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gerwin

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Everything posted by gerwin

  1. TFDtool v0.99 was uploaded a minute ago. The errors you described are fixed now. Actually that was the only half the work. I had to improve the downscaling, since the planning map of the Bering Strait map had a bad moire pattern. There is a weighed downscaling of all planning maps now. See image. PS: Any future change of TFDtool will flip the version to 1.00. Which seems like it means something, but it is just a coincidence.
  2. OK thanks for explaining. I can now see the bug with the emboss 4x function. It is indeed not smart enough to handle more exotic tilemap/heightmap ratios. I will try to improve the procedure in the coming week.
  3. This is supposed to work, and tested to work with one example. But it may very well be in need of improvement. Manual: "...supports a few different tilemap to heightmap ratios: 1:1, 1:2, 1:4 (=stock) and 1:8. The ratio is automatically detected. Note that TFDtool has not been tested with all combinations." If targets are shown in the wrong place of because of a tile scale other then 2000m, then the "Tile_Scale=2000" parameter can be added to tfdtool.cfg, and set to the matching value. Is it possible to send me your terrain project? that is the fastest way to troubleshoot this.
  4. May 2012 is the last non-cheating version. Edit: I use the above version, but I did replace MissionEditor.dll with the one from july 2012: "Mission Editor not saving out fleets with two or more carriers is fixed." The cheating I am talking about is IIRC increased damage from player missiles versus the damage of computer launched missiles
  5. Steve, I think I can do such without too much trouble. But can you specify from which .cat files exactly these lods should be combined. Available to me here is only a full merged install, of patch level july 2013.
  6. Thanks for the tip. I added ObjectData009. Also added VietnamSEA and the latest ObjectData002 from july 2013. SF2-Merged 2013-07 cat index.zip
  7. OK, I removed the file sizes. All the .Lods were put in one cat file at some point, that is ObjectData002. This includes all the Vietnam related ones. It excludes some North Altantic exclusive models that came later in ObjectData025/026, which I also listed. Next, ObjectData002 excludes DLC exclusive Lods. Would the size/contents of ObjectData002 actually differ for a Vietnam only versus a merged install? I suppose not. One could find out by installing. SF2NA 2012-03 cat index nosizes.zip
  8. Steve, Here are some lists I had stored. It does not include the DLC .lods inside the DLC folder. SF2NA 2012-03 cat index.zip
  9. I had a conversation with Quack74 some time ago; he wrote about having 790 TargetAreas in his Verdun terrain for First Eagles 2. The game worked fine. I compiled special TFDtool version for him then with support for 1024 TargetAreas, The game's heightmap format is 16-bit, so it can support 65536 height values instead of just 256 (8-bit). Though it is more convenient to work with 8-bit as all imaging programs can work with it. 8-bit gets insufficient when there are very high mountains present in the map. Like with the Mount Everest; When you have just 256 values to represent zero to 8850m, that means that the smallest increase of height is 34,6 meters. Which is jaggy in low lying areas.
  10. This topic started with the HEMTT model. But I did not do it right at first so some things had to be redone. Finding usable texture resources was also more difficult compared to the other models. Only recently I textured the crane on the back of the M977. Some small spots could still use a texture, but it is better I just release it as a beta now, before things get postponed for months again. Hope to add a fueler to this one later. File is up at my old-school homepage, see first post of this topic.
  11. I don't remember ever considering doing a .TOD editor. Just that I wanted to read the location of the TOD's shapes. Managed to get some clues from the TOD file format myself, but that was made obsolete by Mue's effort, which I used as a reference: http://combatace.com/topic/84706-tod-file-format/ Sorry but I am not into 3D object related programming myself.
  12. It is all green light here for the latest exe, I did not change anything (zero out of 56 scanners triggered): https://www.virustotal.com/nl/file/0ad83ef85554e2168646abd607fc068590694a836e4a0bf3d81e6aedf43c9e87/analysis/ But this is what you see, I suppose: https://www.avira.com/en/support-threats-summary/tid/7815/threat/HEUR.APC%20(Cloud) And 'cloud' is a special service that scans a program's behaviour while the program is running. So changing compiler options here would not help prevent this. Sorry, but since they have no portable way of testing this at virustotal or the avira website... it kinda forces me to install their avira product entirely just to troubleshoot? I don't like that approach, let it remain avira's problem.
  13. Is that since yesterday? I silently replaced the TFDtool yesterday, as I had added a specific procedure requested by Steve (Swambast). Well, I will have to try different compiler options... again. Thanks for reporting 7eleven.
  14. OK. I tried some things again. The easiest fix is to disable 'optimize executable for size' in the compiler options. Jotti scan shows "nothing found" with all scanners now. please try the latest download.
  15. Just investigated the report on a virus warning. Microsoft Security Essentials did not trigger at any point here, it doesn't see a problem. Jotti multiple scanner service did see some positives, mostly generic warnings. But only on TFDtool.exe and not in the other .exe and .dlls. I recompiled with minor changes and managed to remove a few of these generic warnings, one of them being AVG. Later I might try to remove all warnings. The package was uploaded with this new build. Note that I did not even execute before uploading: it is just a fresh MSVC build.
  16. Hey, In the manual it says: "Export three Planning Maps: 512, 1024 and 2048 pixels wide. Adjustable in TFDtool.ini." The adjustments are just these: "[Export] Planning_map_Grid=1 Planning_map_Labels=1 Planning_map_Icons=1" The program is set to output these sizes because that is what the game expects and uses for the briefing screen: The briefing screen window for the planningmap is 512x512. What would be the benefit of deviating from this?
  17. Glad I could help, that change was hardly an effort. But now there is version 0.97; This one reads the TOD files for buildings and trees and displays them in yellow and green. Many thanks to Mue for posting the Tod-File format! The TFDtool.ini file has an option to disable this particular feature. Reverse what exactly, please elaborate? You can manually change every heightmap-value to get what you want, but that is kinda tidious. You can rotate the heightmap values in a selection square with the R key. Or are you talking about 'mirroring' or 'inverting' an area?
  18. I just uploaded a new version of TFDtool, with this line in TFDtool.ini. heightmap_increase=10 If you change it to heightmap_increase=1, it will do what you want. :)
  19. Version

    309 downloads

    Gull Grey A-6 Intruder Skin for Third-Wire model V1.1 Update by Gerwin 6-4-2008..2-5-2008 DESCRIPTION: I noticed the Navy Aircraft skins in WOV have been skinned quite consistend in color and style ...except for the A-6A that is. This skin seems to be a more blue-ish grey and the weathering is rather thick and black. I tried to overhaul the original existing skin to better fit between the other aircraft: The Base colors are now exactly the same as the F-8 and A-7. The weathering was toned down and various details have been adjusted. Also I replaced the style of the nose cone and the fuselage air-brakes. On itself the white and yellow nose cones and the white/grey airbrakes represent real-life appearance, yet I do not know in which squadrons and in what combination they actually appeared. This skin does not include custom decals. UPDATE: In version 1.1 I weathered the skin in a way that is consistent with the other navy aircraft. The insides of the jet intakes have been recolored. The grey/white transitions have been slightly relocated. The white bottom is lighter now. The red color under the flaps does not shine trough so much now. INSTALLATION: Copy the included folder with contents to the folder that contains the A-6 files, for example: WOV\Objects\Aircraft\A-6A When in the game select the skin in the loadout screen. If you prefer the white nose cone you have to rename: A-6_Texture5.bmp to A-6_Texture5_yellownose.bmp A-6_Texture5_whitenose.bmp to A-6_Texture5.bmp THANKS TO: Third Wire for the Strike Fighters Based Games JSF_Aggie for the recolored nose cone parts
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