Bananimal
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Everything posted by Bananimal
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This is a texture modification of CA_Stary's Green Hell 2 mod for WOV/WOE. In order to use this mod you must have Brian32's WOV terrain repaint and CA_Stary's Green Hell 2 installed. I have rescaled the trees to a more realistic size. The benefits of doing this are tremendous. First, weapons delivery feels more natural because you are able to judge speed and distance more accurately. Secondly, flying NAP of the earth is more realistic as the illusion of speed has increased. I have also included a new Viewlist.ini file which is optional. If you haven't used my other viewlist.ini mod you might want to try this one. It allows you to zoom in and out in external and flyby view as well as a new tower view. It is inlcuded because the FOV for external view has been set to 180 degrees for a more realistic experience when buzzing the trees in this mod. Also the FOV for the cockpit has been set to 85 degrees. Please read the Install.txt for directions of use. Cheers, Bananimal webaccount@alltel.net -
White border around trees
Bananimal posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey all. I'm having some issues with the newest Germany tree mod. Actually, all the tree mods exibit this issue. I get a white border around my trees. It only happens to trees in the distance that have another tga behind them. I have changed the settings in the Data file to SRC. That helped but the border is still there. I don't have any issues with flickering. Just the borders. I have taken the new Germany tree mod and scaled the trees to the right height. They are now between 35' and 114' instead of 225'. You want to talk about illusion of speed? It's great. I always thought the trees in the game were too big and cause the game to look like it was scaled wrong resulting in a loss of the perception of speed. If I can lick this white border thing I'll ask permission from the authors to release the updated rescaled trees. Oh, and there's a lot more trees without a hit to FPS. What used to be a TGA with 4 trees now has about 14. In fact, another thing that helps is you no longer need to run your horizon out to 15. The deafult of 5 does just fine. The trees all but disappear and blend (well they would if I could get rid of the white border) into the distance. At 8000' you can barely see them but they are there. It adds to the illusion of height immensly. It's just looks right. As it should be IMO. Anyway, I've tried all setting on my graphics card. The only thing that helps is to run the sim in Supersampling mode. That kills my FPS. All other settings have no effect. I'm runing a default German Data file with the exception of the vertex settings. I cranked them to 16288 or whatever. Changing that has had no effect either. Is this a limitation of the game engine? As mentioned it only happens when one set of trees is in front of another. Two TGA's back to back cause the white border. That means every tree spline has a white border on it. Thanks for the help. -
No, the cops are different in N. GA. Specifically Lumpkin County. They target sportbikes and will put you in jail for crossing a double-yellow where everywhere else in the country that is not a jailable offense. Won't do it to a cruiser rider though. I ride a 2006 Triumph Speed Triple 1050 and have had them pull me over just to screw with me. Last time I checked it's a violation of your rights to be stopped by law enforcement for no reason. They always have a BS reason for pulling you over. Can't much say I blame them though. Seems every week during riding season two or three people lose their lives up there being retards. As far a luck is concerned living so close to the gap is concerend? Not really. It was intentional. We moved up here after Katrina wiped out my home town of New Orleans. I wanted to move to a place where I can ride and get to the gap within a couple hours. Turns out the roads are better in N. GA than the Gap and I picked the best place on the east coast to live for riding. That was luck. I had no idea that I was moving less that 30 miles from a motorcycle mecca. The Gap is nice but too many people ride it in summertime. It's gotten so bad that the Tennessee State Patrol are doing stings out there now. And, you get the nut jobs coming into your lane as mentioned above. We prefer to ride elsewhere most of the time. Hey, if you really want a nice place to stay try www.twowheelsonly.com in Suches, GA. It's about 27 miles from my house and about an hour and fifteen minutes from the gap. I could meet you up there and show you around. N. GA is awesome for riding. Two Wheels Only is on what we call the N. GA Loop. You can hit 60, 180, 129 and 348 from there.
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Germany CE Rescaled Trees for Brain32 / Jan Tuma Tree Mod
Bananimal posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Germany CE Rescaled Trees for Brain32 / Jan Tuma Tree Mod File Submitter: Bananimal File Submitted: 12 Dec 2008 File Category: Environmental Mods This is a set of rescaled trees for Jan Tuma's tree set mod for Brian32 GermanyCE repainted tiles. You must have Brian32's repainted tiles V1.0 for GermanyCE terrain to use this mod. I have reduced the tree size to a more realistic size to help facilitate sense of speed and scale. INSTALLATION: Install Brian32's repainted GermanyCE tiles. Copy all the files in this package to your WOE\TERRAIN\GERMANYCE folder. Over write when asked. That's it. Go fly. Legal: Permission to rerelease Jan's tress was given to me by Jan. I thank him for his allowing me to release this mod to the community. All terms of use from Jan's mod apply to this mod as this was originally his work. I just merely rescaled / added more trees. For freeware use only. Cheers, Bananimal Click here to download this file -
The Gap is only two hours from my driveway. We ride to the Cherohala and Gap all the time. If you get a chance ride into N. Georgia and ride Hwy 60, 129, 180 and 348. The Gap is nice but the Cherohala and N. GA roads are better IMO. Watch out for cops on 129, 180 and 60. Lumpkin County HATES sportbikes.
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White border around trees
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I uploaded it today. It's in the environment mod area. -
Germany CE Rescaled Trees for Brain32 / Jan Tuma Tree Mod
Bananimal posted a file in Environmental Mods
Version
343 downloads
This is a set of rescaled trees for Jan Tuma's tree set mod for Brian32 GermanyCE repainted tiles. You must have Brian32's repainted tiles V1.0 for GermanyCE terrain to use this mod. I have reduced the tree size to a more realistic size to help facilitate sense of speed and scale. INSTALLATION: Install Brian32's repainted GermanyCE tiles. Copy all the files in this package to your WOE\TERRAIN\GERMANYCE folder. Over write when asked. That's it. Go fly. Legal: Permission to rerelease Jan's tress was given to me by Jan. I thank him for his allowing me to release this mod to the community. All terms of use from Jan's mod apply to this mod as this was originally his work. I just merely rescaled / added more trees. For freeware use only. Cheers, Bananimal -
Weapons Pack 2.52 by the WO*/SFP1 Community
Bananimal replied to Bravo2009's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I tried to merge my updated ini with your new ini and not all of my ini entries merged over. Don't know why. So, I merged your my file to your ini and that kept all my add-ons. Not sure what weapons work or not because I was using Bunyap's last pack the the MF pack. Are both these packs included in your mod? -
Rescaled Green Hell 2 Trees.rar
Bananimal posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Rescaled Green Hell 2 Trees.rar File Submitter: Bananimal File Submitted: 26 Nov 2008 File Category: Terrains This is a texture modification of CA_Stary's Green Hell 2 mod for WOV/WOE. In order to use this mod you must have Brian32's WOV terrain repaint and CA_Stary's Green Hell 2 installed. I have rescaled the trees to a more realistic size. The benefits of doing this are tremendous. First, weapons delivery feels more natural because you are able to judge speed and distance more accurately. Secondly, flying NAP of the earth is more realistic as the illusion of speed has increased. I have also included a new Viewlist.ini file which is optional. If you haven't used my other viewlist.ini mod you might want to try this one. It allows you to zoom in and out in external and flyby view as well as a new tower view. It is inlcuded because the FOV for external view has been set to 180 degrees for a more realistic experience when buzzing the trees in this mod. Also the FOV for the cockpit has been set to 85 degrees. Please read the Install.txt for directions of use. Cheers, Bananimal webaccount@alltel.net Click here to download this file -
White border around trees
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Alright guys I found the answer. Well, at least if you use Photoshop. There is a bug in Photoshop 7.0 that doesn't handle TGA files properly. It causes the white borders. Well 99% of them. There are still some border issues with trees on the top of hills or mountains. Here's a tool that will resolve the issue. It's quick and easy to use. http://www.flipcode.com/archives/Photoshop...Alpha_Fix.shtml On a side note, once I removed all the whities there seems to be an issue with what I call "slag" hovering just above some groups of trees. I have seen these before I uploaded and thought I had them all knocked out. WRONG! The one's that are left are persistent. I can't seem to get rid of them. Don't know why. Maybe an issue with the colored squares used behind the images on the original TGAs? -
Rescaled Green Hell 2 Trees.rar
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Alright, well it seems that Photoshop 7.0 has a bug that renders alpha pixels near the edge of an object white no matter what you do. This is why the issue got worse when I rescaled the trees. Here's a neat little tool that worked for me. It removed 99% of the white edges. Some still appear but I think that is game engine related. Just launch the app, drag the 2 files in my download onto this app and you are fixed. Make sure you turn Mipmaps on in your terraindata.ini file if you turned mipmappng off. http://www.flipcode.com/archives/Photoshop...Alpha_Fix.shtml I tried creating the images with a similar color background. Photoshop hosed them. No only that, there is an issue that has surfaced since the whities are gone. There seems to be some leftover border material or something on the transparent layer. I've tried erasing, creating new TGA base file. In short, I've tried everything I know how to and I can't make them go away. Maybe was an issue on the original files. I don't know. I'll be trying to resolve it so look for a version 1.1 soon. -
Rescaled Green Hell 2 Trees.rar
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Not sure what the cause could be. Suffice it to say that the included viewlist.ini has been a work in progress for quite some time. If a view needed a tweak then I go in and tweak it. I like it myself and couldn't enjoy the external views half as much as I do with the modded ini. The flyby's are awesome. -
White border around trees
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, last night I was doing some editing of the Vietnam trees. In order for me to do that I have to do it in WinXP instead of Vista because MS in all their wisdom considers the Com1 port to be a security risk in Vista. Therfore my Wacom Pad doesn't work in Vista. After making the changes I booted back into Vista. My WOE graphics were corrupted. So, I removed NHancer and tried again. No luck, Graphics were still corrupt. I removed the drivers and installed the latest Nvidia drivers. Turning off mip mapping is bearable now. Shimmering is at a minimum. I have not reinstalled NHancer. Still, if I use mip mapping the white around the trees is bad. I'd say that this mod is ready to go. CA, can I get your permission to upload my modified version of your textures? 200ft off the deck looks like you are hauling the mail now! :-) -
White border around trees
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Interesting. When I set it to DST I get worse white outlines that introduce hellacious shimmering to boot. This issue appears to be some kind of Z-buffer or clipping issue. the further away the trees are the worse the white border. I can get rid of it by turning off mip maps but nothing I do in my graphics driver kills the shimmers. How frustrating. Nvidia sucks! I would post a pic but I don't have any webspace to do so. CA, I painted them onto a blue background. Even then the originals do the same thing. The problem with the white really becomes noticable at altitude where the trees in the distance turn to a silver color. I guess because there are more of them and they are smaller. I need this to go away otherwise the popup effect in the distance is unbearable. -
White border around trees
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey CA, I've gone through the entire DATA file. Nothing makes a difference. What application did you use to setup the alpha mask on the trees CA? I'm wondering if this is a byproduct of my editing the files in Photoshop. Then again, the originals have the same white border. I suspect Nvidia. I have an 8800GTX. Nothing but problems with visual quality with this card. I'll never buy another Nvidia as long as I live. No settings in NHancer resolve the issue. Supersampling just reduced it but does not get rid of it. Yes, mipmapping causes it but without it the trees shimmer. I even clamped the LOD in my driver and that doesn't stop the shimmering. -
White border around trees
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The only thing that has an effect is AlphaTestEnabled=FALSE but doing that causes clipping in the trees and other objects. Not a viable fix. If I turn off MipMapping then I get the shimmers big time. I've changed every setting in the [AlphaObjectTextureMaterial] group and nothing is getting rid of the white border. Guess I'll fool around with my graphics driver settings and see what I can come up with. -
WOV F-4C and D Upgrade
Bananimal replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thanks. I didn't know that. Went back and installed the other packages and all is fine. -
WOV F-4C and D Upgrade
Bananimal replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Hey Mike. I'm having problems getting the decals to show on any of the Phantoms. The default Thirdwire F-4C, D as well as the Block 21 - 30 - 30L and Lorans. For some reason I'm getting a squadron code that is small and is at the very top of each tail. No serial number shows up either. This is on all F-4 aircraft. I went back and installed the F-4C and D Upgrade aircraft from scratch and then added the F-4 decals and still the same problem. Any idea what might be causing this? -
K, Ive got a clean install of WOE with WOV merged into it. It's patched up with the October 2008 B patch. I have extracted a clean weaponsdata.ini file to the root of the Objects folder. I add weapons for each individual aircraft to the weaponsdata.ini file and save. I have copied the weaponsdata.exe to the Windows system folder because I am using Vista 64. I even tried it in XP with the same negative results. I'm using the 42406 exe for WOE. I even tried using the newest editor for WOI as suggested. No go. Nothing works. When I open the weaponsdata.ini I open each weapon, select "OK" and then "SAVE." I go down the list and open each weapon. I know how to use this believe it or not! None of the new weapons show up. In fact, Trying to add the new fuel tanks and weapons knocks out my default fuel tanks. Anyone have any ideas here. I have followed the install instructions for each aircraft and added each entry to the weaponsdata.ini file. You can see the weapons in the weapon editor too. After going through the motion of opening and saving each weapon the results are the same. No fuel tanks and no new weapons. This is frustrating.
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I'm totally stumped here!... No fuel tanks no matter what!
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Excellent. Problem fixed. It was three seperate issues causing the problem. 1. Using the wrong editor for the patched versions of WOE. 2. The weapon Data file was being stored in the root of the Objects folder and not in the Weapons folder. 3. I had to move the editor out of the Objects folder before running it. Thanks guys! BTW I did do a search before I asked. None said to move the weapons editor or dat file out of the Obejcts folder. -
Satellite Scenery...Is it possible?
Bananimal posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I've been tinkering a bit with the scenery editor for WOI but wanted to find out if importing satellite scenery into WOI/WOE/WOV is possible? I did a couple of tests with just a few tiles to see what the results would be. Much more immersive of course. Seems that the tiles are used over and over again. Is there a way to get around this? Thanks. -
Satellite Scenery...Is it possible?
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Welp, this ain't gonna work. The changing the file to a 256 color file destroys the integrity of the image tiles as you might imagine. Unfortunately there is no way to compress a BMP. It's not going to happen. That sucks. There is absolutely no way this sim will run tiles that are 556MB a piece for every 20 square mile tiles. No way. Guess I'll move on. It would have been great though. Thanks for the input fellas. -
I'm totally stumped here!... No fuel tanks no matter what!
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks for the reply FC but still it doesn't work. The weapondata.dat file is created but none of the new weapons show in the sim when I move the weapndata.dat file to the root of the objects folder. If I move the weapondata.dat file to the weapons directory all weapons disappear. Maybe a clue for you there? Dunno. I've never had this problem before. UAC is turned off on my system as well. And like I said, I tried it in XP as well with the same negative results. -
Satellite Scenery...Is it possible?
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hehehhe, well....Iv'e found out that the NEAT little shareware utility they wanted 20 bucks for only changes the tile to a 256 color tile from a 16.7 million color tile. I can do that in photoshop provided it can load a 32 x 32 km tile. I have another utility I'm going to try as well. Still testing. Can anyone verify if this sim only loads tiles that are visible? It might just work. Maybe. Depending on how efficient the sim is at loading tiles on the fly. I don't suspect there will be a need for a lot of ground targets in this arena. Maybe just a range or something like that. No bushes or trees either as most of the fighting will take place above 3000 ft. In theory, it may work but that remainds to be seen. I still have to figure out how to use the terrain editor. I did read the KB tutorial about 6 times already. Some of it isn't too clear. Especially since I'm not using the default Germany tiles. I suspect that I need to creat a texturelist first and then import the DEM? -
I'm totally stumped here!... No fuel tanks no matter what!
Bananimal replied to Bananimal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The root of the objects folder.