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Everything posted by gerwin
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Uploaded a new version v0.85 - copy mouse coordinates to clipboard - shows the 'movement routes' points (reload with left-shift + M) - provided the necessary palette colours in exported water maps for friendly (green) and enemy (yellow) naval zones. - planning map output can be adjusted through settings in TFDtool.ini I disabled modifying the 'Tag value' by default, as usually it is toggled by accident.
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Strike Fighters 2 Screenshots
gerwin replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Adding and tuning Ground Objects... HEMTT (pending), HMMWV, M1 abrams, BRDM-1 (was too small !?), M113 APC -
"Also, I'm pretty sure that you can't find Gerwin's Iceland that uses Stary's tileset anymore, or at least I know it's no longer hosted on his site." The brown areas are a must for a more natural iceland. And the hi-res pack does not include the necessary brown tiles and transition tiles. It would be kinda lame to now distribute the old package, there has been much effort put in the TFD terrain since that one. It will take an evening or so to convert the existing hires textures to the latest tilemap. pretty simple photoshop stuff. But I am not going to bother myself with it, I don't use it anyways.
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My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Okay, I will check it out later. But you agree that locations must still be plotted, which hoped to avoid, but alas.. I just released the M1 abrams. Glad to have that vehicle covered properly in my game setup. Now I will pause this modding for a while and attend to real life again ;). -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I did not make this one from scratch, but did modify it heavily. Probably not better looking then kesselbruts release, but this one has proper distance lods. Edit; image outdated, deleted -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks, I was really trying back then. Regarding the problem in my previous post about populating the airfields with more modern vehicles. I read about a statement called 'InactiveYear=xxxx' which might be just what I need. although it does require one to edit many entries int the targets.ini: inactiveyear for vintage vehicles, new entries for the modern vehicles (Humvee, Hemtt cargo, Hemtt fuel) It would be so much easier if the types.ini would provide for this. -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
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.
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My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
A screenshot of the HMMWV progress. This is the M998 model. Later it will be converted to the M1025 armoured weapons carrier as well. -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
Screenshot help wanted
gerwin replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Screenshot help wanted
gerwin replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
My try at 3D objects
gerwin replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
Updating the first post of this topic: finished and released, as shown in image below: http://www.gb-homepage.nl (Go to link above, then click on the Strike Fighters page) Original post below this line. ------------------------------------------------- My try at a 3D object: HEMTT / Oskosh / M977. In US service from 1982. This is one with a bigger bed, no crane. The shape is low-poly on purpose, but the dimensions are pretty accurate. The texturing has hardly started. Will use one texture for the base+cabin+wheels, one for the bed. I did not shape it with 3dsmax, but used engineering CAD software, then imported it. It went remarkably well, just that the scale was way off. Some things I am uncertain about; Are these names in the list proper mesh names, will I be able to explode the vehicle with detaching wheels and such? And can the windows be made translucent?
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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].
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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
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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.
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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.
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Strike Fighters 2 Screenshots
gerwin replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
