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PureBlue

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Everything posted by PureBlue

  1. Well if you mean you want it to be a Terrain Object instead of a Ground Object (you can add both of these types directly to the terrain) Have it as: ModelName=PT-76s UseGroundObject=FALSE AND Copy the LOD & Corresponding bmp textures to the terrain folder. Also copy over your ini file from the first message. IF you do it this way, it will just sit there and not fire at anything. It won't have the necessary info from _data.ini.
  2. For the definition in terrain_types.ini: add this right after this line: UseGroundObject=TRUE GroundObjectType=PT-76s (The folder name of the object inside groundobjects) You don't need the ModelName variable here. It reads that info from PT-76s.ini.
  3. Looking better with every shot. You got back up to speed w/ Max pretty quick Eric Are the turret and guns moving yet? I think all you have to do is detach those meshes and name them Turret,Guns and set their pivot points to bottom/center. The stock Shilka should be a good example for the data.ini. TK's Notes have something like A. Mesh Hierarchy Ground Object should have meshes for all moving and detachable parts. The hierarchy should be constructed in a logical manner so when one mesh isremoved, all parts attached to it would also be removed. The following is alist of sample mesh hierarchy; the exact list would depend on the particularobject. Chassis Turret Gun Barrel Radar Dish Left Tracks Right Tracks [/Code]
  4. Nice tiles!
  5. Nice work!
  6. Hey man, glad to be of any help. Both the Calliope and new Hornet tweaks looking good.
  7. Thanks Comrpnt. Here's Gepard's Hopsten Airfield, with some more facilities. (Hangars by Stary, firetrucks by Ravenclaw) Northern Ramp & Arming Area Control Tower by Amokfloo Southern QRA, Hangars and PLO facilities I take it these are mainly fighter bases, not much space to park large aircraft. (Right now with 3 parking slots with 50m span)
  8. :yikes:Sweet!!!
  9. Thanks for offering this. But I can't download either: ERROR:(DOWNLOAD-PERMCA01A) REASON CODE: User type is not permitted to download files. Guests please register an account to use this feature.
  10. I bet it's not just a straight WOI conversion. TK must've squeezed some new effects and shaders in there for sure. So we'll be able to merge this into our SF2 merged installs.. That'll be nice.
  11. Thanks for the link. WW2 Pack installed; didn't help either. I think I'll start from scratch, see how that goes.
  12. Flew some long recon missions in SF2E. There's some artistic work in there, mixing and matching tiles, new textures, recolored tods and buildings, , interesting and rich target areas.. Very creative stuff Kevin, kudos
  13. Thanks Wrench. I cleared all the modern stuff and used your Sherman updates. Still CTDs on me. Well what about the weapons, should I have installed Bunyaps pack? Probably!! Dang, I think I'll just drop your terrain in a SF2 install and fly it there
  14. I work on very primitive shapes, but at the end all I do is export with the TW Plugin. You got an Out and a Lod file right? Do you mean you can't see it in-game, or in Max?
  15. So I've still been getting this dreaded groundobject.dll CTD. (Okinawa Terrain) Wrench can you please paste a shot of your GroundObjects folder for a PTO install. I think I have all the things you listed but still getting this error on a clean WOE 06 install.
  16. Nice.. Triggered with a canopy animation right?
  17. Now that's good to know Fubar. So the binary exe looks for an ini file that's named exactly the same..
  18. Thanks for the Beta 1.01. It's not dark and gives nice bright visuals. I tried the default ini, not the alternate one. The only thing I can report is, late afternoon, when it just gets dark, the trees kind of look like they're reflecting too much light. But no big deal, it might be my environment settings, flying this in WOE 4xSeasons SF2E. Approaching target POL site, with a flight of F-100 escorts.
  19. Oh I thought the PTO installs would be based on SFP1. I tried changing the Cat to GermanyCE, but got the same groundobject.dll CTO. Let me move this thing to a WOE 06 install and report back.
  20. Read the SF2 Knowledgebase section. You don't need a SHD file anymore. You can define shadows (and their distances) for everything you have , aircraft, weapons, etc...
  21. Looking good! I'm glad you were able to salvage this.
  22. I knew you'd be adding them anyway Nice tourist map, weird alphabet! Yeah those lighthouses are nice, and you ought to build a new pier too! Get into some basic 3dsMax modelling man!!
  23. I get a CTD also. For groundobject.dll. Got a 06 SFP1 base, with all the ships/tanks that you mention in the readme, installed. CAT pointing correctly and Nations ini edited per your advice. Still investigating, I must have missed something. This happens at all mission types, both start on runway/in air. CTD at %80.
  24. Very nice work Comrpnt! There is only one thing we might consider. The light stays there even if you destroy the object under it. In other words they are not connected. Actually, the place is lit up so nice at night, this little flaw is not important IMHO. But I'm thinking during the day, the red collision lights are not really visible from the ground or high above. And if you bomb the place during the day, they might look weird? Am I nit-picking too much? Help me out decide on this will ya?! So who else has been testing this, any comments? Like the damage points or damaged models.. Remember, things stay destroyed during a campaign (Until replaced, according to RepairRate variable), So It's more tempting to go out of your way, during or after a mission to bomb an enemy field, and come back next day to see the place torn up..
  25. Great work guys! One thing I noticed though. It was mentioned in the Update v1.0 thread, the Alpha Objects clipping through clouds and each other. Stary recommended: [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [/Code] These settings improve it considerably, no more clipping clouds but still some of the trees are problematic. At the moment, v2.0 package comes with vietnamsea_data.ini: [i]RenderedInOrder=TRUE AlphaTestEnabled=FALSE[/i] I've also added: [i]UseEffectShader=TRUE EffectShaderName=terAlphaObject.fx[/i] to my _data.ini, it's not necessary it seems, but it's like this in the stock VietnamSea files. A question, could be related to this: What does the MipMapLevels=2 (sometimes 6) setting do, used in the Sea Tiles definitions, also in _data.ini ?
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