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Fubar512

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Everything posted by Fubar512

  1. Dude, that's awesome! Not sure about the gun animations on ground objects, but a quick perusal of the groundobject.dll should provide an answer.
  2. I got hired today

    Congrats!
  3. Some Of You Will Get this.....

    Your house was haunted? J/K
  4. The ships aren't floating above the water due to any changes made by Third Wire. The answer is, however, quite disturbing..... You see, it's the eels. They are converting all ships into hovercraft, for their own diabolical purposes
  5. Yes, that is exactly right, the light nodes must be there to begin with. Also, the first series does not have the necessary avionics coding to take advantage of such things as specific threat warning lights (Sam Launch, Airborne Intercept Radar, AAA Radar, etc), whereas the SF2 series does.
  6. No, that was the whole point of the video. The increase in apparent texture density brought about by using more normal maps per tile, gives one a truer sense of speed.
  7. It's the water texture material entry in the terrainXXX_data.ini that's causing that. Make sure that it looks exactly like so: [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP
  8. Only if there's animations associated with them. More than likely, they're just named nodes for the purpose of texture-mapping.
  9. Happy Independence Day US

    Happy Birthday US of A!!!! Has it been 235 years, already? Seems like the 200th was just yesterday...
  10. A suggestion: Create one clyindrical node below deck level (so it's not visible externally), dead center of the FWD VLS cell, and name it "VLS_Launch_tube". Fire a PM at me and I'll explain why
  11. 1) Actually, it's quite the opposite: It's the same at every sun angle, so one can safely say that it works in every one....even if the shadow lines may be going the wrong way 2) The last time Marcelo and I corresponeded was seven to eight months ago, regarding the release of the Kiev.
  12. MarcFighter's Su-33. It's been work in progress for almost 4 years. An application of the "poor man's bumpmap" livens it right up. He should finish the 3D model and release it.
  13. Video of my progress (so far), an A-6E TRAM at 50 meters altitude: water.wmv
  14. Playing with the water shader entries for distance and tiling of the normal bitmap....
  15. Are you using the proper Cat Extractor, the one that's available at Thirdwire's site?
  16. Where are you going for the 4th

    I hear ya. I will stay in and around town, since going a scant few miles to the east places me squarely in the teeth of the annual Benny invasion, and even the local State parks get overun.
  17. Are the aircraft and squadrons (which determine textures) listed in your campaign data?
  18. Computer Tech Problem

    What brand is the PC? Does it have a 3rd Party motherboard (for example, some HPs use MSI boards)?
  19. Only Kreelin's Helo FMs are flyable in hard mode.....that is, if youre seeking realism. Anything else is arcade grade.
  20. Playing around with the default ship-set: Sumner Fram 2 with new bow wake effects and a couple of texture tweaks.
  21. Ammo is measured in round count in the data.ini, not weight.
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