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Fubar512

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Everything posted by Fubar512

  1. BURP!!!
  2. Critiquing the game on this site accomplishes absolutely nothing, as TK doesn't reply to topics or posts here. If you're looking to get something fixed, post your gripes on Third Wire's site. If enough of TK's customer's did that, he'd more than likely take action to remedy the situation.
  3. LOL....at least when I asked for directions from NYC to Sydney, Australia, they suggested that I use a kayak at various points of the trip.
  4. Any "ini" file, when suitably edited, becomes a "mod", so yes, feel free to upload it. I would also include the edited soundlist.ini, as well as a text file (with the necessary data) for those who wish to pick and choose.
  5. Su-33 Sea Flanker of the 278th Severomorsk KIAP
  6. 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.
  7. Congrats!
  8. Dodging SAMs at dawn....
  9. Your house was haunted? J/K
  10. 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
  11. 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.
  12. 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.
  13. 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
  14. Only if there's animations associated with them. More than likely, they're just named nodes for the purpose of texture-mapping.
  15. Happy Birthday US of A!!!! Has it been 235 years, already? Seems like the 200th was just yesterday...
  16. 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
  17. Busy flight deck:
  18. 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.
  19. 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.
  20. Video of my progress (so far), an A-6E TRAM at 50 meters altitude: water.wmv
  21. Playing with the water shader entries for distance and tiling of the normal bitmap....
  22. Are you using the proper Cat Extractor, the one that's available at Thirdwire's site?
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