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mue

+MODDER
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Everything posted by mue

  1. RIP NIELS. My condolences to the family and loved ones.
  2. Apply Scale to all objects before exporting the model.
  3. BTW, @Menrva already posted that info in his post above.
  4. With my CATExtractor you can search for files in all CAT and DLC files at once without open every CAT/DLC file separately: https://combatace.com/forums/topic/98056-stock-decals-and-insignias-extrection/?do=findComment&comment=803209
  5. Thank you guys for the compliments. It means a lot to me that some programs and tools I wrote are appreciated by you modders. But back to topic: I second that too. Logan4 helped me a lot by providing me with numerous specific LOD file examples, so that I could investigate the LOD file format in more detail and was eventually able to create the LOD exporter plugin for blender.
  6. With the CATExtractor from Mue's Toolbox you can search for files (in all CAT and DLC files at once) by applying a filter, e.g. "insign*tga":
  7. The "Saved Games" folder is one of the Special Folders in Windows: https://en.wikipedia.org/wiki/Special_folder. It's default location is %USERPROFILE%\Saved Games, but it can be changed by the user: https://www.windowscentral.com/how-move-default-user-folders-new-drive-windows-10. I assume in your case that the Special Folder "Saved Games" is located in C:\Saved Games. And SF2NA creates the mod folder there. Unfortunately all other SF2 games (SF2 Europe, SF2 Vietnam, ...) seem to use an incorrect implementation of how to retrieve the location of the Saved Games folder. They always use the default location %USERPROFILE%\Saved Games.
  8. The *.ini files will not be created automatically in the SF2 install directory (at least it didn't do that on my system). You have to create a copy manually. Just as the install instructions for the Korea mod you already quoted say: 5. Mod specific .ini configs a. In your SF2 installation directory where all the game .exe resides, make a copy of StrikeFighters2 Israel.ini (or any other similar ini) and rename it StrikeFighters2 Korea.ini. ....
  9. That aren't shadows. The "darkening" is caused by (diffuse) lighting: The more a part of the object faces the light source (in the LODViewer the light is at eye position) the brighter is becomes, and vice versa. The LODViewer GUI hasn't an option to enable/disable lighting (yet). But as a workaround you can adapt the fragment shader diff_decal.frag in the LODViewer's shaders directory to decrease or disable the diffuse lighting. The attached shader completely disables the diffuse lighting. HTH. diff_decal.frag
  10. LODViewer

    Version 0.6.3

    1,589 downloads

    This is the newest version of the LODViewer. New features: -decal support -display of collision and pivot points -added transparency and wireframe display mode -user definable background color -view manipulation via keyboard -64 bit application -uses the OpenSceneGraph library and Qt 5.9.5 Install instructions: Extract the content of the zip package to a convenient location. The LODViewer depends on the Microsoft Visual Studio 2017 C++ libraries. If not already installed on the computer (e.g. by other applications) it has to be installed by running vcredist_x64.exe (you can find it in the redist subfolder of this package). Have fun! And report bugs Mue
  11. The export with decals option only disables vertex sharing (this is (sometimes?) needed to prevent decal bleeding). But that of course increases the vertex count. I think there is a vertex limit per mesh. Maybe you hit that limit here?
  12. OpenFA alpha 0.1 Release

    Thanks @Menrva for digging this up. It's an interesting nice project. Quotes from the project's website and gitlab: and I totally can relate to both. Although I would replace Janes Fighters Anthology with SF2
  13. I assume you mean TOD objects: In the TODEditor you can save a selected object with right mouse button -> Save Object as *.obj or *.3ds files (saving as *.lod file doesn't work (yet)). Afterwards you can load the object with File->Object Manager...->Load Object and place it on a (new) TOD. But note: the texture coordinates (texture mapping) of the object were not changed. That means the texture of the object must be located on the new texture (atlas) at the same position as on the original texture (atlas). Alternatively the texture mapping of the object (*.obj or *.3ds file) can be changed/adapted with a 3D modeler program, i.e. blender or 3D Max.
  14. Yes, your file seems corrupted. What games incl. patch level (e.g. SF2 Vietnam Jul 2013, SF2 Europe Jul 2013 , ...) have you installed? What tool have you used to extract the files (the official TW extractor or the extractor from Mues Toolbox)? Try to reextract the file. Maybe your file got corrupted by opening and saving the file with an editor.
  15. What exactly is shown in Notepad++'s status bar? I don't think it shows "unicode". Can you post your NAMESGERMAN.lst file here. Not with copy-paste but as attachment.
  16. My Notepad++ says it's UCS-2 LE BOM. Maybe you experience a font problem. Try to select a font that contains german umlauts, e.g. Courier New. In Notepad++ you can select the fonts with Settings->Style Configurator... . Try changing the Default Style.
  17. Yes, this workaround is required because the author of the LODViewer was to lazy to implement this feature into the tool. Maybe he will find some time (and motivation) in the future .
  18. Mainly to motivate myself, I made an initial test regarding using 3D assets from SF2 in the open source flight simulator FlightGear. Since FlightGear uses the same 3D graphics library (OpenSceneGraph) that I also use in the LODViewer, I could easily reuse my LOD file loader plugin with only minor modification. This is only an initial test. There are still a lot things to do regarding 3D models: animations, shader adaption, .... not to mention reimplementing the SF2 FDM in FlightGear. But maybe some day... TWs P-51D at Honolulu International (the current FlightGear default airport). Note the missing landing gear caused by nonworking animations: Cockpit view:
  19. Isn't the only difference between Unlimited and High shadow setting that TOD objects cast shadows or differ the shadow settings in more stuff?
  20. With some effort it should be possible. Regarding the 3D model you either need the 3D source as Wrench said and convert it into a format that FG understands. Or you need a loader plugin for FG that accepts the LOD file. I've done some experiments in the past: https://combatace.com/forums/topic/93840-strike-fighters-2-meets-flightgear/ Further you must (re)create the flight model in FG. Maybe this information can help you: https://combatace.com/forums/topic/93571-further-fm-questions/?do=findComment&comment=759727
  21. Correct. Moreover while testing the TODEditor I noticed that after the number of TOD objects (or vertex/triangle count, I'm not sure) on a tile exceeds a limit the shadows stop working anyway.
  22. This bug is fixed in version 0.1.1.
  23. Oops, It seems the texture coordinates are flipped vertically. I'll investigate where exactly the bug is. As a workaround I think you can flip the texture vertically.
  24. Yes, you are correct. The solid TOD objects of a tile share the same texture (atlas) defined by SolidObjectTexture (and respectively the alpha objects share the same texture defined by AlphaObjectTexture). Thats how the game engine works and there is nothing I can do about it. That also means objects that use different texture files can not be imported and used together in a tile. The objects must be first remapped to use the same texture atlas that also has to be created. I should update the readme.txt to clarify that restriction.
  25. View File TODEditor After nearly 6 years since my proof of concept experiments with the TOD files I'm ready to release a first version of the TODEditor (could almost be a nominee for the Duke Nukem Forever Award ). Main Features: Easy editing of TOD files: cut/copy/paste, moving and rotating of objects Import of object models files: *.lod, *.obj or *.3ds Warning: Use at your own risk. The TODEditor is currently in an early beta stage and can contain serious bugs. So, please backup your terrain files before you work with the TODEditor. I have warned you! The program is free for whatever use (commercial or personal). Installation: Extract the content of the zip package to a convenient location. The TODEditor depends on the Microsoft Visual Studio 2019 C++ libraries. If not already installed on the computer (e.g. by other applications) they have to be installed by running vcredist_x64.exe (you can find it in the redist subfolder of this package). Start the program by double click the todeditor.exe. For further information see TODEditor_readme.txt. Mue Submitter mue Submitted 03/01/2022 Category Utilities / Editors  
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