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Everything posted by Geezer
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From the album Storm Over The Sahara
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Nope, schedules and budgets would spoil the fun. Now that I'm retired, I can finally do what I want - make the digital equivalents of hand built Ferraris. Shot below of morning's progress. More variants of the Chevrolet WB, and a good start on the Bianchi Miles.
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From the album Storm Over The Sahara
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I'm starting to make good progress - I've been gradually shifting my focus to the 1940 desert stuff. Should finish a BIG collection of industrial objects pretty soon, and will then continue work on the CR42 while making more skins for desert war objects.
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From the album Storm Over The Sahara
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To expand on my earlier comments about JPEG art, shots below show development of the CR42 camo - I'm trying to capture the messy, soiled look of FIAT paint jobs. The artwork skins, pasted to the surface of the 3D model, are JPEGs - not BMPs. I can see subtle differences when I compare the JPEGs to the original Photoshop art, but the small differences don't amount to much. Based on this small amount of research, I will probably start using JPEGs for all of my released artwork. This will reduce the size of my art files by roughly 90%!!! This means we could use SIGNIFICANTLY larger artwork for future aircraft, ground objects, and maps of North Africa, BoB, Verdun, whatever. For twenty years, studies by business and the military have consistently shown the best way to improve immersion is to increase visual realism. With larger artwork and better models, we could produce a new generation of SF/FE mods.
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Shot below is of some DAK stuff for phase 2, plus a little US stuff for Tunisia. Wrench just wrote that both SF2 and FE2 can handle higher poly ground objects, and I am experimenting with JPEG art instead of BMP art to reduce impact on frame rates. So far, the differences in art quality are very subtle but a reduction from twelve MB (BMP) to only one MB (JPEG) is NOT subtle!
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My grand plan is to make a "phase 1" desert war mod for 1940. Then - hopefully - make a "phase 2" mod (with 1941-42 aircraft and Afrika Korps ground objects). We're talking a couple of years' work, but its something I have always wanted to do. Many of the aircraft will be usable for other theaters and time periods - such as BoB, Italian East Africa, Greece, etc. Gepard: Yes, I got your files to work in FE2, but it was late so I only tested landing gear and flaps. It's going to be a while - probably next summer/fall - but I can help you with new ground objects and terrain tile art when you get around to making a new map. Again, no hurry as I have LOTS of other stuff to do first. I also have some 1943 US vehicles laying around somewhere - they were made for a Tunisian tank mod that never went anywhere.
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Yes, it does! Took me a while to find FE1, but once installed, your files dropped in with no problem. Again, thanks.
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Found two more trucks. Some details - like the open tool boxes - are overkill, but most of the detail could be preserved if the vehicles were placed on an otherwise empty map?
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From the album Storm Over The Sahara
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This brings up an interesting question about the complexity of ground objects. Two shots below are of some hi-poly models I made when I was contemplating making a CryEngine mod. Visualize the amount of effort needed to make a map of ALL of North Africa and the western Mediterranean. Total up the hours expended by the model makers, texture artists, map maker, file tweakers, etc and lets say it comes to 1,000 hours (or whatever). Now, visualize a smaller map that covers JUST the 1940-43 campaign in Libya/Egypt - a new map only 1/4 the size of the first map. There were only three small towns in that part of the world - Benghazi, Tobruk, and Mersa Matruh. No cities, and only a sprinkling of small villages, where the only vegetation was located because those were the only locations with water. Everywhere else on the map is EMPTY DESERT. There is literally nothing there. Nothing. Nada. Zip. Two things result from this concept. The load on the game engine is MUCH reduced, and that 1,000 hours can be focused on maybe a dozen locations with commensurate upgrades in detail and quality. Nearly all of the ground targets would be the ground defenses, guns, and vehicles - there is nothing else to attack!! Would such a concept permit the use of more complex vehicles, roughly like those shown below? Or would such complexity be wasted effort? Got it - thanks.
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From the album Storm Over The Sahara
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From the album Storm Over The Sahara
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Good point. Looks like it is a matter of trade-offs? If we want hi-res low altitude terrain and realistic prop plane handling, FE is superior. OTOH, if we want BIG maps (for long range missions) and anti-shipping missions, then SF is superior. If that is correct, then the choice of sim would be driven by context. Do you want to fly long range missions, strafe/bomb ships, etc? Or, do you want to fly short range missions over land? Unless there is something I don't understand, we can't have both. Speaking for myself, I don't care if we can't strafe/bomb ships - I'm strictly a land animal.
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"The planes are full operational in First Eagles. The only trick was to copy the controls settings of WoE to FE. So the gears can be moved in and out, the flaps can be set and so on. Then only some changes in the speech system, message system etc and FE has the communication comfort of WoE." From Gepard in another thread: These are the entries of my modern days FE controls [ControlSet001] EXIT_FLIGHT=ESCAPE QUIT_GAME=ALT+Q PAUSE_FLIGHT=ALT+P TIME_COMPRESSION=ALT+T NORMAL_TIME=ALT+R CHANGE_TIME=ALT+C SKIP_TO_NEXT=ALT+N RADIO_COMM=TAB CHAT_ALL=GRAVE CHAT_ENEMY=SHIFT+GRAVE CHAT_FRIENDLY=CTRL+GRAVE CHAT_TARGET=ALT+GRAVE AUTO_PILOT=A WING_LEVELER=SHIFT+A NEXT_WAYPOINT=W PREV_WAYPOINT=SHIFT+W MAP=M SCREEN_SHOT=PRINTSCREEN DEBUG_TOGGLE=CTRL+H GOTO_COCKPIT_FRONT_VIEW=F1 GOTO_COCKPIT_LEFT_VIEW=F2 GOTO_COCKPIT_RIGHT_VIEW=F3 GOTO_COCKPIT_UP_VIEW=SHIFT+F1 GOTO_VIEW_PADLOCK=F4 TOGGLE_COCKPIT=NUMPADPERIOD SNAP_VIEW_FRONT=NUMPAD8 SNAP_VIEW_FRONT_RIGHT=NUMPAD9 SNAP_VIEW_RIGHT=NUMPAD6 SNAP_VIEW_REAR_RIGHT=NUMPAD3 SNAP_VIEW_REAR_LEFT=NUMPAD1 SNAP_VIEW_LEFT=NUMPAD4 SNAP_VIEW_FRONT_LEFT=NUMPAD7 SNAP_VIEW_UP=NUMPAD5 SNAP_VIEW_DOWN=NUMPAD0 GOTO_VIEW_SHOULDER=F5 GOTO_VIEW_OBJECT_NEXT=F6 GOTO_VIEW_OBJECT_PREV=SHIFT+F6 GOTO_VIEW_GROUND_OBJECT_NEXT=F7 GOTO_VIEW_GROUND_OBJECT_PREV=SHIFT+F7 GOTO_VIEW_TARGET=F8 GOTO_VIEW_PLAYER_TO_TARGET=SHIFT+F8 GOTO_VIEW_TARGET_TO_PLAYER=CTRL+F8 GOTO_VIEW_WEAPON=F9 GOTO_VIEW_PLAYER_TO_WEAPON=SHIFT+F9 GOTO_VIEW_WEAPON_TO_PLAYER=CTRL+F9 GOTO_VIEW_FLYBY=F10 GOTO_VIEW_FLYBY_PREV=SHIFT+F10 GOTO_VIEW_TOWER=F11 GOTO_VIEW_TOWER_PREV=SHIFT+F11 GOTO_VIEW_ACTION_CAM=F12 GOTO_FREE_VIEW=CTRL+F12 CAMERA_PITCH_UP=JOYSTICK01_POV01_UP CAMERA_PITCH_DOWN=JOYSTICK01_POV01_DOWN CAMERA_YAW_RIGHT=JOYSTICK01_POV01_RIGHT CAMERA_YAW_LEFT=JOYSTICK01_POV01_LEFT CAMERA_ZOOM_IN=MOUSE_BUTTON01 CAMERA_ZOOM_OUT=MOUSE_BUTTON02 CAMERA_PITCH_AXIS=MOUSE_Y-AXIS CAMERA_YAW_AXIS=MOUSE_X-AXIS CAMERA_ZOOM_CONTROL= PITCH_UP=DOWNARROW PITCH_DOWN=UPARROW ROLL_RIGHT=RIGHTARROW ROLL_LEFT=LEFTARROW YAW_RIGHT=PERIOD YAW_LEFT=COMMA THROTTLE_UP=EQUALS THROTTLE_DOWN=MINUS THRUST_VECTOR_UP=CTRL+EQUALS THRUST_VECTOR_DOWN=CTRL+MINUS FLAPS_DOWN=F FLAPS_UP=V AIRBRAKES_TOGGLE=S WHEELBRAKES_TOGGLE=B LANDING_GEARS_TOGGLE=G ARRESTER_HOOK_TOGGLE=H CYCLE_NAV_LIGHT=CTRL+L DRAG_CHUTE=CTRL+B EJECT=ALT+B PITCH_CONTROL=JOYSTICK01_Y-AXIS YAW_CONTROL= ROLL_CONTROL=JOYSTICK01_X-AXIS THROTTLE_CONTROL=JOYSTICK01_U-AXIS THRUST_VECTOR_CONTROL= NEXT_AA_WEAPONS=JOYSTICK01_BUTTON03 PREV_AA_WEAPONS=SHIFT+BACKSPACE NEXT_AG_WEAPONS=JOYSTICK01_BUTTON04 PREV_AG_WEAPONS=SHIFT+BACKSLASH FIRE_PRIMARY_GUN=JOYSTICK01_BUTTON01 FIRE_SECONDARY_GUN= FIRE_WEAPON=JOYSTICK01_BUTTON02 UNJAM_GUN=SHIFT+JOYSTICK01_BUTTON03 OPEN_BOMBBAY_DOOR=CTRL+O DROP_TANKS=CTRL+D JETTISON_STORES=CTRL+J NEXT_RIPPLE_QUANTITY=RBRACKET PREV_RIPPLE_QUANTITY=SHIFT+RBRACKET NEXT_RIPPLE_INTERVAL=LBRACKET PREV_RIPPLE_INTERVAL=SHIFT+LBRACKET NEXT_HUD_MODE=APOSTROPHE PREV_HUD_MODE=SHIFT+APOSTROPHE NEXT_GUNGROUP=SEMICOLON PREV_GUNGROUP=SHIFT+SEMICOLON CHAFF=C FLARE=X ECM_TOGGLE=Z TOGGLE_RADAR=CTRL+PGUP NEXT_RADAR_MODE=PGUP PREV_RADAR_MODE=SHIFT+PGUP NEXT_RADAR_RANGE=PGDN PREV_RADAR_RANGE=SHIFT+PGDN SELECT_NEXT_RADAR_TARGET=HOME SELECT_PREV_RADAR_TARGET=SHIFT+HOME ACQUIRE_RADAR_TARGET=INSERT ACQUIRE_VISUAL_TARGET_ON_RADAR=SHIFT+INSERT REJECT_RADAR_TARGET=DELETE SELECT_CLOSEST_CENTER=NUMPADSTAR SELECT_TARGET=T SELECT_PREV_TARGET=SHIFT+T SELECT_CLOSEST_TARGET=CTRL+T SELECT_FRIENDLY=Y SELECT_PREV_FRIENDLY=SHIFT+Y SELECT_CLOSEST_FRIENDLY=CTRL+Y SELECT_GROUND=E SELECT_PREV_GROUND=SHIFT+E SELECT_CLOSEST_GROUND=CTRL+E SELECT_LAST_RADIO=R SELECT_LAST_RADIO_CALLER=SHIFT+R SELECT_RADAR_TARGET=CTRL+R SELECT_WAYPOINT=CTRL+W DESELECT_TARGET= ANIMATION_1= ANIMATION_2= ANIMATION_3= ANIMATION_4= ANIMATION_5= ANIMATION_6= ANIMATION_7= ANIMATION_8= ANIMATION_9= ANIMATION_10= [ControlSet002] FIRE_PRIMARY_GUN=SPACE FIRE_WEAPON=RETURN [RangedControl001] AxisControl=PITCH_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=PITCH_DOWN DecreaseControl=PITCH_UP CenterControl= [RangedControl002] AxisControl=YAW_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=YAW_RIGHT DecreaseControl=YAW_LEFT CenterControl= [RangedControl003] AxisControl=ROLL_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=ROLL_RIGHT DecreaseControl=ROLL_LEFT CenterControl= [RangedControl004] AxisControl=THROTTLE_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THROTTLE_UP DecreaseControl=THROTTLE_DOWN CenterControl= [RangedControl005] AxisControl=CAMERA_PITCH_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=0.200000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_PITCH_DOWN DecreaseControl=CAMERA_PITCH_UP CenterControl= [RangedControl006] AxisControl=CAMERA_YAW_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=0.250000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.500000 AllowKeyControl=TRUE IncreaseControl=CAMERA_YAW_RIGHT DecreaseControl=CAMERA_YAW_LEFT CenterControl= [RangedControl007] AxisControl=CAMERA_ZOOM_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=100.000000 KeyControlRate=5.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_ZOOM_IN DecreaseControl=CAMERA_ZOOM_OUT CenterControl= [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_UP DecreaseControl=THRUST_VECTOR_DOWN CenterControl= Also, shot of standard factory camo as B & W photo - compare to flying shot of CR42 higher up.
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Style points!!! The field car is an Alfa Romeo Coloniale. Version on left is for Storm Over The Sahara. Other version is high-poly, made for grins and giggles.
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From the album Storm Over The Sahara
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Shot below shows the rough start for the "standard" factory camo - different brown and green colors applied as fuzzy blobs.