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gerwin

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Everything posted by gerwin

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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?
  8. 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?
  9. 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. :)
  10. 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
  11. hmm, any suggestion on how that would be most refined? As it is now, in height map mode, TFDtool gives complete control of the height of every node in the terrain. I used it myself properly flatten bugged airfields in the VietnamSEA terrain. But it was a bit tedious to decide the height of each node seperately. What may help is a soft flatten tool, one that makes a flat plateau that blends a bit more gradually with the surrounding heights.
  12. IIRC the 'TAG' value displayed for every tile may have something to to with it. In stock Desert.tfd it is always TAG=0 around runways.
  13. Version 2

    84 downloads

    Mercenary Sand Skin for MiG-17F Fresco (fictional) by Gerwin 20-01-2013 DESCRIPTION: Made for the stock SF1 and SF2 MiG-17F Model. For use by the nation of Paran. This skin is part of a Skin set, all in the same style, by the same author. This work is based on existing skins. INSTALLATION: Copy the included folder with contents to the folder that contains the MiG-17F files, for example: WOI\Objects\Aircraft\MiG-17F or: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\MiG-17F When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games. NOTES: r,g,b target colors like MercSand F-16A: base 200,183,136 brown 162,142,101 nose 124,105,91
  14. Version

    89 downloads

    Mercenary Sand Skin for IL-28 Beagle (fictional) by Gerwin 10-11-2013 DESCRIPTION: Made for the stock SF1 and SF2 IL-28 Model. For use by the nation of Paran. This skin is part of a Skin set, all in the same style, by the same author. This work is based on existing skins. INSTALLATION: Copy the included folder with contents to the folder that contains the IL-28 files, for example: WOI\Objects\Aircraft\IL-28 or: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\IL-28 When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games. NOTES: r,g,b target colors like MercSand F-16A: base 200,183,136 brown 162,142,101 nose 124,105,91
  15. Suppose yes, My only reluctance is that the program grabs more and more memory at startup, wheter it is used or not. Maybe I will just compile a separate version with double the memory allocation compared to the current version.
  16. I see. There is now version 0.96 of the program, which allows tile number input through the tile info dialog. It is accessed with the enter key. Hope that works better. :)
  17. Have you tried using copy-paste? set one tile to the desired texture using pgup/pgdn. Then press 'c' to copy it to the 'clipboard'. Go to another location and press 'v' to paste that same tile there. But like you said, adding a number input dialog to the program would have its benefits too. I will consider it.
  18. Nice Article! Will read it properly later. As to TK's permission about EXEs,DLLs,CATs. Allthough it is funny he replies at all to such a question. AFAIK his reply is basically the law, like it has been for decades. Posting Hacked No-CD Executable = illegal Posting No-CD Patch (without part of the Target Software itself) = Not illegal, but often frowned upon.
  19. So it was just like he told us, it was about what he could afford, and indeed he could not afford a proper SF2NA. That game also lacks most distance lods, as if he did not have time to make these. (Having a dozen Hawkeyes parked on an airfield will seriously impact FPS) I agree with Beachav8r that we should not forget that it is a great series as it is, (at least if you agree with that). What i missed in the last posts is any mention of the 30% commision that Apple takes on purchases in the app store. This is huge. Good for apple, very bad for the world. I won't complain about Third Wire's marketing, or the game bundels as they are. Maybe it is less then it could be, but it should not matter. As long as the SF games are for sale, that is the main thing. Merging the games is easy enough as it is. Marketing could be compensated for by user marketing: Swamp Youtube with vids, Revive TW facebook with new releases, create a few dedicated websites about the game or mods. I don't say we have too, it may very well be too late to change anything. I just mean there is not much use discussing about TW doing such things, They created the game engine and top notch assets already.
  20. Where are all the latest BOB + M0G Alley patches and source files? All links are dead. VSF Framework looks cool. Too bad it is a commercial framework. Probably you can interface with it, but they won't give the real source. Edit Found these files for MiG Alley / Battle of Britain so far: migalley.exe ; 13.162.532 ; Mig Alley original Source mig123.exe ; 2.310.904 bytes ; Official Mig Alley Patch 1.23. mig_085_f2.rar ; 2.703.700 bytes ; MiG Alley Executable v0.85, Dated 13-05-2005 by BDG, goes over Patch 1.23. Bobsource2.exe ; 16.891.025 bytes ; Battle of Britain original Source bob_v099.exe ; 61.750.076 bytes ; Battle of Britain patch 0.99 by BDG, Dated 01-01-2005. Seems BDG ( Battle of Britain Development Group) does not publish the modified sources.
  21. Rewriting everything from scratch is painful to think about. It is like repeating the programming hours of TK, maybe a little less because the game design / file structure is already decided. That is like giving half your working life to the project. Falcon 4 is the interesting because the source is available. No such thing for CFS3 or DCS. No source means we'll have to take it as it is, until it dies out over the years, together with all that is invested in it. (fails to run on the next windows versions etc). I haven' t tried CFS3/DCS myself. Sticking to Il-2 for WW2, SF for everything beyond. Did try Falcon BMS a little; it was difficult.
  22. (In reply to Stary) If you take three aspects of making SF games: 1- Coding. 2- Replicating real life objects based on reference material. 3- Filling in some bits with graphics based on artistic freedom. IMO 1 and 2 is where Third Wire is very good at, and what I look for in a game/sim. 3 is where they are mediocre. Like the tilesets for Dhimar, Vietnam, GermanyCE. Like menu Backdrops. Like the Spacecraft in star vector. Honestly, I found that if I do a lot of Coding or technical trouble shooting, my mind gets in state where things like artistic skill and even chatting suffers. Until you clear your head, Like sleep. TK was most likely honest when he wrote repeatedly "it is about what we can afford". Must says, I am generally content with the current state of the game. When I picked up the game in 2007 I really missed an Editor, Proper Naval War and Helicopters. Since 2012 it is only the helicopter part that remains. Had a few silly ideas yesterday: - Group of coders *including mue*, get access to a advanced source of Falcon (Derived from the leaked Falcon 4.0) and gradually adapt it to use the assets of SF2. It remained closed source to protect the assets from piracy. The game was adjusted to have simplified take-off and landing procedures. - An SF2 Modders group makes a top notch mod for SF2 with all the quality assurance of an AAA title, and a dedicated website and advertising campaign, which sparks such an interest that SF2 starts to sell, and ThirdWire picks up development again.
  23. LOD viewer v0.5 woth older LOD format support is excellent, now it works great with my custom SF1 and SF2 install! Really enjoyed browsing through the 3D objects like this. Thanks a lot! There were only some ships shown without textures, where the Lod model refers to .JPGs but the CAT archive holds .BMPs instead. (When textures are outside of CAT archives the Lod viewer does fall back to .BMPs) Would Z-Y (side of object) be a better default view then Z-X (back)? Are you considering stepping through to inspect the distance lods? The often ignored but important part of models.
  24. I cannot speak for TK, but it would be a lot more serious if the requesting party would be a developers organisation with a resume, and potentially income. Instead of a collection of enthousiasts. Wo can guarantee the source will not leak? That aspect needs more consideration IMO.
  25. For your information; AFAIK: A simulation is about book-keeping all the game data every tick. Even with the source it is not an easy task to do this. Fortunately, In the source all structures are named and can easily be expanded upon. Once compiled to an executable all such structures+procedures lose their name and are tied to fixed memory offsets. Writing beyond that range gets you in the memory range of another structure. This makes it very hard to add a feature to the engine without the source. Much harder then disabling a feature, like CD checks for example. One typical thing is that SF uses a lot of DLL's to hold game code. There are only few projects I know that have reverse engineered a game exe back to comfortable C, or the more primitive ASM code, thus allowing for expanding of structures and features. OpenDune / Dune Dynasty is the best example I know (C code). Red alert has also been recompiled to ASM by some people, not yet to C. Here is a time estimation of reverse engineering a simpler Flight Simulation: 15 years. http://fabiensanglard.net/reverse_engineering_strike_commander/ "they (Third Wire) were happy not to be working on PC these days" Piracy has been an issue ever since the PC was introduced, back then. Has it become worse? Apple has its own Piracy, the terrible 30% of all payments in the app store that goes in the pockets of Apple. And most importantly, these TW mobile games are just too simple. It is like playing Chuck Yeager's air combat (1991) with a timer and bad controls. Better graphics though. Would also be curious how a SF2 game would do in the GoG Catalog. Though I often think the average customer tends to stick to games he already knows, or something close to it.
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