point
  31. 1 point
    actualizacion en el JF17 correcion del perfil mejoras en el 3d actualizacion del TEJAS, eliminando la sombra y completando el interior del cockpit
  32. 1 point
    hace 4 dias Ale me los compartio y le meti algunas horas de trabajo, asi que pronto estaran para la descarga.
  33. 1 point
    el viejo modelo de mig 21 i de Ale, hoy ya con tren y algunas cositas mas.


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