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Everything posted by Geezer
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Terrain and texture (and lod) problem on SF2 dx10
Geezer replied to Canadair's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Even though my problem went away, the answer is yes. -
One of the definitive refs for French aircraft - French Aircraft of the First World War - confirms the SPAD XVI was basically a SPAD XI with a more powerful engine. There was some structural strengthening (for the heavier, more powerful engine) but it was internal and not visible. As you pointed out, the only real visual difference was the larger valve covers.
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Terrain and texture (and lod) problem on SF2 dx10
Geezer replied to Canadair's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have experienced clipping in FE2 similar to your second photo. It went away when I revised the 3D model, but I don't know what caused it. Second shot shows same aircraft after a minor change, not associated with the engine. Go figure. -
Yeah, everything you see - except the tile art - is intended for Spain. I also have plans to design clumps of town buildings in a modular system, so they can be placed on the map several different ways. When Gterl and I first discussed a SCW, we agreed we wanted better buildings - George called the current buildings "cuboids" and requested more detail.
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Haven't had much time for modding, but have been able to experiment a bit with terrain tile art. By trial and error, I've found that a Google map shot with the scale bar at "200 feet" will paste down on a 500m FE terrain tile and - almost - look real.
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Looking better and better.
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Outstanding work!
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Battle of Britain CR42
Geezer posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I just posted the 1940 desert CR42 in First Eagles. Late this year, or early next year, I'll develop a BoB version for SF2. Shot below show testing of BoB camo colors. Some of the Italian aircraft sent to Belgium were repainted in northern European colors, while others retained their Mediterranean colors - see second shot. -
Resumed work on the BoF Gladiator, plus tweaked the colors for the BoB CR42.
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Yes. Mostly it was psychological - you want a .45 in your hand if you are going down a dark alley. Also, some Communist pilots weren't trained well enough to use their range advantage, and would close on the B-52, allowing the tail guns to get some hits.
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Apologies for not answering sooner. Sure, some medals would be greatly appreciated.
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Battle of Britain CR42
Geezer replied to Geezer's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Gterl has not been able to work on the mod recently, but may resume work soon. Meanwhile, I am working on ground objects. You can track progress at the SCW thread: http://combatace.com/topic/86464-spanish-civil-war/ -
Battle of Britain CR42
Geezer replied to Geezer's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Thanks. It will be a while before the Spanish Civil War mod is complete, but I assume Gterl would not object to someone borrowing his tile art. Should ask him to be certain. Meanwhile, I hope to tinker with 2048 size tile art for SF. They won't look as good as FE tiles, but they should look a bit better than current SF tiles. -
Battle of Britain CR42
Geezer replied to Geezer's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Shot below shows same colors used late-war in a kind of splinter camo. -
Battle of Britain CR42
Geezer replied to Geezer's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
OK - send me everything you can. I am already up to my eyeballs in work for Gterl's Spanish Civil War mod, but I'll tinker with the Range once in a while. Gterl is making dynamite 1024 terrain art for Spain - sample below. -
Battle of Britain CR42
Geezer replied to Geezer's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
The above map is Gterl's WW1 Italian Front map running in FE2, using Jan Tuma's 512x512 artwork (with occasional higher res art showing better furrows, fields, etc). Desert shots below show really large experimental 2048x2048 artwork applied to SF2-sized ground tiles. The "problem" is SF and FE have different sized ground tiles. So artwork that looks pretty good in FE does not look so good in SF because it must be stretched across a ground tile sixteen times larger than the FE tile. Larger artwork, such as the 2048x2048 desert art, looks like it is the only workable way to improve SF2 terrain at low altitude. Assuming several dozen examples of 2048 art were to get made, the problem becomes one of frame rate performance. Has anyone ever tried using 2048 art in a large SF map? I am busy with lots of other stuff, but if someone was willing to make an experimental map I would be willing to donate a few 2048x2048 examples of desert art. -
Steve - Looking good, especially the cockpit.