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swambast

+MODDER
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Everything posted by swambast

  1. Range Time

  2. Dave, Dave, Dave...why I know my rusty programming skills are not the best in town, but I can still manage to whip up a thing or two. :wink2: It's not the prettiest thing you'll find out there, LOL, but it should do the job. Comes complete with 'Support Combat Ace' functionality, just like all good tools should! I'm putting the final touches on it, but should be ready for you to test in a few days my friend, hope this helps! Swambast
  3. Hi all modders and thanks for reading. Anyway to get around this little problem I'm having or is this a game engine limitation? Thanks for your ideas...(and LOL...where is Stary when you need 'em?) Sorry, don't know why I can't post my image directly (keep getting this "You are not allowed to use that image extension on this board" so I must be doing something wrong or I'm not important enough...) Custom Tree Problem
  4. How does that make you any different than some of the modders out there? I honestly don't see the difference.
  5. Answer "why" to that question for yourself, and perhaps you will find the answer to your other posted question.
  6. Darn, I missed this thread earlier. This is a must-have. Paul, your attention to detail is second to none, and this updated pack is absolutely fantastic...over 60 missions!!! Thanks much, you can truly tell it's a labor of love and always top quality...Congratulations on the release and this will be my new spare-time enjoyment!
  7. Hi Paul and All, I would like to offer this as an additional contribution... hope it helps, it's on it's way to you...
  8. Comrpnt, that is great work building off the foundation laid by PG and KRFRGE...I am eagerly awaiting the update of your VMFA-531 missions and looking forward to your next release...thanks!!!
  9. Sorry Guys, I'm asking this because I don't have access to my WOV computer (v 8.30.06) or of course would test it myself: can someone please refresh my memory and let me know if the .Heading=0 and .Heading=360 values are both acceptable within WOV (v 8.30.06 if possible)? Thanks in advance...
  10. Congratulations Stary, wonderful and beautiful work as always...thank you!
  11. Damn man, that is creative thinking...I was looking to use it for a different purpose, but will try your proposed solution and see if it works...thanks for sharing!
  12. future_tuskegee_airman Sorry, no screenie but a request - how do I get a message to you? The messaging system says you "can not use the messaging system"...huh? - Steve
  13. Man, that is a significant improvement and looks real nice my friend, keep it up!
  14. Anyone have insight into which of these variables from the EnvironmentSystem.ini might most impact frame rates...? Obviously, they all are interrelated, but was wondering which of them cause the biggest impact? Thanks for any ideas... [CloudsBroken] MaxClouds=220 MaxCloudParticles=220 3DCloudMaterial=CloudMaterial 3DCloudHorizontalSize=12500.0 3DCloudVerticalSize=2900.0 3DCloudSizeDeviation=0.4 3DCloudParticleDensity=2.6 ParticleSize=640.0 ParticleSizeDeviation=0.4 MinBaseAltitude=800.0 MaxBaseAltitude=1200.0
  15. Hi All, working on some cloud modding which is outside my wheelhouse....anyway, what really are .TGA files (e.g., special .bmps, .jpgs, etc.?) and how can I properly resize them to ensure that the transparency channels/layers are retained? Thanks in Advance for suggestions.
  16. Thanks Kevin, I figured it out using Gimp 2...I'm resizing HorizonClouds down from 1024 to 512 for better performance (I think...testing to follow) and the the trick with GIMP is that you HAVE to make sure you uncheck the default "RLE Compression" when saving, otherwise you will lose the alpha/transparency channels.
  17. Hmmm, OK - think I've got a solution going here with GIMP...
  18. Thanks for sharing the word, this is an incredible deal not to be missed, which is exactly why I already picked mine up...great work!
  19. Title about says it all, what are the suggested recommendations on object polygon limits for the following: Aircraft Models Generic Ground Object Models (buildings, vehicles, etc.) Finally, I have yet to get a clear answer on this one and I know they are obviously interrelated, but what in your opinion impacts performance more: polygon complexity vs. texture maps Thanks for any insight, much appreciated!
  20. Hey Guys, sorry one other question please: what would be an ideal polygon count range for STATIC aircraft?
  21. Guys, I know PureBlue will be back...but like a lot of us, we're kind of burnt out right now on the modding...it is December and near the end of the year when things tend to slow down and we actually get to look back at what we accomplished. Anyway, last update is that he's focusing on networking certifications to enhance his professional career and like so many of us, "real-life stuff is getting in the way" . If he doesn't respond here, I would be happy to reach out to him and I can host the files on my FTP site if he's agreeable with that. Thanks.
  22. Julhelm, that is absolutely beautiful work - I love the guy looking over the railing, really adds to the ambiance. Wonderful work...
  23. Thank God...!!! Recovery complete...talk about a mishap stirring up even greater passion towards progress. I plan to be in a fury come December and January. Wait until you guys see what I have planned next - in my humble opinion it will FOREVER change the way we do scenery design. What once would take potential hours can now be done in minutes - it is a break through beyond what I had ever imagined possible with the project. In fact, I plan to put out a teaser video in the future demonstrating the potential because it is really much more exciting to see it in action, and maybe it needs to be seen to be believed...! Stay tuned for more excitement, I hope I won't disappoint!
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