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gerwin

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Everything posted by gerwin

  1. Icarus, If you want to replace every occurence of a tile with a new tile-image, just replace the tile-image, you don't really need any tool for that. If you want to add a new tile image only on certain hand picked locations: add the tile-image and manually make a new entry for it in the terrain_data.ini at the bottom of the list (with a unique number). Now when starting TFDtool you can toggle a tile to your new entry (with pgup/pgdn key IIRC), then as it becomes visible use 'copy/paste' to paint the new tile to locations of choice. Hope that answers your question.
  2. desert? ain't that just the stock vietnam city tiles.
  3. No, it is still the same thing. I case of updates, it will be notified here.
  4. Glad you think so! Sorry I do not have it in an optional higher resolution. I wasn't really planning on making this release, it just started as an experiment. Here are the things I did, for as far as I remember: - 50/50 blend as mentioned already. Including the water, which now retains the darker spots on sea2. - snow tiles did not align seemless to eachother, so I repainted the edges. - Reintroduced the snow with rock patches, as I had earlier placed these tiles on specific places such as mountain tops. - the lowland green texture: I reduced the rocks on this particular tile, to give contrast to the more rough hills. - I removed the small lake from one of the tiles, as it was often was showing on ridges, while gravity would not allow water to show like this. ;)
  5. New IcelandNA TFD terrain package is up. By default it now goes with a 50%-50% blend of my original tiles and stary's tiles. The Terrain now also works on any SF1 or SF2 game other then SF2NA.
  6. UPDATE 5-9-2012: - Now includes reworked textures: 50% Based on my original israelME based tiles, 50% Based on Stary's high-res tileset for this terrain (v0.9 of 14.11.2011). with some adjustments - Now includes Stary's excellent terrain TOD set (trees and geysers). - Now includes some toned-down textures for the Iceland buildings. - Now includes files to run this terrain on any SF1 or SF2 game. For Download location see the first post of this topic. (Stary's package is located here: http://combatace.com...24-tileset-v10/ )
  7. As I am home again, I could try out this tileset. It is actually generally better then my original tiles, so that is great. If only for the fact that the green vs snow difference is more subtle. The tod work is excellent! I still had some stubborn ideas: made a 50%-50% blend of the original tiles and stary's at stock resolution, together with some other adjustments. This gave me the look I liked the most. Stary, would it be okay to equip the base Iceland terrain package with the 50%-50% based one? (With all credit and a link to your set.) PS, Also ready is a standalone version of IcelandNA modified to work with any SF game, even with SF1.
  8. Nice to see some things evolving on iceland, Won't be able to check it out though, I am not home and internet is horrible here.
  9. It is more complicated then that, actually. The CAT files are MUCH MUCH more difficult to open since that patch of around March 2011 Stary got what he needed, that is not the problem.
  10. It isn't really useful to make a new cat extractor, I figure. Once ThirdWire hears about it they will encrypt the cats differently with the next patch release. I would. Maybe if someone asks Thirdwire nicely to release a new extractor version that allows extracting .lst+ .wav or something else too? Though .lst and .wav are not that interesting... I bet it is 99% unchanged since 2 years ago.
  11. Why? I suspect it is because TK did not lock these files consciously. But instead all is locked by default, UNLESS the filetype is in a list of allowed filetypes: targa, jpeg, bitmap, ini.
  12. Looks very good! I like the new skin details and the weathering.
  13. USS America CV-66, launching strike missions. North Atlantic, Oct 1983.
  14. Not so long ago I was still mainly running SF1 2010, but now I am quite settled in SF2. There is still on thing ugly in SF2 that is fine in SF1. It is a shimmering effect of TOD buildings. Even with a slight change of zoom level the offset of the buildings seem to noticably change in relation to the terrain tile. As illustrated with the picture, which is a detail of a screenshots scaled 200% to make it clearer. The situation in the two pictures is the same except that one is slightly more zoomed in. I tried a few things with the "SolidObjectTextureMaterial"in the terrain datafile, but currently I don't think that the problem is in that datafile.
  15. You mean the clipping/popup distance of the terrain objects? For that see This Topic In particular the code snippets below the line: "Also the TOD visibility was actually reduced in SF2 vs SF1!? so I changed it back."
  16. Then jpeg is the type of compression that is lossy. Whereas png and also zip/rar/7z are lossless, but generally compress less. For fun just try to compress an image with maximum jpeg compression to see the nature of the compression. You will start seeing squares with gradients, which is wat a jpeg consists of. More subtle jpeg settings look fine though, for big images. The 1024x1024 skins have a good margin in that regard. Images that are already small as they are, are better left as bmp.
  17. It was mostly the interest in guided missiles that made me look for something else to play next to IL-2 Sturmovik, years ago. I think the behaviour of the missiles can make or break this game. I also recently noticed the changes in missile behaviour, or in hitbox behaviour. But if I want to define it I need to do lots of testing and make lots of notes. I guess the only way to settle this, is if TK would write a missile behaviour test procedure, One that calculates different missiles fired at different targets in different conditions, let it process dozens of combinations, then look at the statistics of the effects. Then something else, It seems that Thirdwire is devoted to emphasize their strong points (pretty planes), but has a very "typical" approach regarding its weak points (like sound and terrain). Maybe that is the budget game effect?
  18. Spinners-Style Modification, nice one! To end my topic hijack, here is the new place for the F-14_77 LoVis, together with some other skinning projects in the same style. SF2 Patches and Tools \ USN-LoVis-Paintshop (I will remove the file from the previous location. )
  19. File Name: USN-LoVis-Paintshop File Submitter: gerwin File Submitted: 04 July 2012 File Category: Utilities / Editors USN/USMC low visibility tactical color schemes Paintshop - GB 3-7-2012 All USN/USMC low visibility tactical color schemes are now put in a single archive for sharing at combatace. All due credit to the original model and skin creators: Third Wire (A-4M,A-7E,F-4J,F-14A_77) Mirage Factory + BPAo + Flying Toaster (F-14A+B,F-4S,FA-18A) Mostly I just made masks and converted colors which took enough time as it was already. Work In Progress Release: Beware that in the past the max resolution I worked with was 512x512 per skin, and lower res decals. Beware that I was sometimes to lazy to make the correct seperation from light grey to medium grey. Leaving the seperation where the old Gull grey used to fade to white. Photoshop 60 Conversion.atn contains the following automated actions for color conversion: -F-14 grey Med (convert to Medium grey, from gull grey as used by third wire) -F-14 to grey light (convert to Medium grey first) -F-14 to grey dark (convert to Medium grey first) US Navy/Marine Low visiblity colors: Dark: FS 35237 used as anti glare, or topside F-4S Medium: FS 36320 (RGB 157,164,176) top A-4,A-6,A-7,F-14,F/A-18, side F-4S Light: FS 36375 (RGB 171,176,184) bottom A-4,A-6,A-7,F-14,F/A-18,F-4S The Medium and Light RGB values were obtained by taking average color values from photographs on the net. Click here to download this file
  20. USN-LoVis-Paintshop

    Version 1.1

    225 downloads

    USN/USMC low visibility tactical color schemes Paintshop - GB 3-7-2012 All USN/USMC low visibility tactical color schemes are now put in a single archive for sharing at combatace. All due credit to the original model and skin creators: Third Wire (A-4M,A-7E,F-4J,F-14A_77) Mirage Factory + BPAo + Flying Toaster (F-14A+B,F-4S,FA-18A) Mostly I just made masks and converted colors which took enough time as it was already. Work In Progress Release: Beware that in the past the max resolution I worked with was 512x512 per skin, and lower res decals. Beware that I was sometimes to lazy to make the correct seperation from light grey to medium grey. Leaving the seperation where the old Gull grey used to fade to white. Photoshop 60 Conversion.atn contains the following automated actions for color conversion: -F-14 grey Med (convert to Medium grey, from gull grey as used by third wire) -F-14 to grey light (convert to Medium grey first) -F-14 to grey dark (convert to Medium grey first) US Navy/Marine Low visiblity colors: Dark: FS 35237 used as anti glare, or topside F-4S Medium: FS 36320 (RGB 157,164,176) top A-4,A-6,A-7,F-14,F/A-18, side F-4S Light: FS 36375 (RGB 171,176,184) bottom A-4,A-6,A-7,F-14,F/A-18,F-4S The Medium and Light RGB values were obtained by taking average color values from photographs on the net.
  21. Sorry about that. was fast enough during upload. I felt it was too unfinished to upload here. Here is an alternate address, I will keep it there for the weeks to come: F-14A_77_LoVis.rar The skins have the detail of the Third Wire Skins, but with adjusted colors. The selection masks I used are in the PSD's too (alpha channels).
  22. F-14A '77 in experimental paintscheme, Iceland 1984.
  23. Glad I could help. Something entirely different, well not entirely, I just had to see how this F-14A looks in Low Visibility Tactical paint, The skin pack made the color conversion a lot easier. Here are the PSD files of the skin, maybe someone feels like reviewing the details and adding decals? (first time I use this file host, don't know if it works well) F-14A_77_LoVis.rar:
  24. That is weird, I just tried it again a few times with my install, and these folders are automatically regenerated and updated. I attached the folders for your convenience, but really, they should be created by the game. Aircraft.zip
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