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Everything posted by Fubar512
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Created a SAM - and it doesn't show up!
Fubar512 replied to winterhunter's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Placed, now testing.... -
Created a SAM - and it doesn't show up!
Fubar512 replied to winterhunter's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
They're placed by the system, just fine. We've been using Hawks placed this way, for years. As soon as I finish what I'm currently working on, I'll conduct an experiment, one in which I'll Nike Batteries in their proper geographic (and historical)positions, on the GermanyCE map. -
Created a SAM - and it doesn't show up!
Fubar512 replied to winterhunter's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just copy the default SA-2 layout (offsets and all), and place it on the "allied" side of the terrain map. It's that simple. -
"WOEMAC" air defense units
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just showing off what's shipped with, and what's available for this series. The terrain shader effect is a modded TW shader, set up to take full advantage of 16x AF. -
"WOEMAC" air defense units
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'm using the default NoiseNormal that shipped with the October patch. I've simply forced 16X AF within the shader script, and forced normalization, to minimize any chance of chromatic "anomalies", with varying view and illumination angles. The latter was an issue with some of the normal files and shader scripts I was experimenting with. -
FYI.....
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Uh hih uh huh huh huh....he said "lay pipe" huhuhuhuh..... -
Created a SAM - and it doesn't show up!
Fubar512 replied to winterhunter's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'd say that the biggest issue with static SAMs and the TW game-engine, is that it seems to favor a standardized SAM deployment, six launchers and one SAM-radar (ala SA-2 deployment), Have you tried using the SA-2 deployment scheme? -
"WOEMAC" air defense units
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Check PMs -
"WOEMAC" air defense units
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The potential was always there. Most sims are like cars. In stock form, from the factory (or software creator), compromises are made in their performance to allow them to suit the needs of the average driver (or system). We are analogous to tuners. We maximize the performance, by fine-tuning the product. -
"WOEMAC" air defense units
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The water & terrain shaders? Soon....just have to finish testing them. The S-300 will be available just as soon as MontyCZ decides that it's ready for "Prime Time" -
"WOEMAC" air defense units
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Gasp? Gasp???? Is that all you have to say? Well, here's a diarrhea-inducing diorama for you... 6 x 4 tube S-300 TELs, arrayed around their radar vehicles. None, that I've noticed on my system. -
at a loss, my computer will not "run" third-wire stuff
Fubar512 replied to raptorman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Did you try this, first?: http://forum.combatace.com/index.php?showtopic=34221 -
FYI.....
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
OK Dave, enough is enough....you can pick yourself off the floor, now. -
Screenshot Thread
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
RTB with battle damage. -
FYI.....
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Here's a secret film, of Dave undergoing his GS-8 training: -
They may have been out, fixing clogged toilets, or leaky faucets.
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Water Effects
Fubar512 replied to gerwin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That video was created using a fresh WoE install, with Brain32's GermanyCE terrain, and with the Oct 08 patch. -
New combatace weaponpack help
Fubar512 replied to scouserlad13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
To keep things neat, place it within a sub folder inside of the weapons folder. The sub folder should contain that tank's .ini file, the tank's .lod files, and any bitmaps used by that tank. The folder and .ini file need to be named exactly the same, as this is what is referenced by the weapondata.dat in order for that tank (or weapon) to be made available. -
Water Effects
Fubar512 replied to gerwin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No issues here.... Water.wmv -
Water Effects
Fubar512 replied to gerwin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The size and type of normal file may have some bearing on that. Try the shader effects I uploaded a while back, it uses a larger waternormal file, in an alpha-channel corrected .tga format. It causes the effect to appear to be semi-transparent. -
where to put speechsystem.ini file
Fubar512 replied to Mike_Toth's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The speechsystem.ini goes into the Flight folder. -
Ok, i have no idea what has gone wrong
Fubar512 replied to scouserlad13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, that should be quite doable. -
Ok, i have no idea what has gone wrong
Fubar512 replied to scouserlad13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Weapons effects must be associated with their related weapons. Depending on the effect type, you'll find those associations in the missileobject.ini, the bulletobject.ini, the weapondata.ini, or in the gundata.ini. You'll find the visual effect association for the nuke explosion, in the missileobject.ini. Regarding the damage caused by nukes in this series, you must keep in mind that trees and some buildings aren't objects at all, hence they will not be effected by any explosion, irregardless of yield. OTH, solid objects have a damage value that can be adjusted, but be aware that if you make them vulnerable to a shock-wave sort of an effect, a single .30 cal round would probably destroy them, as well. -
Water Effects
Fubar512 replied to gerwin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Old news, easy fix: http://forum.combatace.com/index.php?showtopic=32500