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Everything posted by PureBlue
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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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Thanks,this is always interesting reading .
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Thanks PNT. Ok, just made a test package. So we can check performance, layout design, parked aircraft, new objects, etc. LinkToTestPackage (Rapidshare) Here's the readme: THIS IS A TEST PACKAGE, TAKE CAUTION PLEASE ------------------------------------------- Here is what we have so far, 2 different layouts with Ramps, and a modified Ahlhorn Airbase from Gepard. Thanks to all contributors, lots of nice models are being built, let's see how we can improve... --Aug 30, pureblue Instructions: ------------- 1-) This is to be used with Stock SF2E. Optionally BACKUP your GermanyCE terrain folder because this will overwrite your _types.ini and _targets.ini files. You can be using WOEx4Seasons or Brain's or any other tileset. The mod only changes the target area contents for a few airbases. 2-) Copy the ZIP contents to your Mod folder. To Uninstall: ------------- 1-) Delete the Campaigns\CAMPAIGNE4 folder 2-) Delete and Restore your Backed Up GermanyCE folder ;) Notes: ------ ** A test campaign "621026 Red Thunder(TEST)" is included for experimenting with different airfields. Details below. Choose the corresponding squadron to test. ** Objects included so far: (Hoping not to forget anybody) Amokfloo, ControlTower, ForkLift, FireExtinguisher, ShelterZu Ravenclaw, Fire Trucks Pureblue, FloodLight, SmallGenerator, ConcreteBlock, SunShelter Comrpnt, QRA and Lights Gepard, Ahlhorn Airfield with modified Parked Aircraft, QRA Polak, tools 621026 Red Thunder(TEST) Details ------------------------------------------- USAF 7TFS, F-105D, Spangdahlem: German_Airbase4_Ramp1.ini RAF No.17, Canberra USAF Bomber Group 1, B-52G USAF 8TFS, F-105D, Bückeburg: German_Airbase2_Ramp1.ini RAF No.16, Canberra USAF Bomber Group 2, B-52G USAF 9TFS, F-105D, Ahlhorn: Gepard's Airbase_Ahlhorn.ini (modified, QRA, Parked Aircraft, Amokfloo ControlTower) RAF 4RAF, Hunter USAF 10TFS, F-100D, Laarbruch: German_Airbase1_Ramp1.ini (with comrpnt QRA/Lights) RAF No.3, Canberra
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Here's a layout with more variety. (Click) Concrete blocks, with small Armor value to withstand some damage, can't gun them but a Mk82 would work. Helicopters are from the Downloads area here, Huey is from one of Wrench's terrain, but the SeaKing is capun (!), so looking for alternatives. Ravenclaws firetrucks, (might be a bit on the heavy side?, 20k polys, but I guess it'll be ok with just 2 in there.. ) Imported comrpnt's Lighted/QRA airfield mod, with parked QRA aircraft on duty. (Will PM you about it, Pnt) Answer for Dave's question "Can all these be targeted, destroyed": Well, they all can be destroyed, some with a crater.lod some with borrowed destroyed models. Most new statics (Lights,blocks) cannot be targeted , I gave them a TargetValue=0. Open to suggestions here. In the stock game the Pit8 & Pit16 objects don't have any destroyed models, so I used ShelterA_destroyed.lod, but as you see it's not perfect.. Other than these, RepairRate's can be chosen wisely. Just like mentioned in another thread, the destroyed structures stay destroyed, until repaired, in the Campaign Game. I'll be using similar values to what the stock has. ( Is this value in days/hours??) Keep the ideas flowing Soulfreak, the Hopsten link is awesome, lots of reference pictures there. (http://www.etnp.de/2006sort/Basisplan2006/Basis06.htm) ps: Bpao, pm on the way, nice to have hangars with open doors!
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Yes Storm, this mod would come packaged similar to comrpnt QRA/Lights mod. Modified Germanyce_targets.ini with the new ramp/parking areas added to various Airfields. Modified Germanyce_types.ini which will have the definitions for the new objects we created. New German_Airbase*_Ramp1.ini files which contain the values for Parked Aircraft Position, and the Lighting around the airfield. New Lod and BMP files for the new objects we create. Since it will come like this, we might want to think about other mods/campaigns which modify the same files. So you aren't forced to choose between them. For example I could merge this mod with comrpnt's QRA/Lights mod.. Don't know if NATO Fighters will be modifying the targets, I reckon it will.. So I'm going ahead and creating these but still thinking, what would be the best way to package this? (I'll be on vacation for a few days, will pick up when I come back)
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Thanks CA team New software has lots to discover..
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New Solomons is now available
PureBlue replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Oh, my bad My favorite readme writer -
Well Luca, there is only 3 new objects in my shots. The rest is all stock objects. Starting from the ramp is not possible (in a usable way) with the single mission and campaign game starts. It's only in custom single missions (like the yap ones) you can have your own plane start in a bunker or taxiway. Rest of the flight must start from the beginning of runway. In YAP it's done in some intelligent ways that play out pretty well..
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Great ideas and teamwork all, very happy to be a part of this! Here's the generic German_Airbase1 layout. 10 Large (70m wide) Parking Spots, with space around to taxi. A sun shelter (still thinking of the best way to do it, so when bombed will collapse in parts..) Forklift by Amokfloo This is generic German_Airbase2, with small additions. 5 Large (100m wide) Parking spots for B-52 and C-5 size aircraft. 1 being in front of hangars under maintenance..
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last version of kmd?
PureBlue replied to slick cowboy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's in the downloads section. version 1.08 Beta is SF2 compatible and I create missions daily with no problems. There were a few topics with tips/tricks/installation mini-guide in the Missions/Campaigns forum.. -
[VIDEO] Eye of the Storm
PureBlue replied to Timebandit's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I like this one Music, effects, story, very nicely put together. -
New Solomons is now available
PureBlue replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I'm about to install this and can't find the fun readme file you normally include I guess I'll go with a clean SFP1 06 patch, that ought to work. -
Looking great KB! Nice details FPS wise, the objects I added wouldn't slow it down. The parked aircraft on the hand, if high poly, does effect. Although this could be countered with lowering the "chance, percentages" that parked aircraft will appear. So this mod is basically the stock and a few hundred small, very low poly objects added. I tried it in WOE and it was alright, but SF2 always gives better performance for me. Edit: KB, those are perfect utilities! Just what we need.
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Were you reading my mind? I'd like to light the place up too, but don't know the different light types yet, been going over comprnt's new mod, as soon as I figure it out, they'll be added. This isn't a soviet like design is it? Not that it would matter, but I want to have varied designs, so off to search some airfield photos.. @Silverbolt, yeah people would be nice, I only remember some from YAP missions, anything in the free land available?
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So we got this nice feature of parked aircraft. Why not have trucks loading/unloading stuff, refueling tankers, maintenance crews on the ramp?.. This is the stock german_airbase1 , with the large parking area under construction. I intend to quickly make the 4 german airbases, with some variety. Creating a few different flood lights, generators and other things along the way. I haven't been to much military bases, just going by imagination and a few photographs. Feel free to comment and post reference pictures. As you know, we have two kinds of parking places with variables: ParkingMaxSpan=18.0 (for small aircraft, max wingspan 18m) LargeParkingMaxSpan=48.0 (for larger) Currently I have a 70m wide spots, with trucks and cargo dispersed at the edges. Would like to avoid objects appearing inside each other, considering we have B-52, C-5 and other monsters, I might have to widen or move the parking places...
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Oh ok, you already had said you wished they looked wiped out. Well the only way we can visualize this would be to change the corresponding objects in the terrain_targets.ini with their destroyed models. It can be automated only if TK had an 'exported mission results' file. Then a utility that modders would develope (because TK won't do this, no way :) could go and modify the targets.ini, switching over to destroyed bridges/cratered runways/etc., and even insert a burning object along with a destroyed fuel tank. Now this program wouldn't be that hard to code IMHO. Or it could be done manually, assisted by a utility where you enter the things you destroyed.. Sorry for rambling on this, but you can see how greatly the game could be enhanced, this would give us a living scenario..
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This is one great feature, I didn't know stuff stayed damaged for a few missions. Could this algorithm be taking the value of RepairRate from the terrain_types.ini? For example runway1 has RepairRate=10.0 and runway2 has RepairRate=20.0 So does this value determine how fast the they are repaired in a Campaign game, counting days/hours/other variable? Very interesting subject, do the buildings/fuel tanks stay destroyed also? Burning even?
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Solomons Islands - version 3.0
PureBlue replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
The Ancient One strikes again I've been wanting to do a clean ww2 install to check out all the new goodies you guys are brewing for that era, so this works great. And your new tiles and target areas will be curiously searched and inspected from different angles. Thanks Wrench! -
German Speech Pack Beta
PureBlue replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Your mic is on strike? just kidding! -
Boeing 757-200
PureBlue replied to YEYEYE's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I agree, perfect packaging. Beautiful model, multiple lods, nice FM for AI, and templates included. Thanks Also comes with this skin: -
woe 4 seasons..
PureBlue replied to russouk2004's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Look inside the GermanyCE.ini file. The seasons are defined in there. It'll make sense.
