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Everything posted by gerwin
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Need Help Flattening Terrain For Airfields
gerwin replied to JSF_Aggie's topic in Mods & Skinning Discussion
Old post, I know. This is the same issue I once had with an airfield. It was caused by having wrong 'tag' values for tiles below the airfield, 'tag' must be zero IIRC. -
Is the SF2 game that works on the same patch level as the merged one? if so, try to copy over the game settings (options.ini)
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Centurion-1: Looks much better now! I wish weathering was as simple as blurring panel lines, but I am afraid it is not. It appears like pointless shadows. Some things that worked nicely for the Silver F-5E was to make some panels differ in hue/saturation/brightness. (Though this trick is rather silver specific.) Then overlay a 'dust texture' layer. Add some smearing of a more rusty/oily color in the direction of movement (motion blur). Paint chipping may be nice too but should not be overdone. Etc.... When I find some nice weathering effect in an existing skin I often try to transfer it over by using 'color-range selection'. Then try out with which filter it blends the best on the new skin: Normal/Multiply/Color burn/Screen. The 3DS source? cool, so the shadow line, that comes from the cockpit when flying upside-down, can still be fixed.
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IMHO Skin-modders should consider disabling that 'panel line blur' layer enterily, or use it very sparingly and locally. Try to mimic the pro's instead:
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Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
The Heightmap copy paste is fixed now. It was bad when I wrote it last week, I don't know why it even worked for me then. I also noticed the TFD_info2 detection had a typo, which triggered it everytime. This is also fixed. The TFDtool package is now updated to v0.93. -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
You are right, the heightmap copy function obviously got messed up with the last overhaul. It will be fixed soon. -
IMHO the F-5 would look better if you did not overspray most panel lines with a dark color.
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use metal for Libya desert airfield?
gerwin replied to slick cowboy's topic in Mods & Skinning Discussion
I don't mean misalignement really. more like the line starts shimmering when the camera moves. There is a bit in the LOD format, right before each texture name which means 'alpha blending yes/no' I guess. I changed that one too to get better results. -
use metal for Libya desert airfield?
gerwin replied to slick cowboy's topic in Mods & Skinning Discussion
Are you talking about stock Airfield no.3? You can replace the tga's. I tried it last week. But for some reason when using the usual runway graphics with white markings, it does not look good. To make it look good you have to adjust the LOD: disable the alpha channel bit for that texture/material. Or... look around in my Airfield 7+8 addon package. -
Thanks, it is fixed now The new upload also contains a new shelter collision mesh: one that does a much better job of stopping gunfire from damaging a fighter inside the shelter. One line was changed in the types.ini files.
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Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Thanks for the files. The culprit seems to be two 4-byte values in the header of the file which I called TFD_info1 TFD_info2. I don't know what these values mean or do. They are always the same for the stock terrains: 00 00 00 00 and 0040 9F40. I adjusted TFDtool to properly restore these values when loading a Data Bitmap or TFD with all zero. Fixed BMP2HFD in the same way. I don't get the TW Terraineditor crash now. So open the faulty TFD with the latest TFDtool of 11 november, it will notify you, then save the TFD to fix the file. -
NEED SOME IDEAS FOR NEW TERRAIN
gerwin replied to ignacioc91's topic in Mission & Campaign Building Discussion
I am still in doubt wheter I am understanding you enterily. I see the IsraelME tile in the screenshot is principally equal to the to desert one, both are 180 degrees different from VietnamSEA/GermanyCE. Which I can understand complicates exchanging work between these two sets. I did find the original Desert.TFD tilemap works with IsraelME tiles, by just using an adjusted Desert_Data.ini and some new transition tiles. Obviously nothing is enterily horizontal or vertical in the displayed IsrealME tiles, which will make the end result more convincing. Though it makes it a little blurry too. OK, I will pack up my waterworld with the necessary modified tiles and send it over, later this week. -
View File Mercenary Sand Skin for IL-28 Beagle (fictional) Mercenary Sand Skin for IL-28 Beagle (fictional) by Gerwin 10-11-2013 DESCRIPTION: Made for the stock SF1 and SF2 IL-28 Model. For use by the nation of Paran. This skin is part of a Skin set, all in the same style, by the same author. This work is based on existing skins. INSTALLATION: Copy the included folder with contents to the folder that contains the IL-28 files, for example: WOI\Objects\Aircraft\IL-28 or: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\IL-28 When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games. NOTES: r,g,b target colors like MercSand F-16A: base 200,183,136 brown 162,142,101 nose 124,105,91 Submitter gerwin Submitted 11/10/2013 Category IL-28 Beagle Skins
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Yeah, looking up the BLUE side arfields actually shows a similar trend: in Germany it is all dug in and sheltered. At least in the 80's it is. TK could not have missed this fact when making WOE, but probably lacked the time do something nice with it.
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NEED SOME IDEAS FOR NEW TERRAIN
gerwin replied to ignacioc91's topic in Mission & Campaign Building Discussion
Are you saying the IsrealME '45 degree/non-square problems' are issues in relation to the tools of the TW terrain editor? I think you wrote somewhere that there were two versions of that editor, but both have this issue? JSF_aggie's desert tiles are very very impressive, I have only one remark on it (as usual, please forgive me). that is that the cities are square in the same direction as the tiles, which kinda points out the tile-pattern. Making a good tile set is definitely not easy, you have to use every trick possible to hide its tile-based nature. IsrealME has the best city tiles in this regard. I like these screenshots with these ports.good stuff! I did something similar (but less extensive) with your Cape Titaan and Dry land oil refinery in Waterworld. maybe I should share my waterworld mods, or pass them to you to merge them with your base install? -
Mercenary Sand Skin for IL-28 Beagle (fictional)
gerwin commented on gerwin's file in IL-28 Beagle Skins
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94 downloads
Mercenary Sand Skin for IL-28 Beagle (fictional) by Gerwin 10-11-2013 DESCRIPTION: Made for the stock SF1 and SF2 IL-28 Model. For use by the nation of Paran. This skin is part of a Skin set, all in the same style, by the same author. This work is based on existing skins. INSTALLATION: Copy the included folder with contents to the folder that contains the IL-28 files, for example: WOI\Objects\Aircraft\IL-28 or: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\IL-28 When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games. NOTES: r,g,b target colors like MercSand F-16A: base 200,183,136 brown 162,142,101 nose 124,105,91 -
>That looks great, will you upload it here too? I will keep my larger projects at my own website only, because I like it that way, and to group them and update them more easily. It should not be a problem, and that place does not require login anyways. Today I uploaded a version with a folder 'GermanyCE_update'. Which contains documents and ini files to modify some of its Enemy Aifields to Airfield 7 (or 3 or 2). Either manually or by using my ini's. My research showed that all but eight of the enemy airfields are better represented by one of these Airfields, if not more.
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Of course it wasn't finished..But now it really is, so up for download at my website. Both Airfields come with a Default (Concrete/Temperate) and Desert Texture set. To use these some ini editing is required, as I tried to explain in the readme.
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Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
OK. I uploaded a newer version (still says v0.92). This one will allow you to read back the data bitmap as if it was a TFD file. So you can at least experiment as much as you like. You can make the differences in the R channel much more visible by transferring it to a indexed color image and giving it a rainbow palette. The tag value is usually just annoying, but it is advisable to keep it within spec or all zero. I have seen sunken runways because of wrong tag values. If this is difficult I can add a procedure which forces it back to spec for the whole map. The autotiling functions of the TW terrainEditor seem pretty decent, and for all i know they depict the proper way to prepare the rules for each tile first. Never actually used it though. -
NEED SOME IDEAS FOR NEW TERRAIN
gerwin replied to ignacioc91's topic in Mission & Campaign Building Discussion
Good to know where you put it. I was just thinking if we pool together what is already prepared for IsrealME, would it stop being unadvisable? IMO it is the only stock tileset with natural colors, sampled from satellite imagery. The only stock one to do justice to the game. -
NEED SOME IDEAS FOR NEW TERRAIN
gerwin replied to ignacioc91's topic in Mission & Campaign Building Discussion
Here are a few additional tiles for IsraelME. I wanted to try how the stock SFP1 desert would look with the israelME set. needs this too: http://combatace.com/topic/25858-woi-mountain-color-mod/ IsraelME_additional_tiles_v10.zip -
Alternate TFD Terrain Tilemap editor/viewer
gerwin replied to gerwin's topic in Mods & Skinning Discussion
Yeah, I guess that is the only user request I have not worked on so far. v0.92 has floodfill and 5x5 paste support. It has three paste / floodfill rotation modes: sampled, no change, random. Heightmap mode also has 3x3 and 5x5 paste support. It also supports two new airfields (7+8) which I will upload later. 2x2 / 4x4 / 6x6 pasting... would complicate matters, is it useful enough? 7x7 and 9x9 are easy to add. Maybe floodfill is more useful when one adds a range parameter. Like default range=0. range=1 would also flood existing tiles with the flooded tile number+1, and flood it with the sampled tile number+1.. The bitmap import is practical, though I doubt many users would use such an option, it would look very odd in photoshop. -
The airfields are finished, The one with the shelters I was talking about, and one stripped down version which is a bit civilian looking. I updated the images in the previous post. The files will be up around next tomorrow. It will be paired with a new TFDtool version which natively displays these two airfields.
