Jump to content

Mike Dora

JAGDSTAFFEL 11
  • Posts

    472
  • Joined

  • Last visited

Everything posted by Mike Dora

  1. View File Flanders Seasonal Coastal Tiles Flanders Seasonal Coastal Tiles This is a small add-on to previous third-party terrain packs, providing a set of new seasonal coastal tiles to allow the user to enjoy Stary's seasonal tiles with Edward's Flanders terrain. Installation is a simple 5-stage process, just follow the steps set out in the ReadMe file. My part in this pack has been only to build upon other people's excellent preceding work. Major acknowledgements are due to Edward for filling an important gap by bringing us his comprehensive Flanders front in the first place, and to Stary for his wonderful seasonal upgrade which has brought a new dimension to First Eagles. Serious personal acknowledgements go to B Bandy RFC and NathanKell for all of their advice, encouragement and coaching through the challenges of first-time tile editing. Thanks chaps, it was a long haul but you never let me give up! Any errors or omissions are of course mine and nobody else's (though if someone can figure out a way of extending Stary's new-style buildings and trees onto the coastal terrain that would be great). Mike Submitter Mike Dora Submitted 12/06/2009 Category First Eagles - WWI and Early Years - Terrain and Environmental Mods
  2. 235 downloads

    Flanders Seasonal Coastal Tiles This is a small add-on to previous third-party terrain packs, providing a set of new seasonal coastal tiles to allow the user to enjoy Stary's seasonal tiles with Edward's Flanders terrain. Installation is a simple 5-stage process, just follow the steps set out in the ReadMe file. My part in this pack has been only to build upon other people's excellent preceding work. Major acknowledgements are due to Edward for filling an important gap by bringing us his comprehensive Flanders front in the first place, and to Stary for his wonderful seasonal upgrade which has brought a new dimension to First Eagles. Serious personal acknowledgements go to B Bandy RFC and NathanKell for all of their advice, encouragement and coaching through the challenges of first-time tile editing. Thanks chaps, it was a long haul but you never let me give up! Any errors or omissions are of course mine and nobody else's (though if someone can figure out a way of extending Stary's new-style buildings and trees onto the coastal terrain that would be great). Mike
  3. Does anyone know how to make an SFP2-generation aircraft model compatible with SFP1? I ask because I have multiple versions of SFP1 on my system, which took a lot of setting-up & tweaking work.I am quite happy with these, so I don't want to have to go back to the start to redevelop them for SFP2. On the other hand, I have just discovered that one of my favourite aircraft, the Su-25 Frogfoot, is included in WOE2 as an SFP2-generation model. I would therefore like to retro-mod this to SFP1 compatibility. What do I need to edit and/or delete? Thanks Mike
  4. Bart, Continued my experiments by copying exactly the Stary terrain and Panama Red sky that you're using (I was using those already, but re-loaded them to ensure consistency), and the FlightEngine.ini settings that you quote. Result is no change, I still get that ugly hard-edged haze. So if it's not the in-game settings, thinks I, maybe it's the graphics card settings? I'm using an NVidia GeForce 9800GT, with the following settings for FE (can't now remember _why_ I set up these settings.. ): I wonder if this is the place where things are going wrong, I wonder what your comparable settings? Thanks Mike
  5. Cancel my last, I figured it out. Seems I missed the release of SFP2 while I was away on duty overseas. Mike
  6. Bart, I'm going to launch into another series of experiments too, but not for a couple of weeks because I have a family visit "in" just now. Just a couple of thoughts & queries in the meantime though. Might my sharp-edged haze be a product of the EnvironmentSystem.ini file as opposed to the FlightEngine.ini file? I ask because I notice that the former has "fog" settings, I wonder if they affect the ground haze? Secondly, and more fundamentally, just what is the "clipping" thing, and how does it work? Maybe I might make more progress adjusting the *clipdistance parameter, if I actually know what I'm doing!! Thanks Mike
  7. Mikhayl, I have the same problem. I've experimented with a range of different FlightEngine.ini settings, currently I'm using these: [FarSceneClip] FarClipDistance=36000.0 NearClipDistance=1000.0 [NormalSceneClip] FarClipDistance=35000.0 NearClipDistance=149.9 [NearSceneClip] FarClipDistance=150.0 NearClipDistance=0.4 [LowDetailOption] HorizonDistance=6000.0 DetailMeshSize=4 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=7000.0 DetailMeshSize=6 DetailLevel=0 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=7500.0 DetailMeshSize=8 DetailLevel=0 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 [unlimitedDetailOption] HorizonDistance=20000.0 //HorizonDistance=35000.0 //HorizonDistance=16000.0 DetailMeshSize=10 //DetailMeshSize=16 DetailLevel=1 WaterEffect=2 MaxTextureRes=-1 But what I still get looks like this: Trouble is, I've now long lost the original FE settings! I just wish that I completely understood what each *clipdistance and horizondistance parameter actually does. Mike
  8. malibu53 & eburger68, This looks like an incredible package, but I have what must sound like a very basic question. How can I make it work with WOV v1.0? Or maybe to put it another way, what would I have to do to my WOV v1.0 installation, to upgrade it to WOV v2.0 standard? Because somewhere along the way I seem to have missed out on the whole SFP/WOV/WOE/WOI v2.0 thing.. Thanks Mike
  9. Thanks, found it, solved my problem. Ta Mike
  10. This is a pretty trivial question, but does anyone know how to remove the red line (marking the front line) from Gepard's Vogesen planning map? The basic planning map BMPs don't show this line, which I think (rpt think) was the product of a minor post-release add-on, but I can't find that add-on any more! Thanks MD
  11. OK Jel Tried it, it's better, but not there yet. Previously I got the theme music plus a completely garbaged screen - or at least 2/3 of the screen was all jumbled up, but with black margins down the RH side and along the bottom. Now I get the theme music plus a recognisable EAW startup screen, full screen but ripped by horizontal lines. They are worse in the top half of the screen, it's garbage, but I can make out the image through the lines in the bottom half - this is about 50% image, 50% lines. Same result with v-sync forced off, forced on, and default (system-set). Oh well. My frustration is compounded by the fact that tonight my IL2 1946 setup decided to stop recognising its dvd as being genuine... Mike
  12. Thanks Jel, I've given the v1.28a & b EAW versions a try, and do get past the 7127, only to get the trashed main screen as you predicted. I'll just have to wait for the v1.28c, to give that a try. It would be nice to get EAW back, even in this day of a mature IL2 & BoB2 - I had multiple versions of EAW, from the Spanish Civil War (loved that one) to Korea (which was better in my view than any of the commercial Korean air combat sims). Mike
  13. Just a quick question all, How are you getting past the Error 7127 roadblock? I really liked EAW, and had multiple versions on my previous machine, but can't get past this trap with my present rig (it uses an NVidia GeForce 9800GT, driver version 6.14.11.7783). Mike
  14. Yes Olham, NY is right for me, been here since '94 - but what are the OFF Pilots Maps? A new one on me, am I missing something? Mike
  15. Actually it was the Kaiser himself who created the term "Hun", unwittingly presenting a gift to the allied propegandists. In a speech to his troops heading for China to deal with the Boxer Rising in 1900, he declared: "No quarter will be given, no prisoners will be taken. Let all who fall into your hands be at your mercy. Just as the Huns a thousand years ago, under the leadership of Etzel (Attila) gained a reputation in virtue of which they still live in historical tradition, so may the name of Germany become known in such a manner in China that no Chinaman will ever again even dare to look askance at a German." (from the Times, 30 July 1900) In any case, as pointed out by WE Johns, creator of Biggles, "Hun" usually wasn't intended as a derogatory term by the average British serviceman. It was simply their name for the enemy. Incidentally, the RFC/RAF flying instructors also called their pupils "Huns", because they destroyed so many British aircraft! Mike
  16. Thanks Bart, In fact I can take no credit for any of the editing, all of the tiles you see were produced by others, such as Stary, Gepard and Max188. All that I've done is mix'n'match (or not match, as the case may be). I certainly haven't figured out how to create layers within tiles! Right now my root problem is that I can't save my work in Ultimate Paint in a format that is recognised by FE. What editing program do you use, and in what format do you save your *.TGA files (32-bit, 24-bit, interlaced, etc etc?)? Mike
  17. Bart, I had a similar problem when I was fiddling around with the transparency of the Rhine River tiles, trying to get them to match Stary's seasonal tiles. I used the Ultimate Paint(UP) utility, and when I set them to 0% transparency (255 Alpha in UP), I got just the effect you are describing. In the end I settled back to use the stock Vogesen FRRhine tiles (Gepard's originals?) included by your good self in the pack you uploaded in December last. They're not quite the right shade/intensity to fit with Stary's tiles, but are close enough - especially as most of the action takes place well to the west of the Rhine. Mike
  18. Good luck Mike, I spent 25 years in the Service (72-97), regret none of it, have very many happy memories (especially of working with our top-of-the-line SNCOs and WOs), and feel privileged to have been able to be part of such a proud, yet understated tradition of professionalism and achievement. I wish you all the best with your efforts to join, be not downhearted, there has _always_ been competition to get in! Mike
  19. I've been having fun copying Stary's recent stock terrains visual upgrade mod, including the seasonal variations, into Gepard's Vosges terrain and Edward's Flanders terrain. I now seem to have everything running fine, apart from a couple of mismatches on the Flanders coast. These mismatches fall into 2 categories. For most of the seasons, there are 5 *.TGA tiles for which the "sea" shade does not match the rest of the sea, see attached "summer coastline" screenshot. For the winter seasons I've had a bit more success, by borrowing the relevant *.TGA files from Max188's "Deep Snow" mod (by way of B Bandy's Rhine River seasonal tiles for Vogesen - we are nothing if not an eclectic bunch). This at least gives me a common sea colour, but at the expense of excessively bright snow tiles at the coastline, see "winter coastline" screenshot. What I'm looking for now, is some method or utility for adjusting the brightness of the sea part of the first lot of *.TGA files, and for adjusting the brightness of the land (ie snow) part of the second lot of *.TGA files. I've been trying to do this using the Ultimate Paint utility, without success. I can adjust the brightness OK, but can't seem to save the results in a format which works with FE. So, ideas/advice/suggestions anyone? Thanks Mike
  20. Interesting idea, SB, but I'm a wee bit confused about the alternative skins reference because as far as I can see, the A-Team's Aviatik CII model comes with only one skin, and I can't seem to find alts in the CombatAce downloads section. Where can one find the other skins that you refer to, Orange Square, Alb, Rumpler etc? Mike
  21. Gary, I initially put back the default ww1cambrai_data.ini [AlphaObjectTextureMaterial] text, as follows: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE But I've since replaced that with this minor change: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE //FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Because the latter seems to have solved the jagged-edge surface mist problem I was suffering from a few weeks ago. It's all up to user preference of course - which is one of the great things about FE. Mike
  22. Good call PR, I just tried reverting the [AlphaObjectTextureMaterial] section of the ww1cambrai_data.ini file back to the original parameters, and the wire is back to "normal". So far Stary's trees still seem to be OK too. Fingers crossed.. Mike
  23. Hello again Still having fun fine-tuning my FE graphics, benefiting from the work of the experts. Just noticed an odd thing though, the presentation of the barbed wire between the trenches seems to have become "less better", if I can coin a phrase. Until just recently, what I think I was seeing was a relatively dense area of "sticks" in the wired areas, nicely representing the posts and stanchions used to secure the wire. As I say, I think that's what I saw, and I think that these came from someone's graphics update pack. Trouble is I've fiddled so much lately that I'm no longer sure that I saw them (maybe it's a Senior Moment.. ), nor can I recall where they came from. What I'm seeing now though, are the separate grey "wire" panels from the TEROBJECT_WIRES1.TGA file that comes with the default FE graphics, see below: So, help (again) please. Was I seeing things, or is there a better wire graphic out there - and if so, where? Thanks all Mike
  24. That's a good idea Hansa, how does one include an ace and his aircraft in a campaign file? What text goes where? Mike
  25. Thanks guys I appreciate that this is looking like a long shot. BTW the frlake.tga tile is there, in all main terrain "front" folder (Fla/Cam/Ver/Vos) and all the seasonal folders (though I notice that the "water" area appears darker than in the other "coastal" *tga files). Do you think it might be possible to fix this "different shade" issue by fiddling with the "color" lines in the relevant Texture0** sections of the *_data.ini file? I ask because I notice that these color parameters for the frlake.tga tiles, especially the first number, seem very different from the colour parameters for the "lakeside" tiles in several of the terrains. The following extracts from the ww1verdun_data.ini file show what I mean (recall that the screenshot shows that the middle water area of the Verdun lake appears darker than the lakeside water areas) : [Texture087] Filename=FrLake.TGA HasWater=2 Color=0.059937,0.159937,0.173565 [Texture090] Filename=FrLake2Farm25.TGA HasWater=1 HeightMap=FrLake2Farm25_hm.BMP HeightMapScale=10.000000 Color=0.148263,0.229823,0.199033 [Texture091] Filename=FrLake2Farm50.TGA HasWater=1 HeightMap=FrLake2Farm50_hm.BMP HeightMapScale=10.000000 Color=0.227466,0.293988,0.221188 [Texture092] Filename=FrLake2Farm75.TGA HasWater=1 HeightMap=FrLake2Farm75_hm.BMP HeightMapScale=10.000000 Color=0.289184,0.345524,0.237826 BTW, while I'm at it, does anyone know what the different "HasWater" parameters do? Sorry to keep chipping away, but as I've admitted in other threads, all the improvements in FE seem to have made me a bit greedy to "have it all"!! Thanks again Mike
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..