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Everything posted by PureBlue
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AnatoliaProject_Version1.7z
PureBlue replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Wrench, you're always thinking about the next modding project aren't you Really, as most of you know, the maps in SF series have to be square. So to cover both countries all those empty spaces had to be included. But the tile and height maps for those regions were never touched by me. And AFAIK there's no way to auto-tile those anymore.. one would have to manually tile Anyway, the Greek mainland and Western Turkiye is very much populated and you'll find lots of targets to bomb , defenses to overcome, scenery to discover.. I'm planning on doing some single missions. Training missions (that follow a storyline, starting as a cadet maybe..) And war missions, some historical, some what-ifs.. @Elephant, the tiles are 512x512, so IMHO the stuttering you're noticing should be from the vast amount of ground objects. Mostly around cities/airfields.. Try lowering gfx settings if you don't have a strong comp. @Kreeling, do you fly with TODs turned off? There ought to be lots of trees up there. :) Check out Aksaz Naval Base near Marmaris/Dalaman Airport. A few nice helo pads there to land on. I'm going to create a new topic to discuss more ideas we could implement for the terrain. Stay tuned -
SA-10 problem
PureBlue replied to DoctorWho's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It looks like, the SA-10L (Launch vehicle) was copied to the Weapons folder, thus is used as the missile. Instead it should be the SA-10 (missile) that would be copied to the weapons folder. -
Enhanced Black Buck Vulcans
PureBlue replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Check the SF2 Knowledgebase forum. there's a detailed article about conversion. -
AnatoliaProject_Version1.7z
PureBlue replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Of course it's possible, mostly ini work would be needed for the terrain.. You'd also need to check/convert the groundobjects where needed.. The terrain will be pretty empty without those.. Plus, I think the SF2 engine is much more suited for this large project. SF1 could have even longer load times and more crashes possibly. -
AnatoliaProject_Version1.7z
PureBlue replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Go right ahead my friend About the map edges issue. It's not a "The Wall" issue I'm afraid. You can fly perfectly past these airfields and right to the defined edge. It's just that the Mission Generator will not plot waypoints inside the first %10 of map edges. So what happens is, the mission generator will set you to take off from this airfield, but the coordinates will be a few km to the east/west of it.. you end up in earth's orbit, so to say.. i had brought it up to TK, but he didn't seem enthusiastic about it.. Ref: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=9&t=8059&p=50493#p50491 -
AnatoliaProject_Version1.7z
PureBlue replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
This will need a decent computer to run, for sure. The map is pretty large, with many target areas and many groundobjects. So yes, it might have the longest load times yet! So I suggest, lowering graphics settings, if you don't have the latest technology. I did my tests on the highest settings and frame rates were pretty good. (35 at the most populated areas, and usually 50-60 the rest.) dsawan, i never got grey aicraft. Just sometimes a few aaa objects came out black. and this was 1 out of 10 loadings.. something to do with gfx cards texture memory, me thinks.. -
AnatoliaProject_Version1.7z
PureBlue replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thank you everyone (and thanks for assistance on the map, Nick) Two notes for this first release, although there are plenty of ground & surface targets; there's only very few definitions in the MOVEMENT.ini for Anti_Ship, CAS, and Armed recon. I'd like to improve on these soon but if anybody feels like giving it a shot, please feel free. Also make sure to read the Recommendations #1 in the readme. -
AnatoliaProject_Version1.7z
PureBlue replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Just had to update the readme file, sorry :) I asked Dave to update the zip too, maybe that's why you can't download. it should be good go soon Here's a few shots of the map, btw: -
SFG1WMSpeech.rar
PureBlue replied to Retrogade's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Welcome to CombatAce, Retrogade. Thanks for the nice work! :good: -
Air-naval war in the Aegean Sea
PureBlue replied to AvalancheDiode's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Yes, waiting approval as we speak -
Air-naval war in the Aegean Sea
PureBlue replied to AvalancheDiode's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I've been planning on designing a few campaings for this region. Stay tuned for the Anatolia Terrain which you can use as a base for your campaigns. Will start uploading shortly -
France Map WIP
PureBlue replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Bandwidth Limit Exceeded -
Formats for Carriers and Warship with the Mission Editor
PureBlue replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
Well, all looks good.. what else could be messing with this setting... -
Formats for Carriers and Warship with the Mission Editor
PureBlue replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
That's weird.. Latest patch? Post your terrain.ini please. -
Formats for Carriers and Warship with the Mission Editor
PureBlue replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
Try this for the Anatolia map. It's working for me. Anatolia_WATER.rar -
Buccaneer
PureBlue replied to the test pilot's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Magnificent -
SF2 TuAF F-4ETM_Simsek (Lightning) v1.0
PureBlue replied to ace888's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Nice work mate -
HMS Cavalier (Royal Navy C-Class Destroyer)
PureBlue replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Nice, this will come in handy! Thank you guys -
Thirdwire Forums
PureBlue replied to guyran's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
good news! -
DX10 postprocess effects -vignette, colour correction
PureBlue replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I hope TK implements the functions to call those effects, some time in the future.. There is so much potential in that department.. -
Concrete base
PureBlue replied to gillg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello mate, Sundowners latest Airfield objects has a few flat concrete areas, Also Gepards Airfields mod had various sized concrete slabs (taxiways and ramps), and there is the much used, ground_platte objects that you could find in almost every terrain mod. Though, I prefer to lay my factory and other building right on the terrain (w/o a concrete slab underneath) Because the latest patches have developed a gfx anomally in which the objects on top of a flat conc slab, will start sinking as you zoom out... this annoys the hell out of me so, i just leave the building on the terrain, allowing them to be seen from higher altitudes.. -
SF2 Screenshot Thread
PureBlue replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks Ant, I'm really digging your new models -
SF2 Screenshot Thread
PureBlue replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Airfield Objects Vol 2
PureBlue replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
terrain objects only have type.ini definitions. Such as the following. If I leave the CollisionMesh empty, I get around 1.5 size of the real model for collision, and can't really taxi close to it. So I just substituted the pit1_col model. This won't let me actually taxi inside but, does give a smaller collision box than the actual model.. works ok because only parkingspots exist inside.. though you still can't design a custom single mission to taxi out of it.. [TargetType532] Name=C-Wall FullName="C" Earth Wall ModelName=C-Wall.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.050 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=pit1_col.LOD DestroyedEffect=LargeShortStructureCollapse DestroyedModel=ShelterA_destroyed.LOD -
Airfield Objects Vol 2
PureBlue replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Is it possible to use a Zero collision mesh, or a very small one? Like you could almost go through it. I've been using the objects like earth walls and pits. When I taxi near them, i get clipped from a few meters afar and blow up.. I don't want to taxi inside the pits or anything (that would be cool too), just want to taxi around them..