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Fubar512

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Everything posted by Fubar512

  1. There's a 4-season mod for WoE, by Stary. I've ported it to SF2E, and Stary's working on an update. Either way, I highly recommend it. Shaders in this series are limited to effects; reflection bump-mapping (water), texture bump mapping (terrain only), alpha bump-mapping (trees), and solid object bump-mapping (buildings, etc). The last two were added with SF2E, BTW.
  2. Actually, there are two lines that you can add to any terrain.ini file that takes care of both textures, and limits the nationality of units that one is likely to encounter (running into VPAF MiGs or Israeli Phantoms over central Europe can be an immersion killer ). For example, in Stary's seasoned WoE terrain (whiched I've ported over to SF2E), I've made the following edits to the GermanyCE.ini, which I've highlighted here in red: [Terrain] TerrainFullName=Germany DataFile=GermanyCE_data.INI TargetFile=GermanyCE_targets.INI TargetTypeFile=GermanyCE_types.INI MovementFile=GermanyCE_movement.ini NationsFile=GermanyCE_nations.INI BriefingText=GermanyCE_briefing.INI DogfightFile=GermanyCE_dogfight.INI DogfightOnly=FALSE Longitude=10.817 Latitude=51.111 LimitedNations=TRUE GroundObjectTexture=green
  3. File Name: Fleet Oiler File Submitter: Fubar512 File Submitted: 20 Jul 2009 File Updated: 21 Jul 2009 File Category: Cargo and Transports This model represents a generic tanker, of the type that was in common use from just prior tp WWII, and then well into the late-20th century. It was originally a Google Sketchup model uploaded to Google's 3D Warehouse by "moom", and ported into the series by myself. From the "ReadMe" file. To install, just extract the oiler folder into your Groundobjects folder, and that it. In the original TW series (SF:P1, WoV, WoE, WoI), you'll find that folder in your main game directory. In SF2, SF2V, SF2E, and SF2I, the folder may need to be created in My Documents. Please read the knowledge base at www.combatace.com for directions on how to do so. You may add the model as is, but if you wish to enable its associated sounds, you'll need to add the two wav file sthat I've included, into your sounds folder, and you'll also need to edit your soundlist.ini file, to activate them. Add the following entries to your Flight/soundlist.ini file (it may need to extracted from the flight data.cat). Make sure that you maintain the numbering sequence. SoundFile0xx=ShipEngine SoundFile0xx=Underway [shipEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=2500.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [underWay] Priority=HIGH 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 MaxDist=1500.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 Cheers, Fubar512 Click here to download this file
  4. That's strange, as I've saved all the .ini files in the distribution packge in ANSI, to start with. Anyhow, in order to create graduated LOD files, one would need to edit the model, reducing it's poly count and detail, and then export each successive version as LOD001, LOD002, etc. I'm afraid that I'm yet not proficient enough in 'MAX to do so, myself, nor to provide one with directions
  5. Uploaded and available for download: http://forum.combatace.com/index.php?autoc...;showfile=9503# NOTE: This model will work in either the first, or second generation of TW sims, and requires absolutely no editing to work in either. It may be a bit taxing on low/low-midrange systems.
  6. Fleet Oiler

    Version

    351 downloads

    This model represents a generic tanker, of the type that was in common use from just prior tp WWII, and then well into the late-20th century. It was originally a Google Sketchup model uploaded to Google's 3D Warehouse by "moom", and ported into the series by myself. From the "ReadMe" file. To install, just extract the oiler folder into your Groundobjects folder, and that it. In the original TW series (SF:P1, WoV, WoE, WoI), you'll find that folder in your main game directory. In SF2, SF2V, SF2E, and SF2I, the folder may need to be created in My Documents. Please read the knowledge base at www.combatace.com for directions on how to do so. You may add the model as is, but if you wish to enable its associated sounds, you'll need to add the two wav file sthat I've included, into your sounds folder, and you'll also need to edit your soundlist.ini file, to activate them. Add the following entries to your Flight/soundlist.ini file (it may need to extracted from the flight data.cat). Make sure that you maintain the numbering sequence. SoundFile0xx=ShipEngine SoundFile0xx=Underway [shipEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=2500.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [underWay] Priority=HIGH 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 MaxDist=1500.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 Cheers, Fubar512
  7. File Name: Fleet Oiler File Submitter: Fubar512 File Submitted: 20 Jul 2009 File Category: Cargo and Transports This model represents a generic tanker, of the type that was in common use from just prior tp WWII, and then well into the late-20th century. It was originally a Google Sketchup model uploaded to Google's 3D Warehouse by "moom", and ported into the series by myself. From the "ReadMe" file. To install, just extract the oiler folder into your Groundobjects folder, and that it. In the original TW series (SF:P1, WoV, WoE, WoI), you'll find that folder in your main game directory. In SF2, SF2V, SF2E, and SF2I, the folder may need to be created in My Documents. Please read the knowledge base at www.combatace.com for directions on how to do so. You may add the model as is, but if you wish to enable its associated sounds, you'll need to add the two wav file sthat I've include, into your sounds folder, and you'll also need to edit your soundlist.ini file, to activate them. Add the following entries to your Flight/soundlist.ini file (it may need to extracted from the flight data.cat). Make sure that you maintain the numbering sequence. SoundFile0xx=ShipEngine SoundFile0xx=Underway [shipEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=2500.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [underWay] Priority=HIGH 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 MaxDist=1500.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 Cheers, Fubar512 Click here to download this file
  8. Fleet Oiler

    Version

    360 downloads

    This model represents a generic tanker, of the type that was in common use from just prior tp WWII, and then well into the late-20th century. It was originally a Google Sketchup model uploaded to Google's 3D Warehouse by "moom", and ported into the series by myself. From the "ReadMe" file. To install, just extract the oiler folder into your Groundobjects folder, and that it. In the original TW series (SF:P1, WoV, WoE, WoI), you'll find that folder in your main game directory. In SF2, SF2V, SF2E, and SF2I, the folder may need to be created in My Documents. Please read the knowledge base at www.combatace.com for directions on how to do so. You may add the model as is, but if you wish to enable its associated sounds, you'll need to add the two wav file sthat I've include, into your sounds folder, and you'll also need to edit your soundlist.ini file, to activate them. Add the following entries to your Flight/soundlist.ini file (it may need to extracted from the flight data.cat). Make sure that you maintain the numbering sequence. SoundFile0xx=ShipEngine SoundFile0xx=Underway [shipEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=2500.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 [underWay] Priority=HIGH 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=4 MaxDist=1500.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 Cheers, Fubar512
  9. It has no effect on radar range or your opponent's BVR capabilities. I've painted Bears and Badgers on radar at over 150 nm in an F-14, and have engaged them with AIM-54s just inside of 100 nm.
  10. He's obviously flying in "easy" or (as we refer to it) arcade mode.
  11. By far, the biggest framerate killer is the horizon distance. I have a Core2Duo OC'd to 3.6 gHZ, and I still set it to normal. Otherwise, I max out all the other graphics options. The Sempron system may require that you set the horizon distance to "near", and run with mirrors, reflections, and shadows all turned off.
  12. I intend to release this ship model soon....perhaps later on, today.
  13. Which game? SF2E introduced a new naming convention, shaders must be named "terWaterEffectDX9.fx", "terTerrainEffectDX9.fx", "terFarTerrainEffectDX9.fx", etc. If they're not named that, they will not work. The only reason I can think of that would cause a CTD, is that while the shaders were defined in the terrainx-data.ini, they were not placed where they should have been...in the specific terrain folder (Desert, VietsamSEA, GermanyCE, etc.).
  14. None whatsoever. All of my sound files are 16-bit, and some are 44100 hz 16-bit.
  15. Combine it with the "Green Hell 2" mod (by CA Stary), and you'll have paddies and tons of trees, on top of Photo-realistic terrain. '
  16. Slow-firing, but guaranteed to result in a one-shot kill if (and when) it hits.
  17. We have everything from SA-2s through SA-19s, and even an entire Nike Hercules missile site. The series models both passive and active systems (flares, chaff, low-observable technology), to the point that one can assign frequency limits to the various radars and jammers, For example, a given SAM radar can have its search, track, and missile uplink frequencies modeled. AAA varies from 7.62 mm on up to 130 MM, and can be radar-directed.
  18. Most of the info you need is here: http://forum.combatace.com/index.php?showtopic=43821 , and in the other SF2 threads in the Knowledge Base section.
  19. All changes need to be applied and saved in the Thirdwire/SF2 folder in 'My Documents'. In Vista, this would be a subfolder of "Saved Games".
  20. Nope. If you place them on a map as fixed objects they do not show up on any RWR, irregardless of SF-version, in a system generated mission. They'll work as advertised in a scripted mission, but not in a system-generated one. Sorry, but it is what it is, and Wrench can attest to that.
  21. The only issue with standoff weapons, is that currently, in all TW titles, if you place a radar-equipped ground object "by hand", while its radar works so far as guiding a SAM or directing gunfire, it does not show up on any RWRs (though your wingman will still report that they're being "spiked" by a tracking radar, and will warn you if that unit lofts a SAM).
  22. Adrian, I have a 9600 GT, and I seldom (if ever) drop below 30 FPS, even with my custom ENB series.ini file. And yes, I'm running XP. Here's my current ENB.ini: [PROXY] EnableProxyLibrary=0 InitProxyFunctions=1 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=1 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=0 AdditionalConfigFile=enbseries2.ini EnableShaders_3_0=1 UseMRTRendering=1 [EFFECT] EnableBloom=1 EnableOcclusion=1 EnableReflection=1 EnableMotionBlur=0 EnableWater=1 EnableShadow=1 DepthBias=500 EnableDepthOfField=0 [iNPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=16 KeyScreenshot=44 KeyShadow=119 KeyWater=118 KeyShowFPS=106 [REFLECTION] ReflectionPower=75 ChromePower=10 UseCurrentFrameReflection=1 ReflectionQuality=0 ReflectionSourceSpecular=100 ReflectionSourceTFactor=50 UseAdditiveReflection=0 ReflectionDepthBias=100 UseLowResReflection=0 ReflectionSinglePass=1 UseEnvBump=1 EnvBumpAmount=100 EnvBumpOffset=100 ReflectionFlip=0 [bLOOM] BloomPowerDay=25 BloomFadeTime=2000 BloomConstantDay=7 BloomQuality=0 BloomScreenLevelDay=60 BloomCurveDay=0 BloomPowerNight=15 BloomConstantNight=7 BloomCurveNight=10 BloomScreenLevelNight=0 BloomAdaptationScreenLevel=80 BloomAdaptationMultiplier=10 BloomAllowOversaturation=0 BloomMaxLimit=100 [sSAO] UseFilter=1 OcclusionQuality=1 FilterQuality=1 DarkeningLevel=30 BrighteningLevel=50 IlluminationLevel=50 AdditiveIlluminationLevel=30 UseAmbientOcclusion=1 UseIndirectLightning=1 FadeDistance=50 UseForAlphaTest=1 UseForAlphaBlend=1 UseIndirectLighting=1 [colorCORRECTION] DarkeningAmountDay=15 ScreenLevelDay=60 ScreenLevelNight=20 DarkeningAmountNight=15 GammaCurveDay=0 GammaCurveNight=0 ColorSaturationDay=50 ColorSaturationNight=0 UsePaletteTexture=0 [WATER] UseWaterDeep=1 WaterDeepness=10 WaterQuality=0 [sHADOW] ShadowFadeStart=40 ShadowFadeEnd=80 ShadowAmountDay=60 ShadowAmountNight=30 ShadowScreenLevelDay=60 ShadowScreenLevelNight=20 ShadowQuality=0 UseShadowFilter=0 FilterQuality=2 ShadowBlurRange=30 [ENGINE] ForceAnisotropicFiltering=1 MaxAnisotropy=16 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=60 [MOTIONBLUR] MotionBlurQuality=3 MotionBlurVelocity=90 MotionBlurRotation=90 [PERPIXELLIGHTING] SpecularColorMin=0 SpecularColorMax=100 SpecularColorMultiplier=100 SpecularGlossinessMin=0 SpecularGlossinessMax=100 SpecularGlossinessMultiplier=100 [DEPTHOFFIELD] DOFQuality=2 DOFNumberOfPasses=1 DOFFocusRange=70 DOFBlurinessRange=5 [PLUGIN] WeatherMod=0
  23. From our old archives (back when we were BioHazard.com): http://forum.biohazcentral.com/lofiversion....php/t5582.html
  24. This thread: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=5&t=2343 should be of help.
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