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Deuces

+MODDER
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Everything posted by Deuces

  1. F16D 2 Edits

    Simply beautiful BB !
  2. Quite a a varied terrain this place is...this is merely a sampling. Should be a fun place to fly. :yes:
  3. If you move an airfield to an area other than what his been layed out...your gonna have terrain poppin through your runways. The only areas of the map level enough to place an airfield are those that are in the XXX_targets.ini These areas have been leveled specifically for airfields with the terrain editor. In order to place a new arifield or move one to a usable spot, you'd have to open the terrain in the terrain area and select "Level airfields" then export the terrain again. Trust me on this one.
  4. To BananaBob

    That is pretty sweet BB !
  5. going down

    Damn nice shot mississippi ! I was kinda hoping by the title of the post it was something different
  6. Need for Speed

    Not a screen but some of my old dabblings with Bryce 3D terrains and real a/c images...damn I love Tornado's
  7. Swordfish

    Very nice and appropriate mix of sims there BB
  8. I use my antenna knob on my Cougar for trim...works great.
  9. Warrior and Wolfpack

    As always BB, your images are pure skill and beauty
  10. There are 2 typo's in the effect.ini posted McNally (sorry to throw you under the bus Fubar ) [EffectType001] Name=FuelDumpEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=BurnEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=DumpEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=BurnEmmiter <<-- Change to Name=BurnEmitter EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=02.00000 PositiveZOnly=TRUE Randomness=0.100000 DragFactor=0.002000 Inheritence=0.300000 LifeTime=5.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=18000.000000 EmissionRate=0.000050 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.40000 ParticleLifeTimeDeviation=0.50000 ParticleWeight=0.5000 ParticleRandomness=0.1000 ParticleDragFactor=0.10000 ParticleInheritence=0.30000 ParticleWindFactor=0.1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.700000,0.700000,0.700000,0.500000 ParticleColor[02].Time=0.100000 ParticleColor[02].Value=0.600000,0.600000,0.30000,0.400000 ParticleColor[03].Time=0.20000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.400000 ParticleColor[04].Time=0.3000000 ParticleColor[04].Value=0.170000,0.125000,0.03000,0.300000 ParticleColor[05].Time=0.5000000 ParticleColor[05].Value=0.030000,0.030000,0.020000,0.100000 ParticleColor[06].Time=1.000000 ParticleColor[06].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=0.1200000 ParticleSize[02].Value=3.00 ParticleSize[03].Time=0.5000000 ParticleSize[03].Value=6.00 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=12.0000 BaseSizeDeviation=0.5 TextureMaterial=FireMaterial [EmitterType002] Name=DumpEmitter Type=POINT_EMITTER <<--Change to EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=20000.000000 EmissionRate=0.00005 EmissionVolume=0.200000,0.200000,0.200000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.080000 ParticleLifeTimeDeviation=0.200000 ParticleWeight=-0.20000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.080000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000 ParticleColor[04].Time=0.800000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.300000 ParticleSize[02].Time=0.4000000 ParticleSize[02].Value=0.300000 ParticleSize[03].Time=0.8000000 ParticleSize[03].Value=0.300000 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=0.300000 BaseSizeDeviation=0.0 TextureMaterial=SmokeMaterial [FireMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Try that out.
  11. Make Strike Fighters art of course. I think I'll make this a weekly thing as a modding diversion.
  12. FalconCAF-I did not get a PM, my email addy is deuces908<at>adelphia<dot>net
  13. 8 images uploaded to the members gallery....more to come. Final shot in this thread.
  14. Sure. If you want em in a larger format, I have the originals larger, just email me. Nice shot Spectre, I see my favorite Mitch F4 skin there in the background, USAF and commie stuff is coming next.
  15. Deuces Effects Pack #2

    Version

    4,283 downloads

    Part II of the effects packs Includes: Re-released aricraft explosion New small, medium, large bobm effects New SAM launch effect New Napalm effect New 20mm gun hits Some new sounds included. All files get extracted to the Effects folder except for sound files. Those go into sound folder.
  16. Deuces Dirty Exhaust Effect

    Version

    1,820 downloads

    Reworked and retextured dirty exhaust emitter. Eliminates the \"flat ribbon\" exhaust look.
  17. Version

    4,096 downloads

    Here is it, in all it spelndor and glory. Prepare to be amazed by the terrain. The campaign is just a small one so you all would have something to play with. It is nothing big as I have bigger plans for this little terrain. You need: AD's Su-17 and A-7B w/Column5 VA-93 skin. The AV-8C by Russ with the VMA-231 skin by me. The Mig-17 skin from Volks is included. Just put the campaign in your campaigns folder. The win,lose,stall.txt files go in the main campaign folder of your SF install. Put the terrain in your terrain folder, make a copy of the desert.cat file and rename it to AE.cat. Put Volks Mig-17 skin in the main Mig-17 folder and add this to the mig-17.ini [TextureSetxxx] Directory=mad Name=Mig-17F Madagascar Nation=Soviet Specular=0.30 Glossiness=0.85 Reflection=0.00 xxx being the next number in the sequence. Special Thanks to Deuces for his hard work on this terrain.
  18. Version

    2,462 downloads

    *INSERTD 1/25/03* European Terrain tileset for use in Project-1
  19. Version

    676 downloads

    Euro Terrain Tileset for use in Strike Fighters. Download this file if you already have v1.0 and need to update to 2.0, these are the replacement files only.
  20. Dagger-the problem appears to stem for the BlendOp values in the 2 FlareMaterial values. I was able to create the problem with your EnvSys and correct it by changing the BlendOp from BlendOp=BLEND_SRC_ALPHA to BlendOp=BLEND_SRC_ALPHA_ADD_DST This was in both the [sunFlareMaterial] and [TwilightSunFlareMaterial]
  21. Dagger, I just threw this together to see if it may be useful. I can expand on it if you'd like. I'll add more to do the reverse converstion for you as well. Have a look RGB to Strike Fighters Converstion
  22. Very nice! May be my machine but the cloud tops seem a bit blue, but I still am diggin it! ;) Second image I get some tearing, but only to the left rear of the a/c, none anywhere else. For your records :video is a GeForceFX 5900:
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