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eburger68

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Everything posted by eburger68

  1. Pappa Goat: Tried your DATA.INI -- that definitely resolves the white-ish tinge on the tree borders. Further testing revealed that it was the AlphaObjectTextureMaterial section. Flickering was still there, but once I combined your AlphaObjectTextureMaterial section and your modded SolidObjectTextureMaterial section with the rest of my standard WoV DATA.INI (which is customized for use with Fubar's shader effects), the flickering died down to a very minimal level. In low light conditions (e.g., Dusk, Night, or overcast and adverse weather conditions) the flickering completely disappears. So, I consider this particular problem to be resolved. I'd like to include your re-painted tiles (with your permission) in the forthcoming WoV Expansion Pack, which is pretty much ready for Beta (save for a ReadMe). Ideally, it would include TGAs for both the original larger trees as well as the re-scaled smaller trees to give users choices. Any chance we could get versions of the original larger trees for your re-painted tiles? Thanks, Eric L. Howes
  2. Pappa Goat: It's not weather-related. The flickering appears under all weather conditions. I've also tried changing various settings in the terrain's DATA.INI. esp. those under the AlphaObjectTextureMaterial section. Changing the settings I'm using now only makes things worse: DepthBufferCheck=TRUE DepthBufferWrite=TRUE 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=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE I've attached some additional screenshots taken mid-day under clear skies. You'll notice that the closer you get to the trees, the less white-tinged they become and the less flickering they exhibit. I should also mention that I'm testing on WoV 2006 on WinXP SP3, DX 9.0C (latest), with an Nvidia 6600. Eric Howes
  3. Pappa Goat: Just downloaded and installed your repainted tiles. They look as good as the screenshots and fundamentally transform the appearance of the terrain. Two issues: 1) The trees give me terrible flickering and a whitish tinge to the treetops (see attached screenshot). Reverting to the original trees solves that problem, but the older trees' color doesn't blend as well with the new tiles. 2) It would be nice to have versions of the original, larger trees from GH2 for these new tiles. Some of us actually prefer the larger trees over the re-scaled, smaller trees. Best, Eric L. Howes
  4. Pappa Goat: Again, outstanding. Very much looking forward to trying these new tiles out. Eric L. Howes
  5. Hi All: I'm finishing up what will be released as the WOV Air & Ground Expansion Pack. The default install for this package will be for WoV 2008, but a set of WoV 2006 specific files will be included for those wanting to install to the older version. Everything tests fine in WoV 2008. Most everything also tests fine with WoV with one glaring exception: the South Vietnam terrain. No matter what I try, WoV 2006 simply will not accept that terrain in addition to the default North Vietnam (VietnamSEA) terrain. Every mission I try with the South Vietnam terrain ends in a CTD about 20-30% into the loading screen. Now, if I install the South Vietnam terrain alone as the default VietnamSEA terrain, it works fine. It's only when installed as a second terrain that the CTDs occur. Things I've tried (all with no success): - renaming all terrain-specific INI files to SouthVietnam*.ini - doing the above, plus copying over VietnamSEA.CAT to the \SouthVietnam folder as SouthVietnam.CAT - re-packing the VietnamSEA.CAT with the re-named SouthVietnam*.ini as SouthVietnam.CAT For all of the above, I am making the necessary edits to SouthVietnam.ini to point to the correct files. Nothing works. As things stand, players can fly the North Vietnam or the South Vietnam terrain, but only if one is installed to the Terrain folder or if they are installed to separate installs of WoV 2006. Anyone else run into this kind of behavior before with WoV 2006? Any idea what's causing it or how to alleviate it? Thanks, Eric L. Howes
  6. Folks: I figured out the problem. The .TFD and .HFD files needed to be renamed to match the terrain name. Once I did that, everything worked peachy. It is curious that WoV 2006 needed those files re-named, yet WoV 2008 and SF2V did not. Eric L. Howes
  7. Stingray77: I dropped the P-2H from the new final release because the SP-2H was a better fit. You can do whatever you want to do on your own box with your own installs. You'll still see some size differences between the two because I reduced the size of some misc BMP files in the new final release. Eric Howes
  8. Stingray77: The P-2H was removed from final version, whereas the RAR version plus the diff update still includes it. Eric Howes
  9. Pappa Goat: All of our ground units fire just fine, but if you want to throw in what you've developed with the tiles that you upload, I'd be happy to take a look. Eric Howes
  10. Folks: All four parts of the SF2V Expansion Pack Gold release have been updated. There are two main differences between the original Gold release files and these updated versions: 1. The new files are 7-Zipped instead or RAR'ed and are just over half the size of the originals. 2. The new files contain some updated and added items (see below for a complete list). Those who installed the original Gold Release can download a 27 mb update package that will bring you current here (and save you having to re-download all four parts): https://netfiles.uiuc.edu/ehowes/www/sf2v/SF2V_X-P_Gold-Update.7z Installation is the usual drag-and-drop affair. See the included ReadMe for some notes on changes and updates. That file is hosted on my own site. I will keep it there for, say, a month for players who installed the original Gold Release. After a month it will be gone. If you choose to download the complete new version, be sure to grab all four parts: http://forum.combatace.com/index.php?app=downloads&showcat=407 Here's a summary of what's been changed and added: Changes ------- - adjust damage textures for several structures in terrain TYPES.INI - tweak all campaigns with adjusted MissionChance schedule for some units & revised list of player-flyable aircraft - add early '65 units to Rolling Thunder campaign - add F-4D_69 to Linebacker I/II and Easter Offensive campaigns - change AGM-12s to TV Homing type (EOGR, to let them work with "Hard" Weapons setting) - tweak base quantities for ARMs (AGM-45s & AGM-78s) - adjust accuracy of AIM-4s - tweak texture for AIM-9J - add GBU-11A/B Paveway II - re-name type for GBU-11 Paveway I - swap out drop tanks for A-1s for new custom grey tanks - change GunFireSound for Dummy_Gun - adjust loadouts for all A-4s - enable A-4s, A-6s, A-7s, F-100s, F-105s, F-4s, and F-8s to carry EOGR-type AGM-12s - tweak A-7D USAFCamo3 texture - limit service years for F-4D_67 - swap out AIM-9s for AIM-4D Falcons in F-4D & F-4D_67 loadouts - tweak AIM-9 loadouts for F-4Es - replace F-104C SEA Camo texture set with newer one - fix canopy glass flickering on RF-4s & RF-8s - add destroyed model data to stock aircraft still missing it Additions --------- - add Container Ship (Tierra del Fuego) to GroundObject & Terrains - add USN pilots for SP-2H - add SP-2H Neptune (replaces P-2H Neptune) - add AC-123K Black Spot - add C-123K VNAF skin - add F-4D Phantom II (69) (from F-4D_67) Eric L. Howes
  11. Hi All: I have uploaded updated versions of all four parts of the SF2V Expansion Pack Gold release -- they are still awaiting approval. When they are approved you will find two main differences between the original Gold release files and these updated versions: 1. The new files are 7-Zipped instead or RAR'ed and are just over half the size of the originals. 2. The new files contain some updated and added items (see below for a complete list). Those who installed the original Gold Release can download a 27 mb update package that will bring you current here (and save you having to re-download all four parts): https://netfiles.uiuc.edu/ehowes/www/sf2v/SF2V_X-P_Gold-Update.7z Installation is the usual drag-and-drop affair. See the included ReadMe for some notes on changes and updates. That file is hosted on my own site. I will keep it there for, say, a month for players who installed the original Gold Release. After a month it will be gone. Here's a summary of what's been changed and added: Changes ------- - adjust damage textures for several structures in terrain TYPES.INI - tweak all campaigns with adjusted MissionChance schedule for some units & revised list of player-flyable aircraft - add early '65 units to Rolling Thunder campaign - add F-4D_69 to Linebacker I/II and Easter Offensive campaigns - change AGM-12s to TV Homing type (EOGR, to let them work with "Hard" Weapons setting) - tweak base quantities for ARMs (AGM-45s & AGM-78s) - adjust accuracy of AIM-4s - tweak texture for AIM-9J - add GBU-11A/B Paveway II - re-name type for GBU-11 Paveway I - swap out drop tanks for A-1s for new custom grey tanks - change GunFireSound for Dummy_Gun - adjust loadouts for all A-4s - enable A-4s, A-6s, A-7s, F-100s, F-105s, F-4s, and F-8s to carry EOGR-type AGM-12s - tweak A-7D USAFCamo3 texture - limit service years for F-4D_67 - swap out AIM-9s for AIM-4D Falcons in F-4D & F-4D_67 loadouts - tweak AIM-9 loadouts for F-4Es - replace F-104C SEA Camo texture set with newer one - fix canopy glass flickering on RF-4s & RF-8s - add destroyed model data to stock aircraft still missing it Additions --------- - add Container Ship (Tierra del Fuego) to GroundObject & Terrains - add USN pilots for SP-2H - add SP-2H Neptune (replaces P-2H Neptune) - add AC-123K Black Spot - add C-123K VNAF skin - add F-4D Phantom II (69) (from F-4D_67) Eric L. Howes
  12. Pappa Goat: Yes, they work in WoV. You can download them here: https://netfiles.uiuc.edu/ehowes/www/sf2v/New_AB_Tiles.rar Eric L. Howes
  13. Pappa Goat: WoV 8.30.2006 will automatically add a FAC aircraft (the O-1E) that does pretty much what you describe in game-generated single missions and campaign CAS missions. The only thing that "Snoopy" (call sign for the FAC) will not do is mark targets with smoke rockets (though he always says he will). That functionality was partially removed in WoV 10.20.2008 and SF2V, meaning that Snoopy will still function as before in user-created single missions (provided you add a FAC flight and designate its mission type as FAC) but the game will not auto-generate Snoopy in game-created single missions or campaigns. Moreover, in SF2V the O-1E is completely missing, though the game will use alternate FAC aircraft for Snoopy (provided your desired FAC aircraft has FAC as one of its PrimaryRoles in the DATA.INI). As for friendly troops popping smoke, you could create a single soldier ground item whose gun pops a smoke shell that uses the appropriate effects. YAP has several such ground items (one each for various color smoke effects). As you suspect, your problem would be using it in game -- you want one, whereas the game (at least in game-generated missions) will create entire squads out of your smoke-popping soldier. Still, it would be perfectly usable in user-created single missions. Edit: actually your idea for changing one of the guns in a squad unit to smoke-popper with a very low Rate of Fire sounds like it would work. Eric L. Howes
  14. Pappa Goat: If you wanted to upload a "preview" version, I'd be willing to take a look. Could I persuade you to include the revamped air base tiles from the SF2V Expansion Pack in your project? Thanks, Eric Howes
  15. Pappa Goat: Those screenshots look outstanding. Any idea when you might be posting your re-done tiles? Eric L. Howes
  16. DrArrow: You wrote: Yeah, I looked into this a few days ago, and that is exactly the fix that I've implemented. I've noticed the same thing. Looks to be to be a quirk of the object and its textures. Eric L. Howes
  17. Guys: I referred Murphy to this forum for his problem -- he's seeing trees not being rendered far enough into the distance for his taste. He's using the SF2V Air& Ground Expansion Pack, with Green Hell 2 & Better Widesky. My initial thought was that he might need to fiddle with the following settings from FlightEngine.ini: [FarSceneClip] FarClipDistance=80000.0 NearClipDistance=3000.0 [NormalSceneClip] FarClipDistance=20000.0 NearClipDistance=249.9 [NearSceneClip] FarClipDistance=250.0 NearClipDistance=1.2 But I'm not completely versed with these settings -- that's why I referred him here. Eric Howes
  18. EricJ: Tom Clancy has a semi-plausible scenario in his book "Fighter Wing": southern provinces, esp. those around Ho Chi Minh City (Saigon) which were never completely integrated culturally or economically into the DRV, begin chaffing at hard-line rule from Hanoi. When a few former VC commanders disaffected with the direction of the Revolution seize the opportunity to ride a wave of popular unrest in the south and declare the formation of a new government in Saigon, a civil war results. Under U.N. auspices (presumably China and Russia abstain from vetoing action in the Security Council after a long falling out with their former allies), the U.S. and Australia intervene to protect the newly formed southern state whose capital is Saigon. I won't say that everything in Clancy's scenario strikes me as completely plausible (much of it reads like a crude and strangely bloodless revenge fantasy). If, however, you set the events in the early to mid-nineties when Vietnam was just starting to open up to foreign investment (giving the South a taste of the potential economic opportunities to be had by opening itself once again to the world and cutting Hanoi's Party apparatchiks out of the picture), then you might have a believable historical basis for new Vietnam conflict. Edit: I should have added that if you wanted to do a Linebacker III campaign set in '75, then the obvious counterfactual background would be Nixon somehow surviving Watergate, the Democrats taking a bath in the 1974 mid-term elections (effectively frustrating their attempts to cut off all funding for U.S. SEA military operations and military assistance to SVN), and the "wild man" Nixon taking the opportunity to deliver on his pledge to SVN President Thieu (made in December '72 during Linebacker II) to back the RVN with massive U.S. airpower when the communists invade again in March 1975. Eric Howes
  19. Stingray77: That is an excellent read. If you're interested in doing more reading on the air war over Vietnam, look in the \Extras\Docs folder from the Expansion Pack -- there are several texts in there that you might find helpful. Eric Howes
  20. Cliff: You might want to check the SF2V Air & Ground Expansion Pack. We essentially did the same thing as you to make an RF-4B, and we have two skins for it. There might be something in our version that you could use for yours. Best, Eric L. Howes
  21. Stingray77: You asked: Nope -- not the same. The game won't know what to do with the Mobile_SAMs folder if you just drop it in \GroundObject -- and the mobile SAMs won't appear in the game. Eric Howes
  22. MurphyS: I believe you'll have to play around with the settings in FlightEngine.INI (but I could be mistaken). I'd suggest posting your question in the General Discussions forum, where some of the resident experts might see it. Also, check the Knowledge Base -- there might be something in there about this topic. Eric Howes
  23. DrArrow: If you add the mobile SAMs, they will show up in the EasterOffensive campaign -- that's one of the reasons that I removed them. As for the flickering of ground objects through the canopy glass with the RF-8A/G, now that I think about it I did see a bit of that during testing. I couldn't figure out the cause of it, and I believe Malibu43 didn't see it at all. So I chalked it up to some peculiarity with my graphics card (NVidia 6600). I'll take another look at it. Perhaps others have an idea. Eric Howes
  24. Eric: We do have a SAM area right along the DMZ -- active from March-June 1972, when the NV withdrew their SA-2s back North following the start of Linebacker. We also added SA-7s to some of the PAVN base camps in eastern Laos. Eric Howes
  25. Eric: I looked in the Linebacker III TAGRETS.INI -- didn't see any Cambodian SAM sites. Besides, they'd be historically inappropriate for the time period we cover in this mod. ELH
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