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Deuces

MODDER
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Everything posted by Deuces

  1. Yep answered em all, thanks
  2. Fates, quick question. Are you guys looking for a logo or a header image ...seems to be some confussion....possibly only on my part.
  3. Danstein...give me a few and I will try to make it easier to grasp. I think you may be over engineering the process
  4. The default SF scale, I believe is, right about 60%...could be 67% I believe the EAWeuro map was created through some creative hex editing by Kieth Bedford and FNG2K...but don't quote me. You can get full scale terrain but a problem arises in texture clipping that can be fix with some edits to the flightengine.ini.
  5. The info is contained in the .tod files. These need to be created using the TerrainEditor. I did a tutorial awhile back that you can read to get familiar with the process HERE I've been working on adding the trees back and have about 12 tiles populated now. It's a slow tedious process since placement is one tree at a time.
  6. Yea they are. The pencil tool will place a single tile on the map(whichever is displayed in the drop down window). The rotate tool will rotate any tile clicked by 90deg CW. The eyedropper tool when selected and clicked on a tile in the map will display that tile type in the drop down. The bucket will fill with the tile type shown in the drop down. Be extremely careful with this tool. It can fill areas you had not intended to fill. I find the best way to use this tool is to outline the area I want to fill with the tile type, make sure there are no gaps, then fill inside. Lastly the drop down shows all tiles you have built in your texturelist.
  7. Lex-All hfd files should work fine in the TE since hfd's are created by the TE. For you to actually see terrain, you need a few things. You need the texturelist.ini for that particular terrain. If the terrain was created with default textures from SF you can use the standard list. If you don't have that I can provide you with it. If the terrain has custom types and tiles in it, you will need the creators list. Another thing you will need is all of the tiles in your TE folder to populate the map. They need to be in bmp format. All tgas(sea and shore) tiles need to be in bmp format. You will know if you have the a good list when you launch the editor. You should see a progress bar first as it reads the list before the editor actually opens. If all this goes well then you should be able to select EDIT-Autotile and you will see the terrain. You can then select EDIT-Transitional tiles and the shores and trans tiles will appear. Hope this helps get you started-I'll check in here and see how it goes for you...we need all the terrain guys we can get...
  8. Deuces

    F16D 2 Edits

    Simply beautiful BB !
  9. Quite a a varied terrain this place is...this is merely a sampling. Should be a fun place to fly. :yes:
  10. 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.
  11. Here ya go Moskito STICK FILES
  12. Deuces

    To BananaBob

    That is pretty sweet BB !
  13. Deuces

    going down

    Damn nice shot mississippi ! I was kinda hoping by the title of the post it was something different
  14. Deuces

    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
  15. Deuces

    Swordfish

    Very nice and appropriate mix of sims there BB
  16. Deuces

    Trim

    I use my antenna knob on my Cougar for trim...works great.
  17. As always BB, your images are pure skill and beauty
  18. 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.
  19. FalconCAF-I did not get a PM, my email addy is deuces908<at>adelphia<dot>net
  20. 8 images uploaded to the members gallery....more to come. Final shot in this thread.
  21. Couple new ones...non squid
  22. 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.
  23. Make Strike Fighters art of course. I think I'll make this a weekly thing as a modding diversion.
  24. 4,290 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.
  25. 1,824 downloads

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