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Deuces

MODDER
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Everything posted by Deuces

  1. Just another investigation/discovery project. Not sure that it will go much further. No time quite honestly.
  2. Ususally some of my small mods like this one Storm are more or less investigations into "possibilities". This one was exactly that. I just wanted to see if it could be done. USAFMTL is much better at making them public since he's less lazy, I tend to just say "eh. here's what I got...someone else can take it further if they want" :yes: I have a tendency to bore easily and it is typically driven by the fact that I've run outta booze. I need a closer liqour store CA_Stary..they are stock sounds. There are plenty of them that are not used in the.
  3. This is one area of the SF series that could use improvement. I spent a weekend a long,l ong time ago exploring the idea and found it would not be difficult to totally redo it. Just time consuming. It posted this vid back then and, although crude, using clips for the Lybian mig encouter was able to get some decent results. With some work and dedication by a modder the results could be very useful. Comm Clip
  4. So whats amiss with my TODs? and the trees you're showing look familiar.
  5. Anything you need atr, you're welcome to it
  6. Dec. '02? Rookies My introduction to SF a bit earleir than that with the first Euro terrain then the beginnings of OTC back in Oct. '02 The names I remember are Ajax, Gecko6, WOLF 257, Sleuth, Denzil, David (AD), Lud von Pipper, RatBastard, MajorLee Probably the only thing that has remained on my computer these many years is the SF series.
  7. Oh yea...making terrains and working in the TE is as easy as predicting the flight path of a Super Ball down a cobble stone street. I actually do it with one hand tied behind my back. I have to .... it hinders me from opening the bottle of Jack and loading the revolver.
  8. I wanna add that the base set for these tiles are Polaks desert tiles and due credit should go to him as well. They were a fantastic canvas to make some adjustments to.
  9. Tank the color code: BoxColor=0.0,0.0,0.0,0.25 translate to: BoxColor=R,G,B,Alpha not direct RGB colors but I've had a tool for making the RGB to Game perameter entries for quite a while. Simple find the RGB value of the color you want, in Photoshop or similar program, enter it into the tool and you will find the corresponding game code to use. As shown the last value is the alpha setting or transparency. You can use the color tool HERE
  10. for gods sake who doesn't backup their por.... oh wait you said mods, nevermind.
  11. PM received and replied. TK 's reply to the question on the TE source was that it contains some of the core source that would be found in the game itself. I respect that he has always been up front and accomondating when possible. My only wish is that the TE would make some features function that I see in it. As stated before..the connect rivers and connect roads. I don't have a problem placing trees or buildings, mapping trees or buildings (it's rather easy). I wish I had more time to make the app I use to do this more user friendly so that I could distribute it to you all. Hopefully one day I will find that time. I don't put aside this time mainly because I don't see the majority interest in terrains. I don't fault anyone for that...I see the hits from my previous site and there is just not a huge interest. Let's face it, a new plane is cool and I respect the effort it takes to make one....what they fly over is an after thought. Most seem to be content with what's out there. I really apologize for the hijack on this subject but it is terrains and effects have been my passion with the game since its infancy. Side note: Since you mention some payware addons. I have great admiration for the YAP team for the passion they put into thier addon and it is truely an ADDON. It's so much more than most know. What they do should be compensated for as they lay out cash to make their dreams a reality. Quite honestly I think that is the only addon I feel justifies payware. They do not sell my mods, they include them and I am grateful and flattered by this. Now back to the discussion on the new sighting. Again I apologize if there was a hijacking.
  12. You're absolutely right on all of those points, though I don't find mapping trees or buildings difficult at all. Which has been the majority mindset of the commmunity and why I do not spend much time on terrains much anymore. I think you're absolutely right bib, but improvement in the tools,TE/WE, couldn't hurt.
  13. While I understand that TK is working with a limited budget and has offered excellent support, patch wise, I think he does not take advantage of the community and support he has for the series. My honest opinion is that had it not been for the modding community, this series would have died long before WOE made it's debut. I feel that the one thing that keeps this series going is the anticipation of the next addon or discovery by a very dedicated group. This also includes the excitment by a new modder that has found he can contribute with a bit of effort. I think it would be very easy for TK to enlist any of a number of modders, including myslef, to contribute to the cause and not asked for a plug nickel! I would work on terrains for nothin...I do it now. I don't understand why the pool of resources is not pulled from in an effort to take it to the next level. No money..no problem. I'm a non-profit organization.
  14. I don't find anything wrong with a tile based terrain provided it varied. The AE terrain is an example of a terrain that goes beyond the default texture set and, not tryin to blow my own horn, looks good. The big problem is the tool (TE) that has not changed in forever. Yea there are some new things in the last version, connect roads-connect rivers, but they don't function. I've even gone so far as to ask TK for the source code for the TE in hopes to assemble a team to improve it. That was shot down. Oh well.
  15. I wouldn't hold my breath on this one JM. I wouldn't be surprised if the terrain is about on par with the SFP1 stock terrain.
  16. Yea Caesar, I did that a while back. TC if you want these sounds to tweak, you're more than welcome to them. http://www.sfmods.com/clips/windertone.wmv File HERE
  17. No he's not.
  18. I've said it once and I'll say it agan...if I want the thrill and exhilaration of wind rushing over fabric...I'll fart.
  19. That's been a known issue peyo. Even the simple tga fix would have solved it and has been discussed- see this thread http://forum.combatace.com/index.php?showt...=19908&st=0 Glad you got it sorted out
  20. I see him on ICQ pretty often. I'll send him a message to check the thread.
  21. Sorry bout the lag in the reconstruction. It'll be up soon enough. Here's a direct link to the mod until then. WOV TREES
  22. Paint looks right on that one gumpy. I think there is a A model in the works which is the one I'm looking for - AC 49-1318. Mainly looking to do a screen shot inspired by the Dogfight series
  23. Brain32 - 600+ trees is too many per tile, this would be the word from TK himself as I posed a similar question on the same subject to him back when I did the WOV tree mod. It's a matter of polys. One solution would be to go the route of First Eagles and use a mix of X type trees and flat or "Fence" type. This would allow more trees and reduce the poly requirement. I'm going to guess you have the floating trees in the corners of your shore tiles? If this is the case, it's because after you place trees or any objects in the TE and then save, it adds an extra object at the 0,0 coord. It's a bug. To fix this you just delete the last tree entry when you save after placement, then save again.
  24. Isn't an anti-tank donkey a new class in BF2?
  25. At least the donkey looks like it has the proper camo.
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