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Everything posted by quack74
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Alternate TFD Terrain Tilemap editor/viewer
quack74 replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Can the "Target Area" maximum be increased to show more than 768 target areas? Believe it or not I'm at 767 targets. I need to place a lot more trains and stations. can still place them, but I cant see them throught the TFD tool. Gerwin, this tool is amazing! Thank you. -
I think I have all roads and tracks laid out. Just need to touch up all new tiles in Photoshop.
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Can just one tile be open in TE at a time without opening the whole terrain? Can I just edit one new tile as long as it's stated in the TextureList? Is there a tutorial out there for just Alpha object and solid object placement? Without all the other terrain stuff. DEMS and stuff.
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Since I have no idea how to place alpha and solid objects, I used some river .tga's . I converted them to .bmp's and filled in the water with farm textures. The paths are perfectly wide enough so that the tracks will not have any trees or buildings on them. Road tiles are too wavy and narrow. But there wont be any telephone poles on along some of the track tiles. I think we can live with that.
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A work in progress for the Verdun terrain. Stephen1918 was kind enough to make this for us. I've been placing them and adding a damaged or destroyed model texture for it. The guns do shoot too!
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A beautiful model once again Stephen1918! Thank you!
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I copied some of the village and town .LOD's and renamed them to create "Damaged" towns and villages. I then renamed the .bmp callouts to use the same .bmp's only repainted to look damaged. I edited some parameters in the Verdun terrain "_Types.ini" to add the new damaged .LOD's. So now advancing forces can destroy the towns and villages too! In you campaign_DATA.ini add the lines "CITY_BUILDING" in some places where you see LARGE_RUNWAY, HANGAR, BRIDGE, etc, etc. Then you will be able to attack buildings too.. Now they will look messed up. I will add all of this in my Verdun upgrade for you soon.
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The #7 walls are a bit too small. Would take forever to place them all around the fort too. There could be something else in the works soon anyway. Thanks Wrench.
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So check this out! I have a bunch of ships from SFP1 downloads in my GroundObjects folder to place as stationary targets (because I though FE doesnt support ships). Well, just before, I was messing around with some Config files (un related to Shipping) and figured I would try the game to see what the changes have made. I ran an Armed-Recon single mission using the Flanders terrain with Jan Tumas tiles and it started all glitched up! The planes all froze and exploded in the air and the first ground object I came to was a Navy Tug boat! It was moving! And it had a wake behind it! AND it was shooting at a truck! Yes the boat was sailing away on land! But it worked and kept sailing on leaving a white wake in its path. I restarted my FE2 and ran it again and it was back to normal. What was that all about?!?! Does Shipping work in FE2???? How did I have all the right effects working for that Tug? (would have been nice if it were in the water though)
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A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
The code for "SHIPPING" was never fixed for FE1 or FE2. So there seems to be a random glitch that screws up the shipping routes in the "Movement.ini". Thirdwire has no plans to fix this for FE. So we can only place ships as static objects. -
#7 looks like something I could use for the outer walls. I could paint on gun ports on one side and stick cannons out of those holes. Hmmm, I'll give it a go.
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I made a couple of "Fort" .bmp's for the Verdun terrain. Inspired by gterls' forts. I'm not a 3D guy so I could only make a flat texture with some beveling and embossing to look 3D from the air. They look ok as long as you don't land near one! Stephen! I need a fort! I hijacked my own thread
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Lol again!
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Lol
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I think I'm done placing tiles. I could go on for ever but I have to stop somewhere! I'll try to add some color to some No-Mans-Land tiles to break up some of that "mud". I have added many, many, more towns. I also connected all the towns, cities, and airfields together with new roads. BTW this is just for the Verdun terrain. I still need to paint all 42 of the new tiles for each season.
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I'll see what I can do. I finished making and altering 41 new tiles for the Verdun terrain. Now I need to paint each one for each season. So I'll try to add some color to No-Man-Land if I can.
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.......... .......... ............ ................ ................... Hats off to anyone who ever made a terrain from scratch! It is worth it in the end though....right?......Is there an end?
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Gterl, my hat's off to you man! Incredible job. what a beautiful terrain. I cant even say it was well worth the wait because you did this so fast! D have to wait that long. This will open a whole nother world in WWI simming for us. get back to work on my skins!
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Cant download it. It's not in the terrain download section. And It says I don't have permission to download it from its current location.
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Laying "Road" tiles with the TFD tool
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
I'm sure it is. I'm glad I don't have to mess with the river tile positions at all. -
Came upon this by accident fiddling around with the TrenchRiver.tga. Played with the Alpha channel and a little paint and now the bridge looks like it's under water.
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Under water effect for No-Mans Land river
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Funny you should ask about water filled craters. I already started making them. Looks pretty good. I don't have a pic yet. I'll post later -
Laying "Road" tiles with the TFD tool
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
What I have been doing to line up tiles is, since the FE tiles are 512x512, I create a new clear .tga that is 1024x1024. This way I can fit 4 different tiles in one .tga. I can rotate them any way I want to line up roads, rivers and terrain colors. Works really well and it's quick. I nice trick to thin out some trees too is to open the Terrains' Data.ini and find any texture and cancel out the AlphaObject parameter ( // ). The buildings stay but bye bye to all the trees. Makes for a more realistic farm country.