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Monty CZ

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Everything posted by Monty CZ

  1. It looks that with that auto texturing feature we can say goodbye to european fields, bigger towns etc. Or not? Monty CZ
  2. My way to make bumpmaps: after finishing textures in photoshop (layered) I save them as new file then I delete all markings, weathering, colors etc. from panel lines and rivets I delete all layers but the basic one (delete all shadows and 3D effects) panel lines should be black or dark grey, rivets should be light grey if they are above the surface or medium grey if they were on the surface. Then I add basic collor layer under that all - RGB 128/128/128 Some panels are above the surface make them lighter If you want to deform surface between rivets (sag the surface) make transition from grey-white-grey to bulge the surface or grey-black-grey to squeeze the surface if you have all that save it as BMP and then apply some plugin (Nvidia for Photoshop) to make it "blueish". I dont use DDS because transitions arent smooth in that format Monty CZ
  3. We need that extractor, I dont believe that TK chosed to add trees via targets (or other terrain) ini. If yes I can write macro in excel to place "n" trees randomly around some point (but I cant detect previously placed objects like airfield :-( ) Monty CZ
  4. Seriously, what is now mising for good and updated Malvinas mod? Vulcan maybe? and some Argentinian ships? Monty CZ
  5. ILS is nothing new in SF2 ...or is it? I had ILS in L-39 cockpit and it worked well So the question for today "should I buy or should I go" (it was some song wasnt it?) this mean is it good enough today or do I need to wait for patch to be satisfied? I want to run the game for the first time and say "Whoa!" :-) Monty CZ
  6. Do I understand that now the task force is a formation? and the movement is controlled by the ShipNumber=0? what about trains then? sort of type mixed formation and movement controlled by train engine? Monty CZ
  7. Hello all, I would ask anybody who is expert or knows ini better than me if there is a way to compensate differences between user on hard FM and AI FM. If I have 2 planes from one era and lets say the first one has top speed 100% (400kmph) and the second has 90% but were more maneovreable the logic says with the 1st one I have to use zoom and boom tactics but with the second I have to try outturn my opponent human flying the first one looses speed advantage because AI FM cheats too much so in game with the 1st plane I am flying 100% speed but slower plane with AI is faster that players top speed. human flying the second plane looses advantage because AI dont know what the stall is :-( it is not a problem with F-4 against Mig-17 because hey there is allways a sparrow but with WWII stuf when I cannot catch bomber which was supposed to be slower than fighter or bomber outturns fighters in dogfight I see a problem :-( can I tell AI what is the top speed or minimal turn diameter with parameters like [FlightControl] or [AIData] thanx for your suggestions Monty CZ
  8. Hello all, I want to let you know that there is a way how to tune AI advantage if it looks too much for you. I edited AIData and changed some of the numbers (bold here if I remember all) the numbers might look ridiculously small but in game AI rolls more etc (I dont know why) it needs more testing but now I can sneak behind fighter from six o clock if he is alone and kill him before that every plane started to turn towards you if you reached some distance. [AIData] TakeOffRotationAngle=10.0 AileronDeltaRoll=1.1 AileronRollRate=-1.0 ElevatorDeltaPitch=1.0 ElevatorPitchRate=-0.1 ThrottleDeltaSpeed=0.05 ThrottleVelocity=-0.01 DeltaSpeedForAfterburner= DeltaSpeedForAirbrakes=-50 MaxPitchForAltitude=30.0 MinPitchForAltitude=-20.0 PitchForThrottle=0.005 PitchForAltitude=0.001 PitchForVerticalVelocity=-0.001 RollForHeading=10.0 RollForHeadingRate=-0.2 MinRollHeading=5.0 MaxRollForHeading=25.0 MaxRollCombat=30 MaxPitchCombat=10.48 PitchForRoll=0.13 FormationSpeedForPosition=0.8 FormationSpeedForRate=0.5 LookoutAngle=120 DefensiveAngle=100 ChanceDefensiveTurn=90 ChanceBreakTurn=90 ChanceHardTurn=90 ChanceTurnDirection=50 ChanceContinue=25 ChanceCheckNewTarget=57 ChanceUseVertical=50 MinAIQuality=Green [DogfightNovice] MaxCannonRange=600 OptimalCannonRange=200 MinCannonRange=150 CannonBurstLengthShort=1.5 CannonBurstLengthLong=2.0 [DogfightGreen] MaxCannonRange=600 OptimalCannonRange=150 MinCannonRange=120 CannonBurstLengthShort=1.0 CannonBurstLengthLong=2.0 [DogfightRegular] MaxCannonRange=600 OptimalCannonRange=150 MinCannonRange=100 CannonBurstLengthShort=0.7 CannonBurstLengthLong=1.4 [DogfightVeteran] MaxCannonRange=500 OptimalCannonRange=150 MinCannonRange=75 CannonBurstLengthShort=0.6 CannonBurstLengthLong=1.4 [DogfightAce] MaxCannonRange=400 OptimalCannonRange=150 MinCannonRange=50 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 BTW I just had the best dogfight in SF2 it was looong and I had to fight in the tree top but I survived 4 groups of green pilot in Bf-109 I ran out of fuel 10meters above airstrip when landing :-) Monty CZ
  9. It was nice from TK that he released SF2NA this weekend bud I had a plan so I didnt downloaded it yet :-) My plan was to make my graphical stuff working in game properly You don believe but I had to learn excel and VBA at the end :-) I made some tools for better object placement for myself. Just now I have 2 macros one can place repeating object in given direction (good for trenches, walls, train tracks etc) and then I choose the way how to model bunkers. Because buildings cannot be armed (or I dont know how to do it) each bunker is building with up to 4 separate gun in it. I still have some issues vith collision modelling but it is good for damage moddeling. You can destroy guns one by one or destroy whole building (in case you have luck and few 500kg bombs). So the second macro places the whole object in map armed with guns. With the help of that and pencil with old good paper to draw a simple map I did this in 10minutes 77 targets in the area :-) In case you are interested in that XLS (not user friendly) I can send it to you Monty CZ
  10. Hello all, do anybody knows that it is possible to show metric units in debugmode=true (via editing huddata.ini) thanx Monty CZ
  11. Hello I wrote it in work and now I checked I have version num 2.49 so if you have newer one try it with 3DS and let me know the results Monty CZ
  12. SFP1Ace I was using BLender since day one and then I learned my way Make 3D model (only mesh) and export it via VRLM format to 3DS why VRLM - I had the best result - pivots are where they are modeled in Blender nothing rotates, nothing is stretched (Yes I had that problem with 3DS file or DXF) In 3DS I make all animations and UVW mapping, hierarchy etc. If you find new way I will learn from you because I like Blender and dislike 3DS :-) Monty CZ
  13. Hello all, I modeled all that small pieces to populate the map and made small testing layout of bunkers on czech frontier. each of that small bunker was 450-500m from another one in reality but in game they are so small and not soo visible that I am thinking about not place anything smaller and build only large ones instead. Yes historically it is important part of defense but what do you think from the gameplay point of view? Bunker would be targets for bombers, artillery etc. and if I remember correctly if you find target on recon mission other forces will attack it Monty CZ
  14. might it be "BRST" ? really dont know :-( Monty CZ
  15. Hello again what is the best prop engine entry (by your experience) in plane data inis 3rd party or stock I think I have my data all wrong so I want to start from something new and good Monty CZ
  16. Mono27 install W7 not the Vista and wait for SF2NA :-) at least you spend time till release by doing something usable :-) But "hey TK my system is compatible and ready, my paypal acount filled up with money"! Monty CZ
  17. thanx ojcar I will try to change [FlightControl] entries then and I hope it will help me and does anybody know I we can have gun entry in building objects? and I dont want to use groundobjects in terrain types.ini because if I remember correctly line usegroundobject=true cause that object Z-axis orientation depends on terrain and usegroundobject=false means that Z-axis is allways vertical. Yes I need to arm my bunkers and then placed them in the mountains Monty CZ
  18. Wow it is a huge planeset you wrote but I am alone and dont have enough time to make everything :-( So I decided to not make more planes that I have already. Lets say I can always add something... now something that will populate the map: Monty CZ
  19. Maybe it is time to choose what aircrafts are AI only and make changes to FM Speeding up a little bit is not a succesful way I did it and now flying B-35 against Bf-109 looks like from Flyboys movie (or even worse like the mustang from Red tails trailer :-( ) Monty CZ
  20. Jonathan there is nothing to betatest unfortunately, but if you are able to help me with campaign I will send you all my files Slartibartfast thanx for input...how realistic might be what if campaign this is the question. I think I dont want sci fi but something what would be realistic enough. So the idea was "I (czech air force) have about 40 Avias B-71 in recon role. Do I need recon if battle would take place on my territory and I can use people to get information abou tenemy? No I dont need recon planes I need attack planes" so how hard is to attach some machineguns into B-71 nose? not too much! and voila B-71 field mod 1 is finished :-) After this weekend I have Heinkel He-111E Bk-534 (not with the cannon but with the 13mm MG 131 machinegun instead) and I experimented with Early warning radar of 1930s - watch tower I think TWs campaign engine is good to emulate/simulate every conflict you can think Monty CZ
  21. Hello today was building time :-) new hangars for czechoslovak side Monty CZ
  22. Question for some historians: I have limited time which I want to spend on planes so looking on my planeset on german side: Bf-109 B,C,D (ready) He-111 B,E (B1 version ready, E version will be ready soon) Ju-87A (Paskos Stuka available here) - I had a mistake here, Ju-86 was not planned Ar-68 ??? is it worth to do? how widely was it used? since I dont have any good blueprints I am thinking about He-51 instead or should I skip biplanes prior to Do-17P list of czechoslovak planes could be changed by some different versions: B-534 IV maybe Bk-534 (with cannon) maybe B-534 III (older version with opened cockpit) Š-328 Š-328N (Nightfighter) B-35 B-71A and I am thinking about "field modification" of B-71 into attack plane by mounting 6 fixed machineguns to the nose - that thing was fast so why not (Bf-110B 455kmph avia B.71 430kmph) The planes not listed above wont be modeled (I think I didnt forgot anything seriously used in 1938) So what do you think? Monty CZ
  23. Hello Steve, glad to hear that your project continues, this is the tool with the most potential I have seen for SF2 titles. Monty CZ
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