Polak
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Posts posted by Polak
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Great terrain. Its just tiles correct? Your terrain can be added or vice versa to the Desert Target Zone?Thank you all for support.
Yes, it is just tiles and nothing else. Though, as mentioned in Readme they were done for Gepard's recent terrain. In fact he is working on new desert stuff as well as making labourous and time consuming corrections to cities which as you can perhaps notice are in some instancies little off. Still I have to emphasize that without His hard work on terrain this tileset would not be as much fun to use as perhaps it is now and even further could be in future, if further improved.
Time permitting I am planing to remake it once again, but this time that would be more extensive Project than ever (roads, powerlines, pipelines and other elements).
As far as tiles being too green... It is valid point. They turned out to be that way, but mainly because of the configiration of terrain tiles which I had not too much control over. If there was another "nature" transitioning forested fields to fields maybe grassland and then to desert - all would look more naturally. This is the reason why I am thinking about one more update to this desert interpretation of mine.
So meanwhile, try to have fun with what available ( and try the water at high level).
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PolaksPRDesert2.zip
Polak'sNewDesert2
Date: 04.01.2007
Author: Polak
INTRO:
This is set of Terrain HiRez 512x512 textures for Desert Terrains for SF:P1 game freeware only.
INSTALLATION:
Just copy all to Desert Terrain in your SF:P1 folder.
NOTES:
In order to see newly made water effects put the Textures, Effects, Densities and Resolutions to High (specially Water Quality). If you find it choppy then lower all settings gradually
until satisfied. Avoid Medium Water Quality as it produce not too
appealing look.
Thanks for all who made this Project possible, especially Gepard for providing inspiration by producing his outstanding Israel2 terrain. Also thanks to Deuces who helped as usual with TEROBJECT_BUILDINGS. This version of Tiles has no TODs with trees as those will follow in later revision.
Enjoy!
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Submitted04/08/2007
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I have finally completed what I call 3DGenericLibrary#1 - set of 56 objects shown on the below picture with more details given in the respective thread on 3rd Wire Mod forum.
For the reason that I am not sure if the larger textures wont affect frame rates, I decided to treat it as Beta and for now only announce this here and not upload to this or any other file distribution site. However, I 'd share this package with terrain designers, or anyone who wants to use them as an replacement to the stock objects and by doing so - test them. Please send me PM with your address and I gladly furnish you with this package. All details, instructions, credits and explanations are included in the readme.
I am hoping to continue this Project in the future by making other more specific and subject oriented packages.
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SeaModWoV_v1.1
Replaces SeaMod_v1.0 , contains alternative sea and shore tiles for Deuces WoV Terrain version with added corrected alpha layer allowing for better specular water reflection.
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Submitted01/14/2006
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SeaModWoV_v1.zip
Add/Replacement of sea and shore tiles to Deuces WoV tileset.
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Submitted01/12/2006
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SKYModv1
13 new HORIZONCLOUDs for SF:P1 nad WoV.
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Submitted12/24/2005
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Polak's SpeechMod V1.0
View File
This is replacement of entire content of SPEECH folder for the above and replacement slightly altered of SPEECHSYSTEM.ini to be placed in FLIGHT folder.
Basically, I have altered each of the sounds changing them slightly to add some kind of authentic feel of VHF radio transmission. You be the judge if it sounds better. Few (30) real sound clips were added:
In the future installments I ... and you can add more of the clips when and if found. So for the time being I hope you enjoy what you find here.
Polak
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Submitter
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Submitted10/25/2006
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WOV_All_Missions
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All Missions found in WOV merged together to add "traffic" and action for random flying or as a background for other missions.
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Submitted10/18/2006
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WOV - Target Object Placement Interface Tool WIP
in Thirdwire: Strike Fighters 1 Series - General Discussion
Posted · Edited by Polak
Hi guys ....
Long been away, but this topic brought some old memories.
So for being so nice and too kind to bring my name in acknowledge of my early research here is little tasty secret you might want to try.
FSSC has one interesting format in import . It is an *.apt which is Airport for Windows a little, but well known at the time creator of airports in FS. Try to find it because it is worth to have it and here is why...
Airport can read sca files (scasm) which is decompiled form of bgl. And bgls files are of FS sceneries all available on the web for nearly each area and each airport in the nearly entire world. What is ONLY needed is just another converter capable to read bgl (BGLanaliser is just one of them).
So... bgl BglAnaliser->sca->into the Airport ->apt into the FSSC->Third Wire.
I know takes some manipulation, but the resources become quite abundant in return.
Best regards and S!