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Fubar512

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Everything posted by Fubar512

  1. A week in the life of an IT tech

    It was sent to me from another techie at a project site that we were both assigned to, during April of '03.
  2. There is nothing in a normal map that "toggles" animation. All a normal map does in this series is provide a relief or bump texture. The shader itself provides the animation by juxtaposing two normal maps over one another and shifting them, simulating motion, and by providing simple point-by-point reflection mapping, or "noise" (ergo the shimmering that you dislike). No third-party shader mod will ever achieve fresnel reflections, displacement mapping, surface pertubation (etc), if the sim's developer doesnt make full use of what's available in the DirectX libraries, to begin with. To simplfy it for you: You can't use what you don't have.
  3. Gulls in Flight

    Judging by the gull's eyes, the second image appears as if it were shot with the aid of a treat...french fry or patato chip maybe?
  4. It's plainly obvious that Centurion's model is already superior, in that it is much more detailed than that one. For example, why does the refueling manifold end at the base of the windscreen in that model, whereas in Centurion's, it correctly wraps around the canopy. Check out other not-so-subtle details, such as the smoothness of the tip-tanks, etc.
  5. Kim Jong Il is dead

    I know how they achieved that.... There's a fleet of dump trucks filled with cut onions off-camera, with large fans blowing the fumes into the crowds....
  6. Well, I hate to break it to you, but water is supposed to shimmer
  7. The size of the normal files has less to do with the level of resolution that you're seeking, than the number of normals rendered per tile.
  8. Uhhhh, not really. A title may be coded in DX7, and (if) you can still run it under a Windows 7 environment....it doesn't mean that the game's now capable of taking advantage of DX11 coding, shaders, (etc.)...it's still a DX7 game. SF2 titles are coded for both DX9 and DX10, and operate exclusively under one API, or another. Keep in mind that TK has stated that SF2NA and it's successors will be DX10 only.
  9. Then I suggest you keep at it, and keep note of whatever changes you make along the way....that's how you'll arrive at an answer.
  10. Of course not...unless you screw up the specific statements within the shader that determine the animation.
  11. All of them. There's two for terrain, and two for water.
  12. Actually, it is real animated water......just not in SF2 It's from a modded install of Silent Hunter 4, and Stary's right in that it's superimposed as a layer over an actual screenshot from SF2, though not in Pornoshop Instead, I used a freeware app (paint.net) in order to achieve the desired results
  13. Yes I did, but that image was taken under DX9, so it used a different shader.
  14. Isn't that an island off Norway? Oh wait, that's Jan Mayen....never mind....
  15. It's all shader dependant. Statements within the shader (*.fx file) determine how many normal maps are rendered per tile....among other things.
  16. It's for a new and hereto unreleased flight sim named SFIL-2....on second thought, SFIL-2 sounds like some new strain of a common venereal disease.... It's for SF2, and it's, I meant to say, they're waiting for a new series of hi-poly specular and bump-mapped F-86 models. Sabre Pit.wmv
  17. Than it's obviously using the same bitmap as the launcher, which has different mapping. You can always try making a new template yourself.
  18. Yes, first find out exactly what bitmap the lod is calling out for, and then find that exact texture an an original copy of SFP1, and use that. It's obviously been replaced by a texture with a similar name (but meant for different mapping), in SF2.
  19. A few ship models from the upcoming MiG Alley addon.... USS Bataan USS Manchester (Foreground), USS Bataan (aft in back ground), USS Juneau (fwd in background)
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