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Everything posted by quack74
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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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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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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. -
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. -
Under water effect for No-Mans Land river
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Well I intend to leave it. I was going for that collapsed look. I did paint the part of the bridge that is out of the water black in the Alpha channel. The section I wanted submerged I just painted the grey tone of the water. Simple trick really. It could be useful to create a sunken ship tile for a south pacific map perhaps where the waters would be more shallow. -
.......... .......... ............ ................ ................... 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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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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They have to be stationary. There is no code for trains to follow any track. Good enough for me though. Lookin real good!
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I tried. The Height adjustment cant get close enough. It distorts the fort too much. Im going to place some wall inside that I took from the Vogesen terrain to match the shape of the fort. This should help with the 3D look. I did use the Height mapping to raise the forts tile as a whole.
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Here are some more pics of Verdun region with all surrounding forts now in the targets.ini. I'm going to add some more detail to the forts that weren't destroyed. I used gterl's "Fort" .bmp. I'm just going to do some more work around St. Mehiel. Then I'll start adding all the ground objects such as AAA, balloons, field guns and soldiers.
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I did get them. I started doing new tiles before I installed the updated fort. I'm adding some more forts that were in the area of st. mihiel too. Using your fort .bmp. Might change it around a bit for the smaller forts. Thanks for the fort btw. Very cool addition.
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What it looks like in game. Might be too much. But I figured years of digging trenches cant look pretty.
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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.
