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Showing most liked content on 02/26/2024 in all areas
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10 points
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9 pointsthe F-4G Wild Weasel pack is almost done , something was still missing the AN/ALQ-131 , so i was working on it in the past days and here is the new 3d model , adding more details to the pod , mapping and making the templates will be next for the rear inner exhaust part i dont have good pictures so i do have to work around a bit there , the part is not yet finish and will look much better when it is done the pods are using 30 inch suspension lugs for now in some cases the 14 inch lugs could be added i know it is not perfect but i think it will be acceptable
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8 pointsWOW...looks like you put those templates to good use...LOL!!! Mandatory pic
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5 pointsThey're all missing a rivet, so you're not doing anybody good with your "progress" Seriously they look good FLOGGER23
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5 pointsI added a few more parking slots to the LHA-1-USMC to make the deck a bit less sparse. Going from this.. To this.. Copy this into the [Deck] section of your LHA-1-usmc_DATA.ini file: ParkingChance=100 ParkingMaxSpan=3.0 Parking[01].Heading=300 Parking[01].Offset=13.00,-83.00 Parking[02].Heading=300 Parking[02].Offset=13.00,-95.00 Parking[03].Heading=300 Parking[03].Offset=13.00,-107.00 Parking[04].Heading=250 Parking[04].Offset=12.00,55.00 Parking[05].Heading=250 Parking[05].Offset=12.00,45.00 Parking[06].Heading=250 Parking[06].Offset=12.00,65.00 Parking[07].Heading=300 Parking[07].Offset=13.00,-73.00 Parking[08].Heading=300 Parking[08].Offset=13.00,-63.00 Parking[09].Heading=000 Parking[09].Offset=-15.00,-103.00 Parking[10].Heading=250 Parking[10].Offset=12.00,75.00 Parking[11].Heading=250 Parking[11].Offset=12.00,85.00 Parking[12].Heading=250 Parking[12].Offset=12.00,95.00
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5 pointsMerci a tous. Les textures sont au format JPEG (500 ko environ et 3 Mo pour les TGA), désolé il n'y aura pas 4 saisons. Toutes les textures sont terminées, il me reste quelques ajustements et réglage a faire avant de les mettre en ligne ici ! :) Thank you all. The textures are in JPEG format (around 500 KB and 3 MB for TGA), sorry there won't be 4 seasons. All the textures are finished, I still have a few adjustments and adjustments to make before putting them online here! :)
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2 pointsUpload no.5 is available since now. Yeah, no.4 was there too, but I did not announce it. The ReadMe of the package is now proper. Lots of tiling work again. AFAIK all the most obvious 'Immersion Breakers' of the original terrain tile-mapping are now out of the way.. Adjusted the Nations.ini Some more targetting work. I am also using an old AMD Radeon. I did change the _Data today as to render the terrain well on my system, with the minimal amount of changes from the defaults. In the [terrainmesh] section that is.
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1 pointFalcon 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.
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1 pointSadly, I have to accept my forced retirement from flying WOFF. Four years ago I was diagnosed with motor neuron disease (ALS) and it has finally caught up. Just after New Year's I developed a very serious case of pneumonia and spent a month in the hospital. Since getting home three weeks ago, I have found that my hands are much worse. I have been putting off getting back into the DID campaign because I was frankly afraid of testing my ability to manipulate the controls. Today was the day. I was most afraid of finding myself unable to push the joystick to the right because the wrist lacked strength. That wasn't the problem. Getting to the keyboard buttons for engine start and map was a two-handed job. Controlling the rotating knob on my throttle that governed mixture was nearly impossible. I couldn't depress the button on my joystick that turned the automatic pilot on and off. Every time I needed two hands for one controller, the other one demanded the same two hands. I am going to lurk around the forum and contribute when I can, but I will have to pack Douglas Bell-Gordon, my campaign pilot, off to a staff job in England. The original plans were to have him stay with Naval Nine until after 1 April 1918, then command an RAF squadron until the end of the war. Fingers were crossed that after the Belgian expansion, we might see a Dolphin before November rolls around. Please let me take this opportunity to thank each and every member of this kind, friendly, mature, and respectful community. You have made this a wonderful pastime and passion. Special thanks and admiration go out to the development team. You have created a true time machine to make boyhood fantasies come true. Massive respect! Cheers, Raine
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1 pointIf released, will there be a full 4 season set??? (yeah, I know, just making more work for folks!!)
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1 pointif anything called for the Benny Hill music to be playing.........
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1 pointF-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
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