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Everything posted by Fubar512
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Speaking of shader effects
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Do you have a GeForce, or do you have a Radeon? If I were to take a guess, I'd say the latter -
Speaking of shader effects
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes, but why would anyone want grass or sand texture rendered beyond 500 meters, when one could not see any detail at that distance? Re-read my previous post, and you'll understand -
Speaking of shader effects
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, I've come to a few interesting conclusions regarding shaders, after killing myself trying to learn HLSL code. Shaders, in this series, must be specifically tailored to the terrain and the environment file. A change to the (water surface) color or ambient lighting may force one to use either a different bumpmap texture, or force one change the values and parameters in the .fx file. Water shaders seem to be at their best when they have a dark, solid, background to standout against. The default water tiles in the VietnamSEA terrain are not good in this regard, whereas the much darker and solid ones tiles in WoE and WoI are. A 32-bit .tga water-shader bumpmap works a ton better than one that's in bitmap (.bmp) format, and is waaay better if one intends to use reflection (or environment) mapping. Terrain shaders do not need to rendered out much further than 500 meters or so, so one can get away with using a larger, finely detailed bumpmap on the order of 2048x2048. -
What Sim Is This?!
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hmmmmm...can it be? No way! Oh, wait.... VIDEO LINK -
F/A-18 avionics
Fubar512 replied to koushiro's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's in the Megapack at Checksix -
Speaking of shader effects
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
OK, it's down to this one...it'll be out soon...in less than two weeks -
What Sim Is This?!
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I don't believe anyone would try landing a conventional combat aircraft on the Kiev. It was designed for VTOL ops. Now, a Kuznetsov, OTH... -
What Sim Is This?!
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh, Fudge... I've forgotten to include Brain32 and Cellinsky in the credits, for their great terrain and environment mods. -
Speaking of shader effects
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Here's a video of what is probably the "final release candidate" of the effects shader, under different light conditions, distances, and altitudes, just to give you an idea as to what it looks like in-game. I'll release as soon as my (uhhummmm) professional beta test team finishes testing it with different video cards, under various terrains, etc. http://forum.combatace.com/uploads/1216278..._43_4972238.wmv -
sea texture
Fubar512 replied to sun111's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
What I've found to be a problem with using bitmaps created from real-world images of water, is that TW's shader implementation has to either be tweaked in order to lessen or eliminate anomalies, or the bitmap has to be edited to prevent them from cropping up in the first place. A hint: Extract the default WaterNormal.BMP and see what TW did. Notice the blues and violets, and the lack of lighter colors.....that should give you some ideas as to how to edit your waternormal bitmap. A nice source of bitmaps for shaders is AVSIM. Look for water effects files meant for MS FSX or X-Plane, and use those. -
Speaking of shader effects
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Water Shader and related files are just about finished, and out for beta testing.... -
Bloody Weather.....
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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Bloody Weather.....
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
LOL....those are raindrops -
Bloody Weather.....
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, it is. I took the wake effect from DO's CVN (he had a few good ideas), reworked it, added new materials, and applied it to all my ship models. The wake now stretches aft 1.5-2.0 nm, has simulated propwash, (etc.) -
I hate to do this
Fubar512 replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Serverandenforcer, you wouldn't be chance, be running an ATI card, would you? One possible solution solution is to use the Watereffect.fx file from an earlier title, such as WoE. -
"Effective" air defense ships
Fubar512 replied to Gocad's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You need to define the escorts as "carriers", (not that far of a stretch as it may at first seem, as you can operate helos off some of them). You then either set their courses manually in the mission file, or, you create a separate formation for "carriers", which I once did. The only time the formation is broken, is when one of the carriers recovers aircraft, and then, only for the length of time it take it to do so. Save the data in the codebox as "ASM.MSN", and see for yourself. You'll need the F-14A, a flyable Tu-22K, the OHP, the DD971, and you can subsitute any suitable carrier for the CVA-63 (USS Kitty Hawk). Oh, and the mission is scripted for SF's desert terrain. [MissionHeader] AircraftType=TU-22K MissionMap=desert MissionType=CAS StartDate=02/06/1984 StartTime=14:30 [Weather] WeatherType=Inclement WeatherAlt=4000.0 WeatherThickness=1000.0 HasHighLayer=TRUE HighLayerAlt=6000 FogAmount=0.6 ContrailAlt=8000 StartWindDirection= StartWindSpeed=8 WindGustingAmount=10 [MissionData] FriendlyAirActivity=1 EnemyAirActivity=1 FriendlyAirDefenseActivity=3 EnemyAirDefenseActivity=3 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE [GroundMission001] GroundObjectType=CVA-63 Name=USS KITTY HAWK FormationType=USWarship NavalObject=TRUE CommandObject=True Carrier=TRUE ShipNumber=1 Size=1 RandomChance=100 ObjectiveID=1 RatingForSuccess=100 Position=603032,827155,0 StartTime=0 Heading=180 Speed=15 Alignment=ENEMY Nation=USN Loadout= TARGETABLE=True [GroundMission002] GroundObjectType=OHPerry Name=USS Oliver Hazard Perry FormationType=ShipConvoy NavalObject=TRUE Carrier=TRUE ShipNumber= Size=4 RandomChance=100 ObjectiveID=2 RatingForSuccess=50 Position=603545,826180,0 StartTime=0 Heading=180 Speed=15 Alignment=ENEMY Nation=USN Loadout= TARGETABLE=True [GroundMission003] GroundObjectType=DD971 Name=USS David R Ray FormationType=ShipConvoy NavalObject=TRUE Carrier=TRUE ShipNumber= Size=2 RandomChance=100 ObjectiveID=3 RatingForSuccess=50 Position=608945,826167,0 StartTime=0 Heading=180 Speed=15 Alignment=ENEMY Nation=USN Loadout= TARGETABLE=True [AircraftMission001] AircraftType=Tu-22K Name=Zebra FormationType=SovietBomber Texture=Silver Squadron=-1 AircraftNumber=-1 Size=8 RandomChance=100 MissionType=Anti_Ship ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE CarrierBased=FALSE Position=705000,405000,0 StartTime=0 Heading=0 Speed=0.00 Alignment=FRIENDLY Nation=SOVIET AmmoPercent=100 FuelPercent=100 Loadout=Anti-Ship TracerMixRatio=50 PilotTrainingStandard=EXCELLENT TargetArea=603545,826180 Waypoint[01].Position=705000,405000,0 Waypoint[01].Speed=0.00 Waypoint[01].Size=200 Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=FALSE Waypoint[02].Position=712574,510548,500 Waypoint[02].Speed=180.06 Waypoint[02].Size=200 Waypoint[02].Command=WAYPOINT Waypoint[02].Objective=FALSE Waypoint[03].Position=722554,576652,500 Waypoint[03].Speed=180.06 Waypoint[03].Size=200 Waypoint[03].Command=WAYPOINT Waypoint[03].Objective=FALSE Waypoint[04].Position=657684,721518,500 Waypoint[04].Speed=180.06 Waypoint[04].Size=200 Waypoint[04].Command=INITIAL_POINT Waypoint[04].Objective=FALSE Waypoint[05].Position=643712,751054,500 Waypoint[05].Speed=340.06 Waypoint[05].Size=200 Waypoint[05].Command=ATTACK_SHIPPING Waypoint[05].Objective=TRUE Waypoint[06].Position=603545,826180,9000 Waypoint[06].Speed=340.06 Waypoint[06].Size=200 Waypoint[06].Command=WAYPOINT Waypoint[06].Objective=FALSE Waypoint[07].Position=675648,357243,7000 Waypoint[07].Speed=250.06 Waypoint[07].Size=200 Waypoint[07].Command=WAYPOINT Waypoint[07].Objective=FALSE Waypoint[08].Position=705110,358347,500 Waypoint[08].Speed=180.06 Waypoint[08].Size=200 Waypoint[08].Command=LAND_LINEUP Waypoint[08].Objective=FALSE Waypoint[09].Position=705000,405000,0 Waypoint[09].Speed=180.06 Waypoint[09].Size=200 Waypoint[09].Command=LAND_TOUCHDOWN Waypoint[09].Objective=FALSE [Waypoint[01].Position] 705588,405063,500= [Waypoint[01].Speed] 75= [Waypoint[01].Size] 200= [Waypoint[01].Command] WAYPOINT= [Waypoint[01].Objective] FALSE= Waypoint[01].Position=705588,405063,500 Waypoint[01].Speed=75 Waypoint[01].Size=200 Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=FALSE Waypoint[02].Position=705588,405063,500 Waypoint[02].Speed=75 Waypoint[02].Size=200 Waypoint[02].Command=WAYPOINT Waypoint[02].Objective=FALSE [AircraftMission002] AircraftType=F-14A Name=Gunslinger FormationType=USFighter Texture=USNVF161 Squadron=-1 AircraftNumber=-1 Size=4 RandomChance=100 MissionType=INTERCEPT CarrierBased=TRUE ObjectiveID=2 RatingForSuccess=50 StartOnGround=TRUE Position=603032,827155,0 StartTime=0 Heading=0 Speed=0.00 Alignment=ENEMY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT TargetArea= Nation=USN Waypoint[01].Position=603032,827155,0 Waypoint[01].Speed=0.00 Waypoint[01].Size=200 Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=FALSE Waypoint[02].Position=603176,814662,1500 Waypoint[02].Speed=205.78 Waypoint[02].Size=200 Waypoint[02].Command=WAYPOINT Waypoint[02].Objective=FALSE Waypoint[03].Position=611552,787220,500 Waypoint[03].Speed=75 Waypoint[03].Size=200 Waypoint[03].Command=WAYPOINT Waypoint[03].Objective=FALSE Waypoint[04].Position=623446,748450,3500 Waypoint[04].Speed=231.50 Waypoint[04].Size=200 Waypoint[04].Command=WAYPOINT Waypoint[04].Objective=FALSE Waypoint[05].Position=596573,738921,500 Waypoint[05].Speed=75 Waypoint[05].Size=200 Waypoint[05].Command=WAYPOINT Waypoint[05].Objective=FALSE Waypoint[06].Position=595523,849886,500 Waypoint[06].Speed=75 Waypoint[06].Size=200 Waypoint[06].Command=WAYPOINT Waypoint[06].Objective=FALSE Waypoint[07].Position=603032,845381,500 Waypoint[07].Speed=75 Waypoint[07].Size=200 Waypoint[07].Command=WAYPOINT Waypoint[07].Objective=FALSE Waypoint[08].Position=603032,827155,0 Waypoint[08].Speed=75 Waypoint[08].Size=200 Waypoint[08].Command=LAND_TOUCHDOWN Waypoint[08].Objective=FALSE