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PureBlue

+MODDER
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Everything posted by PureBlue

  1. first, DetailMeshSize setting should be enabled by disabling objectfade in options.ini: ObjectsFade=FALSE if fading is enabled, the setting is hardcoded. edit: actually, let me rephrase. With fading turned on, the effect would kick-in before the far TODs are drawn. So it's either object fading or farther draw distance for TODs.
  2. File Name: Airfield Development Kit v1.1 File Submitter: PureBlue File Submitted: 31 July 2011 File Category: Base Mods Airfield Development Kit version 1.1 07/31/2011 by Pureblue Changelog: --------------- v1.1 More proper Documentation, reference pictures and credits TAB_VEE w/ floor A few FSSC Entries fixed v1.0 initial release INTRODUCTION ----------------------------------------------------------- This DevKit is intended for terrain modders, aka terraformers. Or people with experience in modding targets.ini entries. Warning: Absolutely not for novice users. It includes the objects, ini files, STT entries and FSSC Macros. Collection of objects are from Sundowner, Amokfloo, Hurc, Stary, Wrench, Ravenclaw, pureblue, (Gepard, Polak) WHAT's INCLUDED? ---------------- ADD_TO_TYPES.INI: These are the entries that must be copied to the end of your intended terrain_types.ini. TerrainObjects folder: Here are all the terrain objects included, which are defined in terrain TYPES.INI. ADD_TO_SS BETA 1.5 Tgt Object Library.txt: This file is for users of Swambast's STT Tool. FSSC_Macros folder: If you use FSSC tool for developing your target areas. Here are all the api files. Included is my main.lst. Groundobjects folder: This has the few ground objects that are included in the pack. Must be copied to your MOD Groundobjects folder. NOTES: ---------------- At this time, not all the included objects are represented in the ReferencePics. Most FSSC/STT object size entries should be quite close, please report any irregularites you find. FULL CREDITS: --------------------------- Sundowner: B_Trailer_Mk82, M_trailer, B_TrailerLGB, Y_Tractor, RAF_Cart, B_Duel_Y_Trac, C_Type, RAF_Bunker, TAB_Vee, HAS_M, HAS_E, c_store, Earth Walls, mounds, blast walls and all desert variants of these objects Amokfloo: ControlTower, ForkLift, FireExtinguisher, ShelterZu Ravenclaw: Fire Trucks Stary: str_hangars 1 thru 8 Pureblue: FloodLight, SmallGenerator, ConcreteBlock, SunShelter, HeliPad1N Polak: tools Thank you and enjoy! Pureblue Click here to download this file
  3. In my experience it's sort of a limit of groundobjects, target_areas and installed aircraft combined. It happens in my heavily modded installs when opening a single mission in Anatolia. I do have many groundobjects for ships/tanks/aaa etc., around 400 target areas. Lockup at %100 in an install with many aircraft. The crash chance also depends on the selected air defense levels. If I have them all at LIGHT, the mission sometimes load correctly. SO, the workaround I found for it is, first run a single mission in a stock terrain. Quit without flying. This sort of acts like caching for the engine, and anything after that will run without problems, campaign or single mission...
  4. I renamed the DLCData011.DLC file and the editor icon doesn't show in game anymore. But the loadout crash is still there..
  5. same with missions without a carrier too. For example any of the stock missions. Ok missions w/o carriers, don't have this symptom. On the other hand, if you create a single mission, save and load it, loadout screen for that doesn't crash. Could be the new variables added to the MSN file, like the Aircraft numbers. Aircraft[01].AircraftNumber=15 Aircraft[02].AircraftNumber=47 Aircraft[03].AircraftNumber=39 Aircraft[04].AircraftNumber=52 It might even be possible to define other stuff here. loadouts maybe...
  6. I'm going to have to disagree there, master HeightMap export creates a bitmap double the size of the terrain. So 2 pixels are 1km there. As a tile is 2x2 km, editing the hm.bmp in gimp gives a pretty good playing ground. Of course I wish the resolution was much greater.. @bootsjunky: While working on this, watch out for the height scale settings for TerrainEditor.ini. (Height of your highest peak) / 256 = HeightScale. Because the bitmap is 256 bits... Example: [bitmapExport] HeightScale=14 [bitmapImport] HeightScale=14 MinLandHeight=0
  7. I can confirm the Load Mission --> Loadout screen crash. (Full merged clean install from AUG 2011 files, +DLC11) Try this for SF2E Carrier test: Carrier Takeoff TEST.zip Works great here
  8. It would be much appreciated mate
  9. Borked how? My Aug 2011 install shows the carrier missions (mine and other AI flights) have a few bugs fixed. Aircraft taking off properly most of the time, instead of falling off the sky (still rarely happens) Lets check all in the ins and outs of the latest patch, and give TK the chance to fix them. Have a go at this mission I created: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8584&p=53661#p53661 How does it run for you?
  10. Hey comrpnt, I think you should check this out with the latest Aug 2011 patch. It seems that, AI flights taking off from carriers problem is fixed. See the posts here: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8584#p53599
  11. Provides quick way to join an existing campaign, where you can pick your side/aircraft/markings. Could use a bit more options for other basic campaign modifications.. Such as, pick your airfield/carrier station, upgrade aircraft, etc.
  12. I'm not on the latest patch yet. But for groundobjects, set a formation for them. After that the number of units can be increased. At least that's how it is for ships. About the carrier missions. Both for single and campaign, I wasn't able to get other AI flights to take off from carriers they just spawned on top of the carrier. Though this used to work back in SFP1 days.. So in the latest patch, is this fixed? Per this thread at TW: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8584&p=53595#p53595
  13. Fantastic read. Things are getting hot too.. good luck !
  14. It's all moddable in the terrain_targets.ini. Can't say if they're realistically placed/aligned in Stock Israel, but looking through the file, they have various alignments.. since the numbers on the runways are not dynamic and TK has limited numbers of texture in there, you'll see many of them with wrong paints.. I've gone the long way to align most of them correctly in Anatolia but never messed with the numbering on the runways
  15. and you'll see it in many theaters near and afar from you
  16. it's available after a certain date. Check the data.ini for the weapon and make sure you are flying after that date.
  17. With this aircraft and/or the mission, did this happen to any of you: After getting rid of the Fansong with a shrike, I turned across the lake, heading East to the SA-8. Although I was getting audio RWR tracking sound, the RWR display did not tell me I was being tracked. Only a search radar was shown there. As if the RWR gauge stopped working.. Later I was locked on and fired by the SA-8, still RWR display was calm, only the audio rwr gave me, missile launch alerts..
  18. Hmm. I think the game might be defaulting to "name_of_weapon".LOD Because the [LOD001] callout is definitely wrong... Also note the loadout has similarly mistyped lines: should be GR7-LIDS-left (instead of GR7-LIDS left)
  19. Check gr7_tiald.INI in weapons folder. [LOD001] Filename=gr7_tiald.lod Distance=100 The actual LOD is named gr7-tiald.lod BUT, mine is like that too, and it shows alright in game... what's going on??!
  20. Bump! These pilots are fantastic Diego
  21. Thank you all About campaigns, first I have to see if I need permissions for the aircraft, and either make a package that includes everything needed OR list links for the downloads. I'd prefer it to be a single download package, easy to install. But we'll see. This will probably come after the v2 release of this terrain.
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