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gerwin

+MODDER
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Everything posted by gerwin

  1. I have been thinking about adding planningmap generation to TFDtool. If you use the latest version you can export an embossed map (showing both the tiles and height) In the future that has to be stretched to 512,1024 and 2048 pixels, with the Airfield names and a grid on top... Well that sounds a lot easier than it is.
  2. v0.78 -Releases the CPU when nothing is happening -Print Screen Key now functional -Tweaked heightmap palette a little
  3. Thanks for reporting this so clearly, it helped me to find the cause quickly. Please try v0.77. PS: I uploaded a newer version, but still v0.77, build time 21:48. This one can run properly at 1024x794.
  4. ? Does not compute.. v0.76 tiny update. Height to grayscale export, height increment autodetect, better key handling.
  5. v0.75 is up. -Proper documentation file. -Can now export the water bitmap for the SF2 mission editor. -Tweaked Heightmap palette. -Heightmap can be adjusted at its native resolution.
  6. If you made any changes to either the Tilemap TFD or the Heightmap HFD you just have to exit the program (hit ESC, or click the close button top right) and the program will then ask you if you want to save the changes to the Tilemap TFD and/or the Heightmap HFD. Click 'yes'. If you did not make any changes it will not ask about saving. The export buttons are just a small bonus, there is no particular use for the exported images (yet). Since v0.73 it is very easy to do so with pgup/pgdn keys in height mode (lower tile to zero-flat first, then raise to desired height.) it is also possible with cut/paste (D/F keys).
  7. v0.71 Added displaying the heightmap .HFD at all zoom levels. with rainbow-like colors. Toggle between the two viewmodes with the m key. v0.72 Added height labels at full zoom. Added some basic support for editing the heightmap with the same keys/functions as editing the tilemap. So the effect of the R,T, pgup/pgdn keys differ according to the viewmode: tiles or height. Tweaking a heightmap is currently far from perfect. It was never intended to be a HFDtool anyways.
  8. It is getting better still: v0.66 added alternate targets tag display, using tab: All off -- target dot only -- dot+name label -- dot+entry no. label -- dot+offset X/Y v0.66 added a lick of blue paint to the interface. v0.70 adds basic Heightmap (.HFD) display and editing. Allowing me to flatten these sunken runways in VietnamSEA (Kien An / Bai Thoung). use D to copy the tile height values to clipboard, F to paste it on another tile. Note that there are 4x4=16 heightmap values per tile.
  9. V0.65 is up Runways are drawn much better now. Runway Icons look different from other targetareas. Minor Target indicators and labels are now turned off by default, to show them press M or L. For Minor Target labels you have to be fully zoomed in.
  10. TFDtool v0.64: Supports runway headings other then the default + Shows stock Airfield previews + New Fonts.
  11. v0.61 is up. Y coordinates are now proper (reversed) It can display targetarea's and targets. Though with bigger Target.ini files, loading times are increasing. A different method of parsing the ini file may be necessary. Currently I use the stock config-file file parser from the allegro game programming library There is a TFDtool.ini with a few options, mainly to allow people to set up a bigger window depending on their screen limits. Do me a favor and postpone feature request for a week or so, I really need to give this a break. ;) At least one can now check target placement without running the game. To some extend at least, as an even higher zoom may be required....
  12. you don't have to ;) you can download it as it is now. v0.3 is up: -Shows coordinates in kilometers too. -Uses bilinear scaling to smoothen the textures when zoomed out. -R key also rotates
  13. Thanks for the good response! At max zoom in you can see the 256x256 tiles full size. The max zoom out is a seperate overview window showing the whole map. The M key shows a map with tag values (0,1 or 2). I don't know much about these tag values. GermanyCE does not even have them. If I would add support for larger textures I would probably just go about it like this: Resize tile to 256x256 right after loading the bmp/tga. So it will then work with larger tiles without manual conversion, but will not show the full detail. I adjusted some details in VietnamSEA and your Waterworld with this tool. It works best using C to copy the necessary tile, then V to paste it somewhere, then HOME to rotate it.
  14. Okay guys, a new version (0.2) is up on the location given in the first post. Much has changed! not even going to bother listing the changes. I tried to listen to everyone's feedback, but haven't come to adding support for tiles other then 256x256 size. Also still requires ansi data ini files. The weekend is almost over, so for now this has to do.
  15. But that AllowedMissionTypes terrain tag is SF2 only AFAIK.
  16. I just checked out the Hunter9.lod with a different method, And found that the object name of the two "Sabrinias" combined is "Bump". That name was overlooked when I was making the list above. so it is simply "Bump". I hope that removing them does not leave a gap in the fuselage.
  17. Hunter9.LOD from WOE (mostly): Excluding "_L" and "_Left" Aileron_R Airbrake Airbrake_Hinge Airbrake_Inside Antenna_1 Antenna_2 Bay_Front Bay_Right Brake_Hinge Canopy_Front Canopy_Front_Inner Canopy_Glass_Front Canopy_Glass_Rear Canopy_Rear Canopy_Rear_Inner Casing_Chutes_R Chute_Housing Chute_Ring Chute_Ring_Under D1_Bay_Right D1_Stabilizer_R D1_Wing_Inner_R D1_Wing_Outer_R D2_Stabilizer_R D2_Wing_Inner_R D2_Wing_Outer_R D3_Stabilizer_R D3_Wing_Inner_R D3_Wing_Outer_R Door_Front_1 Door_Front_1_Inner Door_Front_2 Door_Front_2_Inner Door_Right_1 Door_Right_1_Inner Door_Right_2 Door_Right_2_Inner Door_Right_3 Door_Right_3_Inner Door_Right_4 Door_Right_4_Inner Elevator_R Exhaust_Ring_Inner Exhaust_Ring_Outer Flap_Bay_R Flap_R Fuselage_P Gear_Rotate_R Gun_Ports Intake_R Main_Wheel_R Needle_1 Nose Nose_Gear_Axel Nose_Gear_Fork Nose_Gear_Joint Nose_Gear_Piston_Pivot Nose_Gear_Piston222 Nose_Gear_Strut Nose_Wheel Pylon_Inner_R Pylon_Outer_R Splitter_R Stabilizer_R Tail Tail_Fillet Tail_Probe Wing_Inner_R Wing_Outer_R Vertical_Stabilizer
  18. SF2 AAA Pack

    Good stuff, There are two files missing though: -debris2.tga -flakani.tga
  19. Some SF2 cat files are compressed. CatPack cannot work with those. Currently most SF2 cat files are uncompressed. CatPack can work with those. The new official thirdwire extractor will work compressed cat files. still, some limitations apply.
  20. Noticed it too. July 2011 is the last version that attempts water effects on my XP system. (Eventhough I use unofficial DX10 for XP.) I may have even caused it, because of my complaint at the thirdwire tech support forum: Link It is kinda strange because the SF1 series always gave me decent water effects on any OS, so what kept TK from preserving that with SF2? He probably does not care anymore since he announced DX9/XP support will be dropped with the next F-14 game.
  21. I made this little campaign for the waterworld terrain, made by Wrench. The interesting thing is that since the amount of airfields and aircraft is so small, it should be very noticable when there are losses on either side. But I don't think there is much room for ground war here. Which gives problems regarding the ending of the campaign. When the enemy is out of aircraft it seems you get endless assignments of recon flights. I guess I could set a fixed enddate. but is there any trigger for Success when the enemy is out of aircraft? or some other trigger that seems more real? [CampaignData] StartDate=11/17/1983 StartDateDeviation=5 //EndDate=1/10/1986 ForceWithInitiative=1 SurpriseAttack=FALSE MaxMissions=30 NormalMissionRate=2 NormalMissionRateDeviation=2 OffensiveMissionRate=1 OffensiveMissionRateDeviation=0 StartScreen= StartText= CampaignBaseScreen=CampaignStart4.JPG CampaignEndWinScreen=CampaignEndWin1.JPG CampaignEndLoseScreen=CampaignEndLose1.JPG CampaignEndStallScreen=CampaignEndWin1.JPG CampaignEndKIAScreen=CampaignEndLose1.JPG CampaignEndWinText=CampaignE4Win.txt CampaignEndLoseText=CampaignE4Lose.txt CampaignEndStallText=CampaignE4Win.txt CampaignEndKIAText=CampaignE4Lose.txt [Force001] Alignment=FRIENDLY Nation=USN BaseArea=Levu Vana AirOffensive[001].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[001].Secondary=WAREHOUSE AirOffensive[002].Primary=COMM_BUILDING,EW_RADAR AirOffensive[002].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[003].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[003].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[004].Primary=COMM_BUILDING,EW_RADAR AirOffensive[004].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[005].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[005].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[006].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[006].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[007].Primary=BRIDGE AirOffensive[007].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[008].Primary=BRIDGE AirOffensive[008].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[009].Primary=COMM_BUILDING,EW_RADAR AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[010].Primary=ANY AirOffensive[010].Secondary=ANY StartGroundOffensive=0 StartInterdiction=0 Morale=100 Supply=50 NormalSupplyRate=20 OffensiveSupplyRate=-20 DefensiveSupplyRate=-10 SupplyForOffensive=60 AircraftReplacementTime=15 AircraftReplacement=30 GroundUnitReplacementTime=15 GroundUnitReplacement=100 RandomTransportType=ANY WeaponResupplyTime=180 StartAirDefenseLevel=2 MaxSecondaryStrikes=0 RandomCAP=FALSE AllowRandomAceCreation=TRUE [Force002] Alignment=ENEMY Nation=SOVIET BaseArea=Gavabutu AirOffensive[001].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[001].Secondary=WAREHOUSE AirOffensive[002].Primary=COMM_BUILDING,EW_RADAR AirOffensive[002].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[003].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[003].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[004].Primary=COMM_BUILDING,EW_RADAR AirOffensive[004].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[005].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[005].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[006].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[006].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[007].Primary=BRIDGE AirOffensive[007].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[008].Primary=BRIDGE AirOffensive[008].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[009].Primary=COMM_BUILDING,EW_RADAR AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[010].Primary=ANY AirOffensive[010].Secondary=ANY StartGroundOffensive=0 StartInterdiction=0 Morale=100 Supply=50 NormalSupplyRate=20 OffensiveSupplyRate=-20 DefensiveSupplyRate=-10 SupplyForOffensive=60 AircraftReplacementTime=15 AircraftReplacement=30 GroundUnitReplacementTime=15 GroundUnitReplacement=100 RandomTransportType=ANY WeaponResupplyTime=180 StartAirDefenseLevel=2 MaxSecondaryStrikes=0 RandomCAP=FALSE AllowRandomAceCreation=TRUE //----------------------------------------------------------------------------- //---- NATO Air Units [AirUnit001] AircraftType=F-14A MercenaryUnit=TRUE StartingFunds=100000 Squadron=VF32 UnitName=VF32 Fighter Squadron ForceID=1 Nation=USN DefaultTexture=USN_lovis1 BaseArea=Levu Vana Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=100 Morale=80 Supply=80 Intelligence=40 MissionChance[sWEEP]=70 MissionChance[CAP]=50 MissionChance[iNTERCEPT]=50 MissionChance[ESCORT]=70 MissionChance[sTRIKE]=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER [AirUnit002] AircraftType=A-7E Squadron=VA27 UnitName=VA27 Attack Squadron ForceID=1 Nation=USN DefaultTexture=USN_lovis1 BaseArea=Levu Vana Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=100 Morale=80 Supply=80 Intelligence=90 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=90 MissionChance[CAS]=0 MissionChance[sEAD]=60 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=60 MissionChance[RECON]=25 UpgradeType=NEVER //----------------------------------------------------------------------------- //---- WP Air Units [AirUnit003] AircraftType=MiG-29A MercenaryUnit=TRUE StartingFunds=100000 UnitName=12 IAP Fighter Squadron ForceID=2 Nation=SOVIET DefaultTexture=EuroCamo1 BaseArea=Gavabutu Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=50 Morale=80 Supply=80 Intelligence=90 MissionChance[sWEEP]=70 MissionChance[CAP]=50 MissionChance[iNTERCEPT]=50 MissionChance[ESCORT]=70 MissionChance[sTRIKE]=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER [AirUnit004] AircraftType=MiG-27 UnitName=7 FBAP Attack Squadron ForceID=2 Nation=SOVIET DefaultTexture=SovietCamo1 BaseArea=Gavabutu Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=50 Morale=80 Supply=80 Intelligence=90 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=90 MissionChance[CAS]=0 MissionChance[sEAD]=60 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=60 MissionChance[RECON]=25 UpgradeType=NEVER //----------------------------------------------------------------------------- [strategicNode001] Area=Dry Land Oil Refinery ConnectTo[001].Target=Smoker's Lair [strategicNode002] Area=Smoker's Lair ConnectTo[001].Target=Dry Land Oil Refinery ConnectTo[002].Target=Gavabutu [strategicNode003] Area=Gavabutu ConnectTo[001].Target=Smoker's Lair ConnectTo[002].Target=Tokaroa Island [strategicNode004] Area=Tokaroa Island ConnectTo[001].Target=Gavabutu ConnectTo[002].Target=Levu Vana [strategicNode005] Area=Levu Vana ConnectTo[001].Target=Tokaroa Island ConnectTo[002].Target=Helensport [strategicNode006] Area=Helensport ConnectTo[001].Target=Levu Vana [FrontLine] HideOverWater=FALSE
  22. Maybe it is not enough for the strategicnode basepoints to be on the water, and instead i should make new targetareas like this: Gavabutu approach, Tokaroa Island approach 1 etc? what does LocalObjective=True do? Not much time to play around with this though, time to go on holiday. :)
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