Jump to content

PureBlue

+MODDER
  • Content count

    1,437
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by PureBlue

  1. Now that's some treat Eric! Would you like to base them in the 191.Squadron, The Cobras (based in Balikesir) http://www.ucuyorum.com/showthread.php?t=32685 I can gather some serial numbers and amblems
  2. Hey Silverbolt what a shot !! You're getting flak out there? Must be a single mission. I haven't placed the AAA and the old tech Nike batteries covering the Straits yet. Thanks again guys for the kind words. I'm always trying to liven up the scenery with little details. One of these days you'll be flying over head and be like, holy cow look at those Troian ruins down there (the Horse and all that), let me take a close look.. Then the AAA will pick you off, it's all planned you see
  3. Good idea to represent this huge family Dave I have a question, perhaps should've started another thread. How do you all do your bombing run? There's a target scale superimposed on the ground map radar. That's what I'm using to do a high altitude level bombing. (Not sure with the altitude/speed numbers yet). Any other techniques?
  4. I think Monty is asking how they could be used in "ground attacks" generated by the game engine. Single missions, ok we all know that it possible. I've been thinking since this mod was announced here. Doesn't the game generate objects that are GroundObjectRole=TANK that move and attack an enemy position? How far out does it start the attack? We need to somehow think a way to place the artillery at a certain range and have it attack from there. They shouldn't move. For the defending side, you can place them via the terrain_targets.ini. They would be static and fire on attacking forces. (How far will the enemy be, any over the hill projectiles be used?) Well, this needs some more brain storming to come up with a workable solution.
  5. How about making the actual Ho Chi Minh trail? Vietnam terrain could be loaded up in Terrain Editor, and a route could be built with road tiles. Of course this wouldn't be easy, perhaps some target areas need to be moved, and definetly lots of testing and time needed. But think about it, a few new tiles with dirt roads and a canopy of trees above it, with hidden weapons caches at crossroads and river crossings. Now then you could arrange the terrain_targets.ini to have targets appear/disappear at certain dates to simulate random traffic or historical large shipment convoys... etc. etc. I know there has been some Ho Chi Minh trail mods, but not with an actual dirt road network. This might be something I'll try after I'm done with the other terrain project. But if any brave soul wants to go ahead and give it a shot, I'll be sure assist in any way.
  6. In fact they are GE And they're located at the exact spot of the project which was finished this year.. When researching for this came across some big old ones right off Belgium in the North Sea. http://en.wikipedia.org/wiki/File:Windmill...ton_Bank%29.jpg
  7. Good package man. Thanks again for developing the different models for this.
  8. Yeah I know more needless stuff, but hey it was good 3d modelling practice Now I know a few tricks and am in the process of building some barracks, hangars which will make good targets. The wind stuff is just eye candy. They do rotate by the way
  9. Happy Birthday Soulfreak

    Have a great year Carlo!
  10. Thanks for the update atari! PS: Still not downloadable. File not found.
  11. Thank you Dels, for all your hobby time and the quality mods you've given to the community.
  12. Nice one Baltika Can you import a small part of a DEM and get the proper Iceland? Or is the island all messed up from the beginning. Because if you can then there's a way to cut/paste that data over to your bigger map.
  13. I was talking about the drivers for your monitor. So you do use them.. I don't think most of our monitors actually need drivers and I never install them. So if it is cured by switching monitors, it could be a jackass programmer (on the westinghouse side) , attempting to implement a power savings/or something else routine, right in the driver. It was just a guess anyway.. Still for a monitor to be doing this sounds pretty weird to me..
  14. Surely it would but that feature has its own limitations for this situation. You define the span lengths of the 2 parking types, and the game chooses suitable aircraft that is in your install with a random chance (that you can define) This is very good for a military airport, but this is supposed to be a commercial one. Also the Parked Aircraft feature is in effect only in Campaign/Random Single Missions.. On the other hand if you put them in as Terrain Objects or Types.Ini objects, they're always there. (With the ability to define dates for them to appear dissappear..) And you can use low poly lods if available.. I'll be having a few spots for the random aircrafts but sure it would be nice to have some 747,737 Airbus or whatever chilling there
  15. Can't believe a monitor can drop you back to desktop. You didnt install a driver for it, did you? BTW for anti-virus, I use f-prot, it's pretty decent.
  16. Here's what they have done in the SF1 F-104S Mod, to get rid of the two fuselage sidewinder pylons. (It's got its own pylon model) [SidewinderStation1a] SystemType=WEAPON_STATION StationID=13 StationGroupID=7 StationType=EXTERNAL AttachmentPosition=-0.251,3.148,-1.090 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=250.0 AllowedWeaponClass= AttachmentType=NATO ModelNodeName=miss_rail_centerline PylonMass=34.02 PylonDragArea=0.005 [SidewinderStation2a] SystemType=WEAPON_STATION StationID=14 StationGroupID=7 StationType=EXTERNAL AttachmentPosition=0.251,3.148,-1.090 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=250.0 AllowedWeaponClass= AttachmentType=NATO ModelNodeName=miss_rail_centerline PylonMass=34.02 PylonDragArea=0.005 See the AllowedWeaponClass is empty and nothing can be loaded. But the disadvantage is it shows up in the Loadout Screen, with empty list. Unless you have to above code in tha _data.ini the pylons are not hidden.
  17. :) Well that was a straight conversion too, texturing and normals need fixing. I still can't understand how the unwrapping is done, watched a few tutorial but still hasn't clicked yet. I got a question, just created a basic floodlight model. Can I make the light glass, self-illuminated just like the formation strips on aircraft? This is what I am trying and it doesn't seem to work. Wouldn't they be kind of glowing at night? It's a plain White diffuse color, with self-illum turned on, applied to that mesh.
  18. How about something like this Anybody wanna try to make a taxiway texture for the terminal areas?
  19. 1-) Get the latest version of KMD. (Thats the one which is SF2 compatible) 2-) Run it from your Installation folder. Not mod folder. 3-) Make sure it asks you for your mod folder, upon first start. Thats where it goes and puts the necessary files extracted from cat packages.
  20. Thanks for the explanation Stary, so the HeightField is all about the noise map, not about the mesh detail or anything about the terrain/elevation model. It's true that this is all created at the beginning of terrain building in TE. Most terrains use the standard max. values, if you bump it up a level the game engine chokes big time. I was wondering how the Ground Map radar worked, because some of the rivers/lakes I had done weren't showing up correctly in the Anatolian terrain. Turns out some of the tiles, for example Sea: SR25,SR50,SG25.. didn't have HeightMap's defined. This _data is from your 4xSeasons ;) Although the stock GermanyCE_Data.ini has some of these tile heightmap values covered, some are missing from there too, the files are in the CAT but not used I think I'll see how things change after fixing this, wrench had some heightmaps uploaded too, this is a part of terrain building I'm yet to get dirty in, everyday is a new discovery
  21. How about this section in the terrain_data.ini: [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 This is from Israel2. In contrast I have DetailScale=10.0 for Anatolia. (This is from WOE 4 seasons) And the Stock GermanyCE_data has 1.0. Any idea how this effects the terrain? Plus there is this unknown: [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.8 I wonder if we could enhance the game by changing these values.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..