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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Wrench you da man! I got the pylons setup nicely for all 3 models, off to try this RWR setup. So you're saying forget about historical accuracy, hmm, I just started reading about the Starfighter , so not sure about the real instruments yet.. Will set it up this way anyway, we can always comment out if it is really out of whack with the real deal..
  2. Thanks Wrench! I had it figured out 20 minutes ago Been moving the pylon up and down since then. It was implemented as a Fuel Tank, so I'll transform that to a FakePilot method. Got all the RWR,Radar stuff good to go. For loadouts I got the books I'll study tomorrow. Userlist, damaged model, etc. All SF2 compliant.. will test it on some Greek Islands too :)) A full package will be nice I think, S, ASA, ASA-M.
  3. Nevermind this comment, stupid question. We don't include LODs anyway, but this will take some time, as I'm trying to figure out how the extra pylons work. THe belly sidewinders and the Left/Right Wing Aspide's load w/o their pylon models. I'll sort it out in a few days.
  4. I've been working on the F-104S and ASA. Are we doing these for a merged install? Because I think vanilla SF2 doesn't have the F-104 lods? (cant check, I only have SF2:E and V which have these lods)
  5. My goodness, look at the crazy zigzagged coasts and itty bitty islands!! I'm curious what new tricks you learned of TE, please do tell :yes:
  6. Now all we have to do is convince TK into implementing random convoys of transports (land/sea) perhaps through the facility we already have, terrain_movement.ini. Then all the work, hand building a web of roads through this huge map, would have a meaning Roaming around, checking suspected choke points.. how cool would that be..
  7. Well, I'm not sure if you had to have the types.ini and targets.ini extracted. Just a shot in the dark here, been long time since I moved to KMD. I use it both in SF1 and 2nd series.
  8. LOL! I love the mountains and scenery here, textures are looking sweet Baltika! Seeing Minas Tirith rising up one of those cliffs would be such a surprise
  9. Now that is some really good information, thanks for the links I'm pretty new to modeling. Working on a few basic buildings and vehicles... Guys looking into getting their feet wet might want to also check out Google's Sketchup program. Most of the models you see in Google Earth are done with this program and shared here: http://sketchup.google.com/3dwarehouse/ The application is very easy and fun to work with. Once you get your model created; It's fairly easy to export in 3DS format and import back into 3dsMax, clean it a bit and use the TW plugin to make LODs. It could be a starting point, I'm in the process of converting some buildings from there, low poly and looking decent..
  10. You've pointed it to your game right, Tools->Options->Installations. So map, aircraft shows but no ground objects, did I understand correctly?
  11. I hear you Wrench, but how to spare time from adding targets and doing all kinds of terrain work That fort looks sweet btw, i'll do some scrounging through the types/targets ini of this beautfiul project. There's one thing I have to ask, kind off Offtopic sorry. Do you think we can get a hold of the 3ds max files for some of the objects Gepard, edward, did, like the bridges, forts. I'm not sure if it's just on my install but there's clipping issues, ships and buildings clip through the bridge model for example. I had this happen in the Naval Base I did, and it was an UVW tiling setting issue, a few changes in the material editor cured it. (Any insight our modellers can give us to why this happens?) Also if we had the max files, we could basically resize and get different objects to play with. I guess I'll contact the respective creators and see if they got the files saved somewhere. Again great work here, all
  12. Thanks for the updates comrpnt. I use the lights mods all over the new terrain I'm working on. This mod is truly one of the must-haves
  13. Yes those Migs are from Gepard's german airfields pack. I started the project off w/ just positionining all the Turkish/Greek airfields at their correct spots/headings. Then the surrounding tiles were fit as cosily as possible. Next will be the actual removing of migs/replacing with TK's Parked Aircraft feature. And I'll do some random placing of trucks/AAA and stuff. So every airfield looks a little bit different. I'll probably design a few more original airfields in 3dsMax. (Right now 2 are in there, unfinished) The bridges are again from Gepard. But they have a problem with the UVW map I think. Everything around them clips through the bridge. A ship passing under clips on top of the bridge when you look from above. I'll try to build the bridges myself, but this all adds to the project time, plus I'm just a beginner in Max. Still it's all fun and good to know you all will enjoy it Upgrading from XP to Win7 stalled the target creation last week, but with unsurpassed support from Swambast, I'm back on the throttle with STT, will be doing some factory/industrial target areas, and spread them all over. Both sides will have plenty of stuff to blow up! Picking up pace as we speak Edit; Most of your suggestions go into my to-do list, please dont hesitate to point out even the obvious :) Thanks!
  14. Friend, if you get into stuff like that, you won't get much useful answers. If you want to place the ships as statics, that always stay where they are, the types.ini and targets.ini placements should work. Thats how I have some of the harbours populated. If you want them to sail around, which is still an underdeveloped feature in this game; Look into the *_movement.ini. You can have convoy definitions in there. All the ships will be the same and there's a limit on how many merchant ships you can define. (I could be mistaken, was it warships? )
  15. Hey now, the man has only two arms I passed him some books about the IL-76, hoping they'll be useful w/ some details he might want to add. This one is looking better w/ every shot Veltro
  16. These are nice, thanks for the links
  17. Yes correct, go for it. Just checking, it should be the EMBserie_for_MSFS pack. I too get the scene darkening problem mentioned above. (WOE) When I tilt the camera up over the horizon, the scene is darkened and lights up when looking down. (Same from internal/external cams) I turned off all the effects in the enbseries.ini but still happens. (Playin w/ daytime bloom values, etc. to cure it..)
  18. I think when you create the campaign, you define all the aircraft that can and will fly, so it wouldn't matter if you even had WW2 era planes installed, they wouldn't show up. The Terrain_Nations.ini has only the TheatreName and Location numbers AFAIK. Then in the terrain_targets.ini you assign every area a location (corresponds to a country) Wrench can enlighten us here Userlist is a very useful feature, but applies to all maps I think.. On the other hand I kind of remember a setting to limit aircraft to a Theatre? Edit: for the record terrain_nations.ini also contains default settings (formations,skills..) for nations.
  19. Coming together nicely Veltro
  20. Couple of ways to do it. In terrain editor, create a new city using CityList. Enter position x,y. And define width and length. Tick HasAirfield box. Now using TE's Flatten Airfield function will flatten all the entries in the CityList that have HasAirfield set. Be careful though, if you don't need flattening at other places, check off the HasAirfield boxes. (This is the only function it serves anyway) Another thing, TE won't flatten unless width/length is in powers of 2. Which sometimes forces you to create a huge unnatural flat square. The technique I use, (a torture in itself ) Export the terrain height bmp from TE. (Watch out again, the values in TerrainEditor.ini effects how it will be processed: [bitmapExport] HeightScale=14 [bitmapImport] HeightScale=14 MinLandHeight=0 The height bmp is an 8 bit map (2^8=256, only 256 different values for height) So 14 gives me from 0 meters to 14x256=3584 meters. (Highest peak I got in the Anatolia Terrain) Now, open the height_map.bmp in gimp, find the position with some more math (2 pixels for 1 kilometer) Get the color for your intended area (translates to the height of the land) and color a big enough square to place your new Airfield. Save the file and import back into TE. Go in-game check, rinse and repeat :yes: (Especially if you go the second route, get regular backups, because you will make mistakes for sure!)
  21. Thank you for the kind words friends. I basically send the beta to whoever shows interest; will keep posting progress in its own thread Istanbul Ataturk Airport under construction
  22. Harika! Wonderful, downloading right away, be back with comments. thanks!
  23. I think that's what should be done in the first place. The DLL looks for the enbseries.ini file inside the Flight folder. Not in the root of your SF2 installation. If it doesn't find one in the first execution, it creates a default with most of the filters turned on. Thats why people get the weird effects. There's was a long thread about the enbseries around here, which had some useful configs posted. Just use the ini that comes with the ZIP package and edit to your own taste..
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