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gerwin

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Everything posted by gerwin

  1. Yeah, I guess that is the only user request I have not worked on so far. v0.92 has floodfill and 5x5 paste support. It has three paste / floodfill rotation modes: sampled, no change, random. Heightmap mode also has 3x3 and 5x5 paste support. It also supports two new airfields (7+8) which I will upload later. 2x2 / 4x4 / 6x6 pasting... would complicate matters, is it useful enough? 7x7 and 9x9 are easy to add. Maybe floodfill is more useful when one adds a range parameter. Like default range=0. range=1 would also flood existing tiles with the flooded tile number+1, and flood it with the sampled tile number+1.. The bitmap import is practical, though I doubt many users would use such an option, it would look very odd in photoshop.
  2. The airfields are finished, The one with the shelters I was talking about, and one stripped down version which is a bit civilian looking. I updated the images in the previous post. The files will be up around next tomorrow. It will be paired with a new TFDtool version which natively displays these two airfields.
  3. Thanks. I am working on a modded airfield to use these Shelters. One that can serve as a 2 squadron fighter airfield; it has 25 shelters and 2 hangars. PS: I updated the shelter package itself with distance lod stuff.
  4. I made a Hardened shelter for SF1/SF2 which I will upload to my site in a bit. The design is similar to the soviet medium sized shelters as found in former East Germany, for MiG-23s or Su-17s. But because the shelter is quite small in reality, I upscaled it to 120%. One can use these for variants of stock airbase 2 and 3 for example. Which I modded to have paved roads instead of sand tracks.
  5. OK, At least it makes sense. I uploaded a newer version v0.91: build date 29th oct. This one also draws partly visible tiles on the bottom and left. To make better use of any available screen area.
  6. I see, Is the computer equipped with a screen which does not allow a vertical resolution in that range? The only way to 'properly' allow maximum zoom for smaller screens is when I rewrite the display routines for seamless scrolling. Instead I uploaded a quickly modified version which at least shows the max zoom level clipped.
  7. v.091 is up. It allows one to zoom in two additional levels, in order to verify target locations. The heading of each target is also illustrated now. The textures and aifields won't be any sharper then before. Note: Setting WxH to 1024x1050 in TFDtool.ini is the minimum required for the maximum zoom level.
  8. I installed WOE 2008 to test it again. And made some adjustments and additions to the IcelandNA package on my website. All seems well now, there are more structures on the ground now. In particular the new containers and houses by me. All ini files in the 'standalone' folder are ASCII/ANSI. When installing this terrain 'standalone' it needs to be linked to one of the four terrain cat files, by adjusting one line in IcelandNA.ini. It is set up for WOE by default.
  9. Cannot imagine it being the text file encoding, must be something else that caused the crash.
  10. This topic contains my guide to merging all 2008 level games. But it is not updated to include WOI expansion. http://combatace.com/topic/32311-how-to-merge-woiwoewov-etc/ I would think that if you install WOI expansion over the above it would be OK. One word of caution is that WOE 2008 may contain more weapon entries in 'Weapondata.dat/Weapondata.ini' (My current customized SF2NA 'Lite' install still has its roots in that manual merge of 2008. Mainly because I want faster loading times and higher framerates then what I get from a stock merged SF2)
  11. it's 'Gerwin'. I will look at the issue. The terrain was tested with the WOI expansion pack 2010 core game. Also I made SF1 compatible houses and containers before, but they may not have been added to the package yet. What changes did you make to IcelandNA.ini?
  12. I did it the other way around back then: use the WOV/WOE/SFP1 and Some SF2 resources for a merged install with the WOI expansion exe+dlls. The WOI expansion has some nice features: aircraft wrecks and skinnable droptanks and can read some SF2 formats. Though it cannot read the latest models from 2011+. WOI expansion also fixes the WOV campaign handling, which got broken at the 2008 level. I
  13. 1) yes, see terrain mod in mods forum 2) for the editor, for placing land vs water objects
  14. There is no real reason to convert to unicode text, unless you want chinese characters in the game or something. The game reads both, and ASCII is smaller. As to the other aspects of conversion, there should be something in the knowledge base?
  15. v0.90 is uploaded, it has the following changes: - As already mentioned: all export functions fixed, including the watermap. - F12 associates TFD files to TFDtool in windows, so one can open a TFD file by clicking on it in explorer. - Works when drag and dropping a TFD file on the program file icon - 1,2,3 keys now reload the current texture, targets and movement files respectively. - Comes with seperate BMP-2-HFD heightmap converter tool. - Window close button behaviour fixed.
  16. I suppose WOV_En_Up.zip is the upgrade package, which still requires the Deuces_WOV_terrain.zip or something.
  17. DEM files are supplied in rectangular format/projection, which is a purely for storage and easy data access. But about the worst globe representation. A nice globe map projection is still crappy in some areas, or in some way. The only proper representation of the world map is a 3D sphere. If you pick just one area of the globe to map flat, one uses a projection of choice fitting for that area. Either way, when flat it remains a compromise. Nice map BTW, that navigational chart. I don't know exactly what you were trying to do with the Aircraft icons on the planning map. Do you want to translate actual longitude/latitude locations to a TW game map? Will gladly supply a TFD of an area of choice in something better then rectangular format. As shown in my previous post. Though I am still trying to improve on the quality.
  18. Fortuntately the TFD format is open, so any program can take over the functionalities to generate a proper TFD heightmap. Example -download GTOPO30 W020N90 1km heightmap of europe area. -Open as RAW with photoshop, adjust levels, convert to 8-bit per channel. save as png. -Use Xplanet to make a custom earth view with this png. (Xplanet=not easy to use at all) The result is 3000x3000 pixels, countries are about the same scale as stock germanyCE, the map is 1.5 times larger then a stock map. -making a HFD from this is not a problem. I will put back that functionality in TFDtool. I agree, the TFD/HFD system is not well suited for pronounced coastlines and rivers.
  19. The wall of course, I must admit I forgot about it. Regarding the DEM distortion. I will dig out my old mapping project files and see how I can do in 1km precision, what I can already do in 4km precision: Generate any area in any desired projection. Then use TFDtool code to convert it to HFD. That is all I can do, besides making annoying remarks ;)
  20. I meant that belgium is present, just labelled as france currrently. The area of choice makes sense. Only wonder if including ireland is interesting in this regard. But the faroe Islands are on that edge too. DEM Distortion is pretty extreme, If you compensate with photoshop it will probably result in showing much more of scandinavia: I tried it with google earth (not google maps), which shows the earth as the sphere that it is.
  21. Since you are just starting with this, maybe you can consider adjusting (distort, scale horizontally etc) the heightmap you are using for this. Europe has a high longitude which causes the raw DEM data to look distorted, everything looks 'wider' then it is. Regarding your question, I do miss Belgium, below the Netherlands. (And luxembourgh, but that one is pretty small)
  22. Kind of ironic, For land targets the AI works best with dumb free fall bombs. But for the naval strikes in SF2NA; cruise missiles and walleye's are the only things that work for the AI. Maybe rockets too. Having the AI equipped with dumb bombs is no show stopper, but they will always miss the ships, as the AI does not calculate lead for moving targets. How to deal with this? This weekend I was adding some "strikenaval" loadouts for the AI, with at least one weapon with a chance to hit: AGM-65s, Rockets, Walleye's, Karens. Also need to add the Exocet as a french Harpoon variant. Or is it a better idea to make the ships move slower?
  23. That is a good idea as well, The default [DiveBombAI] entry is in AIRCRAFTAIDATA.INI btw. The values below seem to improve things. Though it still requires ships to go slower: A MaxRoadSpeed/MaxOffRoadSpeed of 10 gives a reasonable chance for a medium sized warship to get hit by divebombing. [DiveBombAI] RollInRange=6000.0 RollInAlt=2300.0 //PullOutRange=600.0 PullOutRange=400.0 //PullOutAlt=300.0 PullOutAlt=250.0 //ReleaseAlt=1000.0 ReleaseAlt=600.0 SecondPassRange=5000.0 SecondPassAlt=1600.0 ReleaseCount=4 ReleaseInterval=0.14 AimPitchOffset=1.0
  24. In your "terrains" folder you will need to have an "IcelandNA" folder, which contains all the actual files, such as IcelandNA.ini etc.
  25. File Name: Mercenary Sand Skin for Hunter 6 (fictional) File Submitter: gerwin File Submitted: 12 October 2013 File Category: Hunter Mercenary Sand Skin for Hunter 6 (fictional) by Gerwin 12-10-2013 DESCRIPTION: Made for the Stock SF2 Hunter 6 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 Hunter 6 files, for example: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\Hunter6 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 Click here to download this file
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