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gerwin

+MODDER
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Everything posted by gerwin

  1. Update Readme: Jun 2012. "Damage from player missiles has been increased" Thus the same missile is weaker when launched by an AI aricraft. It is not in the WEAPONDATA.INI. I see no changes for AIM-9l/AIM-7F regarding accuracy and explosives there. It is in the game engine. That is why I prefer May 2012 currently.
  2. TFDtool v0.88 is now available. Note: I have made some changes to the data reading and data structure, which should be an improvement, but have not been tested that well. Changes: - Save anytime with S-key. - Supports non-stock Tilemap size in meters. - Supports non-stock Tilemap to Heightmap ratios. - Shows loading progress percentage with TFD and HFD files. 'ESC' key cancels loading. - Flexible memory allocation for most of the Terrain data, which decreases memory use a lot. - Checks Disk Space before exporting images. - A little faster scoll movement when zoomed out. Thanks to SiddDog for trying TFDtool 0.88 past week.
  3. I changed from Pentium G620 (sandy, 2 core) to I3 3220 (ivy, 2 core+HT) earlier this year. But mostly because I gave the G620 system to my folks. Cannot notice the difference in SF2, but I did not expect to see any. FYI Hyperthreading can actually hurt performance if mismanaged, the main game loop needs a real core.
  4. In the 3DSMAX 8 this function sucks AFAIK. saves little, just merges some faces that are better left seperate. I haven't found an easy way for low detail lods in the little time I was modelling vehicles, just two things - remove small details when they are removable - for the main elements I tried to build a similar shape with less vertices. Then combine the above two things to make about 3 to 4 variants. And test in game how close you can get the transitions between them without making it noticable. I find distance lods necessary for my system. In particular for items that can appear in the dozen in a small area. Also, The 1000m to 8000m distance range shows things just very tiny, why waste GPU power on a thing so far away.? But if you have plenty GPU power, it ain't your problem. ;) Still wonder what TK is thinking in regards to SF2NA, he broke his own standards there with most objects. (Edit: 1000..8000 meters, not km)
  5. That P47 texture is very convincing. One of the things I remember from doing the F-5E, was to select a individual panels, then give them a slightly different hue/saturation/lightness compared to the surrounding panels.
  6. Zur's F-86 sabres are a good example of doing metal textures.
  7. My campaign customizer DLC icon disappeared oneday, it came back when doing something related to version.txt in the "my documents\thirdwire" folder.
  8. There was dicussion about this, with the government saying it is taxpayers money and it should be free to use USAF shapes. Yet lockheed was, or still is, trying to get money. For example: @76.IAP-Blackbird: Sure you can use the old C-130. I do.
  9. On the other hand F-104 is probably AI only because of lockheed licensing problems. Similar to the C-130, which was removed from the game years ago. And Non-IDF Avia S-99 and S-199 are very much red side: Is there any stock flyable which is red side by default? Same for the Egyptian Mirages.
  10. Excellent DLC! Previous DLC's where things I had to consider first, but this one is a no brainer, If only because of the S-99 and S-199. I read the S-99 is externally the same as a Messerschmitt Bf 109G. That makes for some nice skinning opportunities.
  11. Oops, SA-9 of course. wrote it right all the other times. Edit, uploaded a slightly newer version. Missile must be set as visible in the data.ini, otherwise it never fires. PS. I noticed that setting it as static_AAA may be preferable, as otherwise you end op with like 50% ZU-23 gun sites in the later years (1983+). As if 50% of the locations are assigned to static_AAA and 50% to mobile_AAA. not sure...
  12. Of course the BRDM-2 model had to lead to its SAM cousin, the SA-6 SA-9 Launcher. Beta release is up. Edit, updated image.
  13. In te past evenings I worked on a BRDM-2 mod. With the nose of this soviet recon car shaped properly. A beta version of the BRDM-2 is available on my site, it comes with a tan texture only.
  14. Su-25

    I installed the one from NF4 plus only yesterday. Seems like a fine model, I like it a lot. As it is, the su-25 is crucial for the 1980's red side. otherwise it is just the stock MiG-27 doing all the ground pouning. When it is time, I hope you will add some distance lods too, or allow me to make them for you.
  15. don't know what went wrong there...neither can i figure why v0.87 would fix it. Only very old versions have problems with large tiles, new versions are fine. if the problem comes back let me know.
  16. Good to hear that! I added a little visual feedback regarding the mouse-selected coordinate in v0.87.
  17. Does it really work in Vista/7? I suppose This was the problem (wikipedia): That was also the time that microsoft came with DX10, and did not include it in XP. Generally user data was no longer allowed outside the my documents folder. Then I remember MS suggesting all text files needed to be unicode text. So there was SF2 I guess.
  18. Uploaded a new version v0.86 - Drag with left mouse button pressed from point 1 to point 2: copy mouse coordinates of point 1 relative to point 2 to the windows clipboard. The most simple idea I could come up with for pointing out target locations (point 1) relative to their target area origin (point 2). Beware though that the Target[001].Heading of a runway may complicate matters, as they displace all targets of a certain Airfield. - Right mouse button copies global coordinates like ctrl+C already did. - Mouse wheel controls the zoom level. - Target areas datastructure enlarged to 768 areas. - Movement routes are shown as lines, the labels show 'G', 'T' and 'S' for the three types of routes. - Target area radius is shown (edit, made this optional).
  19. Uploaded a new version v0.85 - copy mouse coordinates to clipboard - shows the 'movement routes' points (reload with left-shift + M) - provided the necessary palette colours in exported water maps for friendly (green) and enemy (yellow) naval zones. - planning map output can be adjusted through settings in TFDtool.ini I disabled modifying the 'Tag value' by default, as usually it is toggled by accident.
  20. Adding and tuning Ground Objects... HEMTT (pending), HMMWV, M1 abrams, BRDM-1 (was too small !?), M113 APC
  21. "Also, I'm pretty sure that you can't find Gerwin's Iceland that uses Stary's tileset anymore, or at least I know it's no longer hosted on his site." The brown areas are a must for a more natural iceland. And the hi-res pack does not include the necessary brown tiles and transition tiles. It would be kinda lame to now distribute the old package, there has been much effort put in the TFD terrain since that one. It will take an evening or so to convert the existing hires textures to the latest tilemap. pretty simple photoshop stuff. But I am not going to bother myself with it, I don't use it anyways.
  22. Okay, I will check it out later. But you agree that locations must still be plotted, which hoped to avoid, but alas.. I just released the M1 abrams. Glad to have that vehicle covered properly in my game setup. Now I will pause this modding for a while and attend to real life again ;).
  23. I did not make this one from scratch, but did modify it heavily. Probably not better looking then kesselbruts release, but this one has proper distance lods. Edit; image outdated, deleted
  24. Thanks, I was really trying back then. Regarding the problem in my previous post about populating the airfields with more modern vehicles. I read about a statement called 'InactiveYear=xxxx' which might be just what I need. although it does require one to edit many entries int the targets.ini: inactiveyear for vintage vehicles, new entries for the modern vehicles (Humvee, Hemtt cargo, Hemtt fuel) It would be so much easier if the types.ini would provide for this.
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