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Everything posted by Wrench
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outstanding!!!
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looking good!
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Chinese territorial claims
Wrench replied to Ice Man's topic in Mission & Campaign Building Discussion
and the Chao Phraya...at least you don't have to deal with the Irrawaddy and Chindwin and Bhamaputra/Ganges and ... and .. and .. I only mentioned Toba because of it's importance to the development of the human species of today. And it's a nice tourist attraction. I really should send you the CBI map (even in it's very unfinished state, around 70ish %) .. I think there's a lot of very special "specials" you might be able to use. Some intricate, and rather uniquie, city tiles. -
Balkan area on any existing terrains?
Wrench replied to MrGoTime's topic in Mods & Skinning Discussion
unfortunately, it is not possible. Without getting too technical, each map is based off a digital elevation model of x by y degrees (or km -can't remember which). That model is imported into the Terrain Editor (which was never finished, and lacks many functions). After importation, it's then tiled -- and they never go where they should. The larger the terrain, the more work in hand placing every single tile for cites, mountains, forests, fields, oceans, rivers, airbases. Then, you get to build each target area. Not withstanding at the start of terrain creation, telling the TE at the start to expand the DEM by 120%. If you don't, you're stuck with the "usual size" terrain of 63% of reality (the difference between a kilometer and a statute mile) Hell, even the ability of kicking back The Wall, and expanding the usable terrain by 20-60 km has been removed (The Wall is 80km in the outer map edges). As difficult as 3d modeling can be -including the nightmare of cockpit creation-, as creating a FM can be considered a black, Sorcerer's arcane art, Map making is probably the hardest, most mind-numbing, brain-draining and frustrating thing that can be done. That's why there's so few of us. And we're all quite mad.... -
while NA may have the 'better' coding (I think!), all the others seem to have gotten it as well. I don't know when or how; perhaps as part of the Full-5 merge?? What with all game exes using the same set of dlls and whatnots ... hey, as long as it works, right?
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Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Mods & Skinning Discussion
Polack made large city blocks like that around 2006? 07? for WoE. They were pretty much ok. IIRC, there was some frame slow-downs. Stary also made some super dense blocks for both Vietnam and Germany (they are used on the India-Pakistan terrain). I think Rends used them on his GermanyCE rebuild (although thinned down a bit). One of the major problems, as I see it as a terraformer, is those super dense blocks make it nearly impossible to place targetable/destroyable items within the city limits. In that respect, they defeat their own purpose. The weakest link in the SF series IS the terrain engine. The older TFD/HFD terrains, while having major limitations, are still better at rendering (IMO) than the LOD base SF2NA. Even on IcelandNA, all those buildings (and the trees!) are NOT part of the tiles (TOD)-since that terrain doesn't use tiles-, but fully separate, "hand placed" Lods. And we all know what all those lods did to the frame rates! There are a lot of flight sims that render their terrains far better than these. Shoot, even "Wings of Prey" looks a zillion times better (and more physically accurate) than the tile based 3W ones. -
Chinese territorial claims
Wrench replied to Ice Man's topic in Mission & Campaign Building Discussion
that can be done in the terrain's Nations.ini. A nations ini in a terrain folder take precedence over the game's main nations ini. That's how I got Egypt friendly on the Eastern Med map. -
Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Mods & Skinning Discussion
since they're just basic rectangles, squares and such .. very simple shapes, easy to render and low impact on frame rates -
who ever did it, good for them! 45 less murderers around
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if this is in sf2na, this is a know problem with a LOT of engine sounds. nobody know why, and TK isn't talking
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if it needs max work, that would be the only problem. I had Raven look at one of planes, and they're all (most probably) max 2009 versions. So, they can only be worked on in MAX 09. OTH, I do have the max files now, so ... all we'd need is someone with 09 to do the fixing. (wish I know now to work the damn program...)
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my ww2 china map would be perfect for that!
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Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Mods & Skinning Discussion
I see!! NOW it become clear... it's a conspiracy between 3rd Wire and the Roofing Unions of the World!! -
Chinese territorial claims
Wrench replied to Ice Man's topic in Mission & Campaign Building Discussion
I see you've forgotten to add Lake Toba on Sumatra aside from that, VERY IMPRESSIVE so far!! did you have a much fun "installing" the Mekong and it's delta as I did?? <groan> edit; just noticed no Hong Kong or Guangzhou??? -
Balkan area on any existing terrains?
Wrench replied to MrGoTime's topic in Mods & Skinning Discussion
no -
Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Mods & Skinning Discussion
I assume you're speaking of the TOD objects, not terrain object buildings (like the barracks, HQbuildings or evildamncommbuildings)? -
humph, never left.
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ANW terrain here: http://combatace.com/files/file/7615-american-north-west-4-seasons-rebuild/ conversion instructions here: http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ be advised, do NOT use the environmentalsystem ini included in the terrain. You'll also have to remove it's statement from the main ini (AmericaNW.ini) That's designed for 08 level 1stGens, and is no longer valid in SF2 (and it don't work anymore anyways)
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engine thing
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For a test, and just for the moment, try ignoring the F-111s avionics ini, rewrite the pointer statement in the main ini to use the F-15s avionics ini. For this test, just use the stock 3W F-15A. We only want to see if the radar turns on. You wont have a ground mapping radar, just the air searches and such* You've already edited it to use the 70 dll, so try that. Don't worry about the various tgas, as they should be 'pulled' from their cat files when in game. I did something like this for another aircraft (a long time ago!) and I remember it working. So , give that a shot and see what's up. remember too, that avionics70 use "GM" for it's ground mapping statement in the avionics ini listing (use the Netz as a base) * GM can be added to the stock Eagles avionics ini too
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ok. I now have ALL of Daniel's MAX files ... so, all we need are volunteer(s) to work the problem.
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Glad you mentioned the Tu-2...made me look I think Daniel (Cocas) might have started at Tu-2 (see below). But it needs more 3d work -as can be seen by the props (or maybe it's just ini work?), and a skin of course I wonder it I can get Daniel's MAX files? Then the real trick is to get someone to actually WORK on it to finish it. (it's also be good for JRL's TSF, too)
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fleas? but I don't think you want those!!! honestly, I don't think I've got anything left ... We are, of course, missing the one thing we truly need ... the straight decked Essex. But, what can you?
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ok, since we don't know WHICH F-86F (or which Sabre in general), perhaps you could provide a link? IF it's for the A/E/F KAW pack, there IS a step left out of the instruction: I seem to have forgotten to add: "Copy/Paste the supplied Sounds folder DIRECTLY over your existing /Sounds folder. Allow the overwrite. But anyone seeing said folder should be able to figure out it needs to be added to their mods folder
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http://combatace.com/topic/34386-adding-a-3rd-party-aircraft-where-a-stock-one-already-exists/ perhaps, to be of some assistance?
