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PureBlue

+MODDER
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Everything posted by PureBlue

  1. So let me see if I understand correctly: Groundobjects have GroundObjectRole= STATIC_AAA MOBILE_AAA STATIC_SAM MOBILE_SAM The game engine populates the terrain dynamically, using entries in terrain_targets.ini, as: AAA are populated with STATIC_AAA or MOBILE_AAA SAM_Launcher entries with STATIC_SAM and MOBILE_SAM. If STATIC_SAM, Also placing their respective SAM_Radar groundobjects, linked via NetworkType. BUT catch is: the *_SAM entries only work for Red/ENEMY side, so the FRIENDLY side needs them placed as specific entries defined in Terrain_Types.ini and Terrain_Targets.INI. it's been a while, so is this how its done in latest SF2 patch?
  2. Correct, all planes with ReferenceSpan <= MaxAllowedSpan could spawn at that position. Why not make the Chance variable 100% ?
  3. And yet another way of doing it: edit- Nevermind, what I had described was how to manually flatten the coastal tiles. Check here if that's ever needed
  4. go for 64bit. as MG points out, you need it if you got more than 3-4gigs of ram, which is a must these days, IMHO.
  5. Uploading http://www.mediafire.com/?n2wnmj5mmxq
  6. U.S. "News From the Front"

    Congratulations Dave oh btw, steve, check your inbox
  7. Hello everybody, This was a project I started last summer, a 1600km map, covering a huge area, Greece, Turkey and eastern Anatolia, Armenia, part of Iran. Being an undertaking way over my head, it stalled and then I lost the files in a stupid disk failure There are some nice maps for the region, some still being developed, Black Sea, Greece and most awaited Adriatic Despite this situation, I couldn't resist the urge to build this vision I've been getting when I go to bed these days, yes the modding bug at work Now it's down to a 1304km (!) map that covers all major airbases of these 2 Nato countries. For one thing, it's being a hell of learning process. Thanks to Gepard's tutorials and works of other cool modders like Stary, Wrench, Brain & countless others, if I can pull this off, do a decent job, I get to write one of those long arse DontReadMe.txt files. So this is what I got for now, usual two weeks of development time is our target Lots of squadrons still waiting for me to build their homes Izmir sea side, somewhere out there is NATO CC-Air HQ AIRSOUTH. Some imagination running loose at the harbour, (hours of offset gathering fun) Larissa Airbase, Mount Olympus in the background btw, I'm using Autumn tiles from 4 seasons by Stary The geography has a lot of coastal zigzags and islands; impossible to form accuretly with 2x2km tiles. I had to compromise, removing some small islands and hand building places using the height map, gimp style.. More pictures to follow..
  8. Thanks Wrench. You're right, the conversion to Unicode is not necessary. It works in SF2 flawlessly.
  9. Edit; Sorry I misread the question. TrackIR here:grin: For external camera. In viewlist.ini change: ZoomScale=0.5 0.5 pretty fast, the default was a slow 0.1.
  10. Campaign Editor? Actually I was just passing ideas to that thread at TW Forum. It was somebody else that started the project. Baltika, so you made lots of new transition tiles, for stock GermanyCE ? Good work. I wonder if I can make use of them for Anatolia, which uses Stary's 4xSeasons. They're pretty different from stock, in fact I've been doing some modified tiles for this set: GERMANYGC25A-ROADT1.bmp GERMANYSG50A-ROADS1.tga GERMANYSG50A-ROADT1.tga GERMANYSC25A-ROADT1.tga Mainly, roads with different variety. Also working on new Sea-Grass transitions to cure the repetitious coastlines. It's 3 times the work because of the season set. And the tod creation is way too boring!
  11. Thanks Wrench. I just starting exploring SFMap, and it's another fine job of programming from Kreelin. Very very useful.
  12. Guys, an off-topic question if I may: How do you go by creating those planning maps with labels? Is it the 1024x1024 plan map (Which is an exported height map from TE), opened with KMD, showing only selected target areas; Then capture that screen and write out the area names in Gimp/Photoshop, is that how you do it, or any other easier way?
  13. Hellenic Petroleum on fire.. Swooping down for more carnage.
  14. Enable Airfield Parking Support !! Wonderful addition Steve, this will come in very handy indeed. Thanks for all the effort, you are truly doing a magnificent job!
  15. Holy All of the new features are major by themselves. You know you could jump a few version numbers with this update! Can't wait to try them out. The interaction with MSN files will open up new ideas. Lots of nice Single missions can be selectively imported and much easier now to have parked/taxing aircraft in Single mission mode too. Other ideas will surface I'm sure. And thanks for the Test Mission creation, that'll save a load of time. Great programming Steve
  16. Wow man, fantastic work on that ship!
  17. Pretty interesting documentary, thanks for the link Ultra! The models and skins look very familiar. Have they used the Falklands Mod or what?? Edit: Na-ahh, forget I said that
  18. Steve, I think it could be useful as a separate function. Perhaps, For performance reasons don't include it in the normal conversion process but have it as a separate button that Modders can click and "check integrity" before releasing a terrain. I have to check but if you have missing target objects in between, the rest of the target area is not rendered.. (?) Sometimes when doing manual editing of the target.ini w/ notepad, it's possible to make a typo/mistake/deletion and not notice it. (Especially after staring at this file for a whole night, getting cross eyed!) And if this mistake is in an area you are done and tested already, you'll never notice it, until somebody else points it out..
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