Jump to content

Peugeot205

VETERAN
  • Posts

    1,613
  • Joined

  • Last visited

  • Days Won

    66

Posts posted by Peugeot205

  1. ok after some experimentation, I can safely say the original 2005 lod is not working. at all

     

    and the DAT tower, from 2014 looks like crap! unconnected meshes, it's just really bad! (see below)

     

    so, yeah, it looks like a new one will need to be built. OTH, at least the Arch de Triumph is working!

     

    I was able to make it work, It looks just like your tower in the above pic.... and yes it is crap

     

     

    We need a new one 3d gurus!!!!!

  2. This is strange, I suggest changing the extension in the LOD from jpg to bmp, you can always keep the texture in jpg format though, the game should read it anyway.

    Nothing, for the game there is nothing there , it does not even show up the 3d model wihtout the textures...

  3. Hello guys

     

    I'm searching for a good 3d model for the Tour Eiffel. As I'm working on this mod:

     

    http://combatace.com/topic/83063-europe-total-war-1979/page-8?do=findComment&comment=698670

     

    I felt that the only avaible Tour Eiffel in the whole SF world quite outdated since it even does not have a texture. So my question is, if any of you could search and find a proper 3d model that can be converted via 3dmax into SF2 , or if any of you could made one just for having it and use it.

     

    Thanks for your time and help.

     

     

    PS: I've been searching in turbosquid etc, and I did not find anything interesting.

     

     

  4. Congrats for yours first 1000 posts Pignon. One question, it will be possible to add a carrier in the Adricatic using the mission editor and fly from there?

    Yes you can , but you won't like the result.

     

    BTW: I stopped the work in this mod as I'm retaking the job with the EAW terrain. 

  5. I managed to completely solve that problem before with all of the airbases in mountainous regions without having to move them. I think it was done via some INI file editing for the tiles in question. Unfortunately I lost EVERYTHING on my desktop when it was fried in a power surge some months back. This tiles issue is a pain in the arse but it is fixable with only minor adjustments.

     

    Sorry I can't be of more help to you guys.

     

    The problem is with the first code lines of the Terrain_DATA.ini

     

    Use this lines and give it a try. It should work

     

    [TerrainMesh]
    TextureThreshold=0.80
    LowDetailMeshThreshold=0.50
    MedDetailMeshThreshold=0.30
    TileToHeightGridRatio=4
    RenderMeshVertexCount=6144
    RenderMeshIndexCount=8192
    SolidObjectVertexCount=6144
    SolidObjectIndexCount=8192
    AlphaObjectVertexCount=6144
    AlphaObjectIndexCount=8192
     
    [[HeightField]
    DetailScale=1.0
    DetailFrequency=1.0
    MaxHeight=1000
    MinHeight=0
     
    [HeightOffset]
    LowDetailMesh=-1.5
    WaterMesh=0.8
     
    [NormalTextureMaterial]
    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=1.000000,1.000000,1.000000,1.000000
    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
    RenderedInOrder=FALSE
    AlphaTestEnabled=FALSE
    CullMode=CLOCKWISE
    LightEnabled=TRUE
    SpecularEnabled=TRUE
    EmissiveEnabled=FALSE
    FogEnabled=TRUE
    AmbientColor=1.000000,1.000000,1.000000,1.000000
    DiffuseColor=1.000000,1.000000,1.000000,1.000000
    SpecularColor=1.000000,1.000000,1.000000,1.000000
    SpecularPower=10.000000
    Reflectivity=0.00000
    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
     
    [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=1.000000,1.000000,1.000000,1.000000
    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]
    EffectShaderName=terSolidObject.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=1.000000,1.000000,1.000000,1.000000
    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
     
    [AlphaObjectTextureMaterial]
    EffectShaderName=terAlphaObject.fx
    DepthBufferCheck=TRUE
    DepthBufferWrite=FALSE
    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=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
  6. Sorry if this is addressed anywhere else, but are the balkans included on any existing SF2 terrain? I'd like to use a terrain with the mission building to fly sorties in the balkan airspace, but am having a hard time finding the terrain. I seem to recall that there was one floating around here somewhere. 

     

    YES

     

    19447109409_1a4b06a084_o.jpg

     

    19638159831_ce8f88df70_o.jpg

     

    19447141279_e3fd95ce62_o.jpg

     

    19011135794_bc75c83919_o.jpg

    • Like 6
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..