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gerwin

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Everything posted by gerwin

  1. Thanks, The Pack UV I did is far from automatic unwrapping, it is just less of a mess. ;) Finally the easier one of my vehicles is finished. The HMMWV is up for download on my website, follow the link in the first post of this topic. You will find both the M998 and M1025 variant there; the basic plain Jeep configuration and the well known patrol vehicle with the .50 cal machine gun. I do have a problem with implementing the vehicles beyond just armed recon targets. The terrain ini files do have activeyear statements to make vehicles appear in modern times: to ADD them. But I cannot see how to REPLACE the vintage jeeps+(fuel)trucks? Except by overwriting the vintage vehicles entirely in the groundobjects folder.
  2. a little, Apparently Stock Desert, VietnamSEA and IsraelME have this tag value rule: 0=airfield, city, farm, river, paddy 1=sand, hills, forest 2=sea, partial sea GermanyCE is all zero though. I had a problem with sinking in an airfield in the desert, and it was because a tag value was accidentally put to something other then zero.
  3. The M1025 Basic Armour HMMWV is mostly there now. What is left is more texturing, making a working gun, and adding lower detail lods. I now first use the 'pack UV' in 3dsmax unwrapping, which makes texturing a little easier then before.
  4. Maybe the mysterious 'tag value' is wrong in the tilemap (TFD) for these tiles. This causes the surface to be bumpy even when the heightmap (HFD) is seemingly flat. TFDtool allows for fixing that.
  5. A screenshot of the HMMWV progress. This is the M998 model. Later it will be converted to the M1025 armoured weapons carrier as well.
  6. Because I already know how to shape 3D with that particular interface, I have no ambition to learn the bulk of 3dsmax functions now, and want to see if this workflow can give me a few low-poly objects in the 1984 range.
  7. Thanks! I made a texturelist for Iceland a few weeks ago, and will try to merge it with yours. Also I will consider that waternormal. Though first I want to finish my unrelated groundobject project, HEMTT and HMMWV.
  8. That is what I do, First I make a general texture setup with the photos that I have, then unwrap to that texture in 3dsmax. The thing is that 3dsmax 8 does not keep the faces nicely together, alot of small details are just loose faces in the uv-map. Some faces are not even visible in 3D. I am considering to make a few parts in the texture that are light, medium, dark color. then use these areas for alot of those small and unimportant faces. Thus sharing the same texture on different places... Also when I change something to my 3D model and re-import it: the texture mapping of the changed elements is gone and has to be redone. So I have to make sure the 3D model is 100% finished before texturing, to prevent loss of work. This is probably the downside of using a different program for 3D modelling. Sunday I bought a 3D model for a Humvee for a dollar. But was not entirely satisfied with it. I started a model myself.
  9. Yes, but can you toggle anti-aliasing 2x, that would make it look better. see image.
  10. My system is not old but kinda lightweight for this too. Still you can temporarily raise the settings and the game will run too slow to enjoy, but will allow you to make better screenshots. Anti-aliasing 2x and shadows:on make things look nicer already.
  11. I added the Crane. This is a result after some quick texturing of the bigger parts. Texturing or UVW unwrapping is not as easy as I hoped, it takes a lot of time to position and scale each face.
  12. Thanks for the tips Stary and Julhelm. I will look for the hierarchy options again, i could not really find it before. Lots and lots of buttons in 3dsmax... @Jimbib: See image, I can use it at d office.
  13. Right, I just uploaded a newer version with the mentioned and finished coastal heightmaps. Also there are slightly improved snow textures. Included included Julhelms Noisetexture blended with the original one, at twice the original resolution.
  14. Thanks for the info! Regarding the water height, My earlier attempt messed up the ship depth. But I fixed it now and replaced the file in my previous post: Using grey 25% as the neutral value for water, instead of 50%. Meaning 25% grey in the hm bitmap means the height remains unchanged no matter what the heightmapscale. Using it like that, all seems well, without changing anything to [HeightOffset].
  15. Yes, that was not problem though. It is HeightMapScale=2.000000 in the data ini, which is so few that one cannot see any difference. HeightMapScale=25.000000 is much nicer. However it also causes a difference in sea height near the horizon, visible as white lines. This is fixed when I adjust the HM bitmaps like this: make sea level 50% grey and make the base ground color 50% grey. Then raise the HeightMapScale's to double the value: 50.000000. I can imagine that [HeightField] and [HeightOffset] have entries for something like this, but for now this works well. Please try the files in the attachment. Edit1: It messes up isafjordur airbase, uploaded a new one that works better. Edit2: It messes up the depth of ships, corrected now by using 25% grey as the neutral value (instead of 50%) IcelandNA_hm.zip
  16. Yesterday I cleaned up the package in several areas, but it did not change anything noticable to the terrain. I added these small grayscale '_hm' heightmap images, and set the mysterious tag values in the tilemap as they are in the stock desert. But Neither seems to have any visible affect. If somebody knows more about these I would appreciate some info. The readme is updated, the SF1 datafile is updated, and I added a texturelist for the TW terrain editor. (Stary, would you be willing to share the object list for the tods with me, for completeness? ) Is there still interest in me hosting the older IcelandNA version that is compatible with the high-res tiles, but with a smaller range of tiles and such? The stone tiles are like the green tiles but adjusted as follows: - for transition tiles: select half the tile, or quarter, or three-quarters. - for transition tiles: feather selection 50 pixels, then optionally manually adjust this selection. - for snow tiles: mask the snow areas. - adjust color of selected area from green to brown: hue -14 / saturation +7 / lightness +9. IIRC. As already mentioned the shadow directions of all transition tiles was changed too, shadow pointing to the side that is likely to be the lowest side of a slope. Rock shadows are nice when they point in the right direction, but less so when they point the wrong way.
  17. A Fill tool should be easy to implement. Copy mouse coordinates to windows clipboard too. Also I think I know how to read the object locations from the TOD files. (It holds IEEE 32-bit float coordinates within a 2000 range, being a tile of 2000x2000 meters) Making TOD files form scratch is a whole different matter, but the TW editor does it just fine already. Yesterday I managed to open a tilemap with the TW editor :) But first things first, it is not worth it when the allegro library is unreliable.
  18. Iceland NA TFD version, Marcfighters Su-27. My F-14 burning nicely in the background.
  19. You're welcome, I Uploaded a later version just a minute ago: says 'Upload No. 14' in the readme.
  20. OK If you cannot describe the problem, maybe send me the entire terrain that gives this trouble.
  21. Progress on this program is not going as I hoped. It relies on the open-source Allegro 4 game programming library, which I know very well. But it is now confirmed that even the latest version of the library 4.4.2 is not thread safe on multicore systems, when using the mouse control/cursor. (e.g. usage of the mouse cursor on a multi-core system gives a risk of crashing the application, and setting process affinity does not prevent it 100%) Allegro 5 should be more reliable, but is quite different and lacks user interface routines AFAIK. Since nobody seems currently serious in maintaining the Allegro 4 library, this issue will persist until I fix it myself one day. There are some workarounds, but I don't like working on it when the library is in this state.
  22. The new version of the SFD Iceland is uploaded (location in 1st post). As I already announced, it now includes brown/stone colored areas, without vegetation. The other tiles were also worked on a bit. For one I changed the light direction of many tiles. I am sorry, but the higher resolution tileset by stary is incompatible for the time being, as the map now refers to additional tiles. As before the included standard-resolution tileset is a reworked version of thirdwire's + stary's + my work.
  23. Soon the greenness of iceland will be reduced. I introduced a set of stone colored tiles in between the snow and the green hills. Pending are stone tiles that border with the ocean, then there are some trouble spots that need manual placement. Edit: New Screenshot, showing upload no. 14 level. (Marcfighters Su-27 with adjusted skin)
  24. This week I gave it another try to get that midi music out of the classic Jane's Fighters Anthology game. I managed to get it out by fooling FA Toolkit in some sneaky way. It is midi music so it requires a (software) synthesizer to be available. Windows XP has one, don't know about Vista etc. Also it is XMI format: meaning that every XMI track contains a collection of subsongs that can be combined in many ways. Therefor I also included two XMI players for windows. Command line players, so just drag and drop your files on them, or use the included batch file "start". Edit: Added USNF and converted everything to the normal midi format, download is updated: Jane's USNF + Fighters anthology midi music The music is sometimes quite cool, other times it sucks. (PS. Check these files with your own scanner if you want, I only use MS security essentials now)
  25. Thanks. never played this game back then or afterwards. The music sounds interesting, and very 90's. The World of game MIDs has the strike commander tracks in one zip file.
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