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quack74

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Everything posted by quack74

  1. Geezer, the original files you sent me have the "Standing Pilot" .bmps so you must have left them out of the download by accident.
  2. 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.
  3. 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.
  4. 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!
  5. Look at the dogs! LOLl !
  6. 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.
  7. "Two weeks"
  8. Any more work to the Flanders terrain gterl?
  9. The guns on the tree trunks are great! What ever works, right?!
  10. 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
  11. 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.
  12. 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
  13. The maintenance equipment is awesome. The step ladders, tables and ground crew will be perfect for the airfields. Those sheds are great too.
  14. 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!
  15. 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?
  16. Make sure you include all of those pilots you have layin around too!
  17. There is a mode to make the "Fly-By" a lot longer. I believe it's still in the download section. I'm sure that if you tinker with that a bit you should be able to adjust the position of the camera during the Fly-By. Sorry I don't know exactly know how to do it. But it must be possible I would think.
  18. Try adding the AI I posted above. Should take care of the zig-sagging. I use FE2 so I don't know if it has a different effect on earlier FE versions.
  19. Try this for the AI. It seems to work for most of my planes. Overwrite the AI parameter in any aircrafts' DATA.ini you want to change. Back up the original settings incase you don't like it. [AIData] AileronDeltaRoll=1.1 AileronRollRate=-0.9 ElevatorDeltaPitch=2.0 ElevatorPitchRate=-0.10 ThrottleDeltaSpeed=0.14 ThrottleVelocity=-0.05 MaxPitchForAltitude=15.0 MinPitchForAltitude=-10.0 PitchForThrottle=0.005 PitchForAltitude=0.00025 PitchForVerticalVelocity=-0.005 RollForHeading=10.0 RollForHeadingRate=-0.03 MinRollHeading=5.0 MaxRollForHeading=30.0 PitchForRoll=0.36 FormationSpeedForPosition=20.0 FormationSpeedForRate=2.0 GunnerFireChance=80 GunnerFireTime=2.5 GunnerAimOffset=0.0050 MaxRollCombat=60.0 MaxPitchCombat=45.0 MaxRollFormation=5.0 FormationRollForPosition=0.1 FormationRollForVelocity=0.01 RollForGunAttack=1.0 RollForGunAttackRate=-0.1 RudderForGunAttack=5.0 RudderForHeading=4.0 RudderForYawRate=-1.2 RudderForSideslip=3.8 TakeOffRotationAngle=15.0 MinAIQuality=Regular
  20. Awsome Geezer! High rez? 1024x1024 or 2048x2048? Great detail.
  21. Thanks guys. I was messing with all of those parameters and I don't remember which one messed up the distant objects. Thanks. At least I know where to look now.
  22. Anyone know what parameters will adjust this visual phenomenon?
  23. That's interesting. I could paint a train to look like a hospital train. That second pic looks creepy. Like angels just waiting.
  24. That's a cool trick. But the Zeppelin moves way too fast. It's like a giant baseball bat swinging at the planes!
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