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Fubar512

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Everything posted by Fubar512

  1. Awww man....1.1 GB? That'll take me almost 12 minutes to download! Waaaaaaaah!
  2. The captain called down and said "I want a bone in her teeth", so we gave'em a whole damned graveyard's worth...
  3. I have waaaay too much time on my hands...... Bow Wave Video
  4. BowWave.wmv

  5. img00378.jpg

  6. 512x512 pixel "WaterNormal" bitmap in WoV (in conjunction with with Brain32's terrain tiles):
  7. Well, I wouldn't exactly refer to it as "realistic" You can apply it to anything you want. I use a similar sound effect for surface hits from naval gunfire, with just a bit of lag and frequency shifting.
  8. Maybe there's (some) hope for you, afterall.......
  9. No, your card's not crazy at all...that's an issue with Z Buffering The wave effect is being rendered just above the "ocean's" surface, which has itself been raised slightly to give it a feeling of depth, by the use of both Z buffering and mipmapping. The reason that ship wakes look so white and prominant in my screenshots is that I'm using a version of DO's 'CVN Wake Effects", which I've modified. One of the mods I've made to the .ini, is the ratchet up the ZBuffer offset value to "7.0"
  10. If you follow the directions and install in the entire terrain folder, yes. You see, there are six files contained within that folder, one of which is WoE specific. The terraineffect.ini, farterraineffect.ini, and noisenormaldot3.tga will also work in WoV's VietnamSEA terrain set, but must be manually placed. They imbue the terrain with a "grassy" appearance, when sen up close. The modified GermanyCE_Data.ini is only for WoE, of course.
  11. If what you mean by that, is that some terrain tiles appear to turn white, then that's known as clipping. Is it happening all the time, or just in the cockpit view? Try playing with the horizon distance in options, and see if that helps. My settings are 1600x1200 resolution, 8xAF and 4xFSAA.
  12. Don't feel bad, A few years ago, I uploaded a sounds "megapack". The readme included with it detailed the necessary steps to add new sounds. Despite this, more than a few people (who's names I shall not mention), had issues installing gun sounds, namely, the Gsh sound. Right, Kevin?
  13. Awwww, those damn modders...they forgot to add the training wheels!!!!!
  14. Lexx, There's a B&W film clip out there showing the same sequence.
  15. Worse case scenario: Take all six files out of the Terrain/GermanyCE folder in the archive and manually extract them to your GermanyCE folder. The GermanyCE_Data.ini that's contained within has shader-specific values for the watermaterial entries, as well as values for each tile that uses water.
  16. There's a folder in the .zip archive named "Terrain", simply placing that in WoE's main directory will install the effects. Yes, the plural is intentional, and not a typo
  17. img00369.jpg

  18. Why, what could you possibly be referring to?
  19. Uploaded and ready to rock n' roll: http://forum.combatace.com/index.php?showtopic=30415 Thanks to Dave, Column5, Typhoid, Drdoyo, Brain32, and all the others that provided feedback.
  20. WoE Shader Effects 1.0

    Version

    2,918 downloads

    INSTALLATION: Assuming you have WoE (ie., "Wings over Europe"), the process is simple...just extract and place the folder named "Terrain" into the your Wings Over Europe Folder, and you're ready to go. In all other titles, extract the watereffect.fx and the waternormaldot3 into the Terrain subdirectory of your choice. In Strike Fighters, that would be "Desert". In Wings over Vietnam, it would be "VietnamSEA. In WoI, it's "IsraelME". This effect is optimized for use with Brain32's WoE terrain using Cellisnsky's widesky 1.0 mod. *NOTE*: I cannot guarantee that it will work to everybody's satisfaction with other ThirdWire titles, terrain sets, or environment mods. KNOWN ISSUES: Cards that lack FULL DX9.0C support, such as ATI Radeon 9x -X1K series and the nVidia GeforceFX(5) series, may experience pixelation issues when close to the "water's" surface. The only workaround is to either turn off the shaders, or to break down and purchase a card that supports DX9.0C. This effect is all but unusable in Windows Vista, due to its poor DX9 support. The .FX files contained in the zip archive based on ThirdWire's original's, and re-compiled & debugged using ATI's RenderMonkey.
  21. img00368.jpg

  22. Of the two, the Eagle can be pushed into nasty stalls in real life (as it's not really FBW), and, the Viper's software had to be rewritten sometime in the 1980's because of pitch authority issues at high angles of attack. Though the Viper is fully FBW, one must understand that the "F" in FBW does not really stand for, "foolproof" IIRC, the Viper also recieved larger stab surfaces to correct this issue, as well. But you are correct, if one were to input (into the game) the correct mass fractions and aero values for the Viper, it would be all but unflyable.
  23. No worries. 4-8X AF should be fine. I was simply concerned that you were trying it at 16X AAF, which might be a bit much under the circumstanses sampler BumpSampler = sampler_state { Texture = <BumpTexture>; AddressU = WRAP; AddressV = WRAP; MipFilter = LINEAR; MinFilter = ANISOTROPIC; MagFilter = LINEAR;
  24. Ahhhh....how high is your Anisotropic Filtering (AAF) set at? You see, I invoked AAF when I compiled the shader, and it may cause anomalies in 9500-x1K Radeons.
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