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Everything posted by gerwin
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Steve, I think I can do such without too much trouble. But can you specify from which .cat files exactly these lods should be combined. Available to me here is only a full merged install, of patch level july 2013.
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Thanks for the tip. I added ObjectData009. Also added VietnamSEA and the latest ObjectData002 from july 2013. SF2-Merged 2013-07 cat index.zip
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OK, I removed the file sizes. All the .Lods were put in one cat file at some point, that is ObjectData002. This includes all the Vietnam related ones. It excludes some North Altantic exclusive models that came later in ObjectData025/026, which I also listed. Next, ObjectData002 excludes DLC exclusive Lods. Would the size/contents of ObjectData002 actually differ for a Vietnam only versus a merged install? I suppose not. One could find out by installing. SF2NA 2012-03 cat index nosizes.zip
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Steve, Here are some lists I had stored. It does not include the DLC .lods inside the DLC folder. SF2NA 2012-03 cat index.zip
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1st Look: Aegean Sea v0.2b & HAF Su-30MKG Flanker
gerwin replied to PFunk's topic in Mods & Skinning Discussion
I had a conversation with Quack74 some time ago; he wrote about having 790 TargetAreas in his Verdun terrain for First Eagles 2. The game worked fine. I compiled special TFDtool version for him then with support for 1024 TargetAreas, The game's heightmap format is 16-bit, so it can support 65536 height values instead of just 256 (8-bit). Though it is more convenient to work with 8-bit as all imaging programs can work with it. 8-bit gets insufficient when there are very high mountains present in the map. Like with the Mount Everest; When you have just 256 values to represent zero to 8850m, that means that the smallest increase of height is 34,6 meters. Which is jaggy in low lying areas. -
This topic started with the HEMTT model. But I did not do it right at first so some things had to be redone. Finding usable texture resources was also more difficult compared to the other models. Only recently I textured the crane on the back of the M977. Some small spots could still use a texture, but it is better I just release it as a beta now, before things get postponed for months again. Hope to add a fueler to this one later. File is up at my old-school homepage, see first post of this topic.
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Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
I don't remember ever considering doing a .TOD editor. Just that I wanted to read the location of the TOD's shapes. Managed to get some clues from the TOD file format myself, but that was made obsolete by Mue's effort, which I used as a reference: http://combatace.com/topic/84706-tod-file-format/ Sorry but I am not into 3D object related programming myself. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
It is all green light here for the latest exe, I did not change anything (zero out of 56 scanners triggered): https://www.virustotal.com/nl/file/0ad83ef85554e2168646abd607fc068590694a836e4a0bf3d81e6aedf43c9e87/analysis/ But this is what you see, I suppose: https://www.avira.com/en/support-threats-summary/tid/7815/threat/HEUR.APC%20(Cloud) And 'cloud' is a special service that scans a program's behaviour while the program is running. So changing compiler options here would not help prevent this. Sorry, but since they have no portable way of testing this at virustotal or the avira website... it kinda forces me to install their avira product entirely just to troubleshoot? I don't like that approach, let it remain avira's problem. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Is that since yesterday? I silently replaced the TFDtool yesterday, as I had added a specific procedure requested by Steve (Swambast). Well, I will have to try different compiler options... again. Thanks for reporting 7eleven. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
OK. I tried some things again. The easiest fix is to disable 'optimize executable for size' in the compiler options. Jotti scan shows "nothing found" with all scanners now. please try the latest download. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Just investigated the report on a virus warning. Microsoft Security Essentials did not trigger at any point here, it doesn't see a problem. Jotti multiple scanner service did see some positives, mostly generic warnings. But only on TFDtool.exe and not in the other .exe and .dlls. I recompiled with minor changes and managed to remove a few of these generic warnings, one of them being AVG. Later I might try to remove all warnings. The package was uploaded with this new build. Note that I did not even execute before uploading: it is just a fresh MSVC build. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Hey, In the manual it says: "Export three Planning Maps: 512, 1024 and 2048 pixels wide. Adjustable in TFDtool.ini." The adjustments are just these: "[Export] Planning_map_Grid=1 Planning_map_Labels=1 Planning_map_Icons=1" The program is set to output these sizes because that is what the game expects and uses for the briefing screen: The briefing screen window for the planningmap is 512x512. What would be the benefit of deviating from this? -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Glad I could help, that change was hardly an effort. But now there is version 0.97; This one reads the TOD files for buildings and trees and displays them in yellow and green. Many thanks to Mue for posting the Tod-File format! The TFDtool.ini file has an option to disable this particular feature. Reverse what exactly, please elaborate? You can manually change every heightmap-value to get what you want, but that is kinda tidious. You can rotate the heightmap values in a selection square with the R key. Or are you talking about 'mirroring' or 'inverting' an area? -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
I just uploaded a new version of TFDtool, with this line in TFDtool.ini. heightmap_increase=10 If you change it to heightmap_increase=1, it will do what you want. :) -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
hmm, any suggestion on how that would be most refined? As it is now, in height map mode, TFDtool gives complete control of the height of every node in the terrain. I used it myself properly flatten bugged airfields in the VietnamSEA terrain. But it was a bit tedious to decide the height of each node seperately. What may help is a soft flatten tool, one that makes a flat plateau that blends a bit more gradually with the surrounding heights. -
Anybody knows this Runway Fix
gerwin replied to Major Bloodnok's topic in Mods & Skinning Discussion
IIRC the 'TAG' value displayed for every tile may have something to to with it. In stock Desert.tfd it is always TAG=0 around runways. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Suppose yes, My only reluctance is that the program grabs more and more memory at startup, wheter it is used or not. Maybe I will just compile a separate version with double the memory allocation compared to the current version. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
I see. There is now version 0.96 of the program, which allows tile number input through the tile info dialog. It is accessed with the enter key. Hope that works better. :) -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Have you tried using copy-paste? set one tile to the desired texture using pgup/pgdn. Then press 'c' to copy it to the 'clipboard'. Go to another location and press 'v' to paste that same tile there. But like you said, adding a number input dialog to the program would have its benefits too. I will consider it. -
Nice Article! Will read it properly later. As to TK's permission about EXEs,DLLs,CATs. Allthough it is funny he replies at all to such a question. AFAIK his reply is basically the law, like it has been for decades. Posting Hacked No-CD Executable = illegal Posting No-CD Patch (without part of the Target Software itself) = Not illegal, but often frowned upon.
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So it was just like he told us, it was about what he could afford, and indeed he could not afford a proper SF2NA. That game also lacks most distance lods, as if he did not have time to make these. (Having a dozen Hawkeyes parked on an airfield will seriously impact FPS) I agree with Beachav8r that we should not forget that it is a great series as it is, (at least if you agree with that). What i missed in the last posts is any mention of the 30% commision that Apple takes on purchases in the app store. This is huge. Good for apple, very bad for the world. I won't complain about Third Wire's marketing, or the game bundels as they are. Maybe it is less then it could be, but it should not matter. As long as the SF games are for sale, that is the main thing. Merging the games is easy enough as it is. Marketing could be compensated for by user marketing: Swamp Youtube with vids, Revive TW facebook with new releases, create a few dedicated websites about the game or mods. I don't say we have too, it may very well be too late to change anything. I just mean there is not much use discussing about TW doing such things, They created the game engine and top notch assets already.
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Where are all the latest BOB + M0G Alley patches and source files? All links are dead. VSF Framework looks cool. Too bad it is a commercial framework. Probably you can interface with it, but they won't give the real source. Edit Found these files for MiG Alley / Battle of Britain so far: migalley.exe ; 13.162.532 ; Mig Alley original Source mig123.exe ; 2.310.904 bytes ; Official Mig Alley Patch 1.23. mig_085_f2.rar ; 2.703.700 bytes ; MiG Alley Executable v0.85, Dated 13-05-2005 by BDG, goes over Patch 1.23. Bobsource2.exe ; 16.891.025 bytes ; Battle of Britain original Source bob_v099.exe ; 61.750.076 bytes ; Battle of Britain patch 0.99 by BDG, Dated 01-01-2005. Seems BDG ( Battle of Britain Development Group) does not publish the modified sources.
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Rewriting everything from scratch is painful to think about. It is like repeating the programming hours of TK, maybe a little less because the game design / file structure is already decided. That is like giving half your working life to the project. Falcon 4 is the interesting because the source is available. No such thing for CFS3 or DCS. No source means we'll have to take it as it is, until it dies out over the years, together with all that is invested in it. (fails to run on the next windows versions etc). I haven' t tried CFS3/DCS myself. Sticking to Il-2 for WW2, SF for everything beyond. Did try Falcon BMS a little; it was difficult.
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(In reply to Stary) If you take three aspects of making SF games: 1- Coding. 2- Replicating real life objects based on reference material. 3- Filling in some bits with graphics based on artistic freedom. IMO 1 and 2 is where Third Wire is very good at, and what I look for in a game/sim. 3 is where they are mediocre. Like the tilesets for Dhimar, Vietnam, GermanyCE. Like menu Backdrops. Like the Spacecraft in star vector. Honestly, I found that if I do a lot of Coding or technical trouble shooting, my mind gets in state where things like artistic skill and even chatting suffers. Until you clear your head, Like sleep. TK was most likely honest when he wrote repeatedly "it is about what we can afford". Must says, I am generally content with the current state of the game. When I picked up the game in 2007 I really missed an Editor, Proper Naval War and Helicopters. Since 2012 it is only the helicopter part that remains. Had a few silly ideas yesterday: - Group of coders *including mue*, get access to a advanced source of Falcon (Derived from the leaked Falcon 4.0) and gradually adapt it to use the assets of SF2. It remained closed source to protect the assets from piracy. The game was adjusted to have simplified take-off and landing procedures. - An SF2 Modders group makes a top notch mod for SF2 with all the quality assurance of an AAA title, and a dedicated website and advertising campaign, which sparks such an interest that SF2 starts to sell, and ThirdWire picks up development again.
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LOD viewer v0.5 woth older LOD format support is excellent, now it works great with my custom SF1 and SF2 install! Really enjoyed browsing through the 3D objects like this. Thanks a lot! There were only some ships shown without textures, where the Lod model refers to .JPGs but the CAT archive holds .BMPs instead. (When textures are outside of CAT archives the Lod viewer does fall back to .BMPs) Would Z-Y (side of object) be a better default view then Z-X (back)? Are you considering stepping through to inspect the distance lods? The often ignored but important part of models.
