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Everything posted by quack74
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I forgot all about those parked models from the Flanders terrain. Duh. I think they were mostly mid to late war models right? I am using the "crashed" models for the crashed aircraft effect for FE2. I should have remembered the parked models. Good call Stephen1918. Just a couple of early crashed models would do then.
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I will rework Cambrai too. But it takes a long, long time to do it. I have 180 tiles to work with now. Half of them I made using Jan Tuma's base tiles. I've been adding many new towns and they are all connected by new roads zig-Zagging all over. I've made a few new airfields. A medium size airfield that uses two tiles and a large airfield (Zeppelin base size) for bombers that uses 17 new tiles. So for every tile I made I had to repaint each one for each season. So I painted each new tile about 6 times! BBandy remade some city tiles and TOD's awhile back but didn't finish all the seasons. So I did that as well. He's not around anymore to help out with anything else. Now that Geezer made so many awesome ground objects I'll be busy for months refitting all the airfields. Well not months, I'm almost done. But it would be cool to have a stationary ground object Albatros D type or a Nieuport type to place around the airfields. I guess it would be wise to choose a plane that has stuck around for a long time if one was to make only a few examples.
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The Tanks used decals in FEG. But I think they don't work anymore with FE2. I've tried.
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Are these flyable or are they ground objects? We really could use some airplane ground objects to go along with your new objects packs. Since the "Parked" aircraft are all random it's hard to place your objects around them. If there were planes that could be placed as ground objects it would be easier to utilize all of you maintenance objects. Maybe some wingless fuselages or even damaged airframes would be cool. Ideas, ideas. I'll never finish the Verdun terrain with all this stuff
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Fancy neck wear! J-Crew? Gap perhaps?
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Geezer, the original files you sent me have the "Standing Pilot" .bmps so you must have left them out of the download by accident.
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Ground Objects' dates question
quack74 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Good morning gents. This question is kind of a two parter. 1. Is there a way to have a ground object , from the /Objects/GroundObjects folder, to appear only in the winter months? I know you can set the dates when they start and end but can they start, stop for a few months then start up again? I'm using a Fort made by Stephen1918 as a permanent ground object on the Verdun terrain for First Eagles. It has working guns so it's always active. But when the seasons change the tile it's on changes to snow but the fort stays green. I could create new Fort objects that have painted .bmp's to match the current season and adjust the start and end dates for each one. But I would have to make enough to cover 4 years of seasonal changes! Don't really want to do that. Would be almost 24 new forts if not more. How would that work in the Targets and Types.ini? So my question is, can I make a new snow fort and have it appear only in the winter months specified in the terrains' config.ini? 2. I made none active forts that I placed directly into the terrain via the Types.ini and Targets.ini. they have new .bmp's (damaged or destroyed) that I placed in all the seasonal folders to match their corresponding seasons. They work perfectly. But again they don't do anything but look pretty. So my second question is, can an object placed into the terrains' main folder (just the .bmp, .LOD, and Config.ini) be made to be active some how and use the seasonal .bmp's? Or is there just a simple way to use ground objects seasonally that I should know about? The snow covered fort is from the terrain folder and the green and damaged none snow covered ones are from the ground objects folder. Thanks for any help. -
Ground Objects' dates question
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks guys I'll try it out. Stephen1918 made the forts for me to put into the Verdun terrain. The city of Verdun was surrounded by fortifications. So it looks incredible around the city now. FE does keep getting better and better. -
Ground Objects' dates question
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Version 1.1
168 downloads
=-=-=-=-= Nieuport.28 skin and data pack for the 1rst Pursuit Group =-=-=-=-= All Skin work and all decal work done by Quack74. Feel free to add to these skins as you please. If reposting any of these parts with your new work, just throw a little credit my way. It took a long time to make these. Thanks. I would like to thank EmlD for creating the N.28 model some years ago and posting it for us at CombatAce.com. I have created a completely new skin for the N.28 along with numerous decals to create the 4 USAS Aero Squadrons that, together, form the USAS's 1rst Pursuit Group. 1. 27th Aero Squadron - Flying Eagle in red circle 2. 94th Aero Squadron - Hat In The Ring 3. 95th Aero Squadron - Kicking Mule 4. 147th Aero Squadron - Terrier "Who Said Rats?" ---------------------------------------------------------------------------------------- The Nieuport.28 was the sole aircraft used by the American pursuit group from the Late Winter of 1918 until the first week of August 1918 when The 1rst Pursuit Group was re-equipped with the SPADXIII. When first delivered the N.28's were unarmed. Some of the first frontline flights were done with unarmed aircraft in March. More or less done to familiarize pilots with the type and the "Front" itself. It wasn't until March 28, 1918 that the Squadrons began to receive guns for their planes. But just enough to mount one per plane. The Nieuport.28's were also Notorious for shedding their upper wing fabric do to poor glue quality. stemming from the factory's lack of quality control. Few pilots had indeed lost their lives do to this defect. -
Some soldiers on stretchers at a field hospital. Stretcher Guy and Medic by Geezer. Great stuff. Most of his ground objects will be in my new Verdun terrain. Takes a long time to place this stuff. But well worth it in the end. There will be so much eye candy when it's done!
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Look at the dogs! LOLl !
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Figures, I just placed hundreds of objects all around the new Verdun terrain I'm almost done with. Now I want to replace them with this new stuff. Those hangars will look great on the medium and large airfields I made.
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"Two weeks"
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Any more work to the Flanders terrain gterl?
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The guns on the tree trunks are great! What ever works, right?!
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trouble running flights with quack74 skins
quack74 replied to manitouguy's topic in Thirdwire - First Eagles 1&2
I added a new "Nation" to the NATIONS.INI found in the Flight folder. I named it Austria2. I did this so the Austrian decals (Insignias) would be just black crosses. The Austrian markings were a bit different than German and changed at different times. I also created new decals for the Austria2 nation. I cant remember if I released it all. I have a huge pack of skins and decals for the Italian terrain to release. Just very hard to figure how to package it all. Let me see what I have for you. It will have to be later tonight after work. Hold tight. We'll fix it up. Add these files Austria2.zip -
You should make a "base" for the AAA objects. A radius of scuffed dirt to be seen from the air. Stephen 1918 did it with his AAA guns.
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I'm not sure of an answer to that, but, I'm pretty sure the same bump map is used at all times for every tile. Not just river tiles. There is a WATERNORMAL.bmp and a NOISENORMAL.bmp. Are you only seeing the WATERNORMAL.bmp for the rivers? My effects are set to High and I get the bump mapping on land. I think If I set the effects to medium I still see the bump map. I too get a big hit on frame rates with AAA. It seems to be the heaviest hit object next to too many planes at once. Below is what I use for my Verdun terrain using Jan Tumas upgrade. This data is found in the Verdun terrain folder in the Verdun_DATA.ini. Cross check it with yours. It should be very similar to the other terrains as far as the Normal textures are concerned. [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=4096 AlphaObjectIndexCount=6144 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=1 [HeightOffset] NonTexturedMesh=-0.5 TexturedMesh=-0.1 LowDetailMesh=-1.0 WaterMesh=0.3 BumpAmount=0.4 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE // FALSE RenderedInOrder=FALSE // TRUE AlphaTestEnabled=FALSE // TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.500000,1.500000,1.500000,1.500000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=4.000000 Reflectivity=3.00000 ZBufferOffset=4.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA Fade=NORMAL StartFadeDistance=50.0 EndFadeDistance=50.0
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The maintenance equipment is awesome. The step ladders, tables and ground crew will be perfect for the airfields. Those sheds are great too.
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Just when I finished the updated seasonal tiles I discovered the awesome TFD tool. So needless to say I have to paint a few more tiles for each season now. I've been working on the Verdun terrain first. Expanded No-Mans Land a bit and made the edges more jagged. I added a whole lot of new tiles to get the trenches to line up. I'm adding some bigger fields without trees. Here are some pics taken from the TFD tool. I will be populating No-Mans Land with objects and smoke effects. BTW can anyone help me place the Alpha objects, such as trees, for the new tiles? I cant use the Terrain Editor for the life of me! I'm going to create painted rail road tiles. But I need to manipulate some trees that are in the way. Need some help if anyone is willing.
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Deep_Snow WIP. Taking a while to do all the seasons. Time, Time, Time. But getting there. Need to populate a few more areas with objects. Then I need to figure out how to package all this stuff!
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Targets.INI and frame rates question
quack74 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Would it be better on the frame rates if there were fewer [TargetAreaxxx] with more Targets(xxx) attached to them or more [TargetAreaxxx] with less Targets(xxx) attached? Is it harder to process one or the other? -
I think I'm almost done setting up a train station. This one will be on the southeast corner of Metz in the Verdun terrain. I might place a few more things on it. The center track will be used for train "Movement" through the city. There will be a couple of these station scattered around for Friendly and Enemy.
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Make sure you include all of those pilots you have layin around too!