krfrge
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Everything posted by krfrge
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Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
All, Real Life is stepping into high gear. Panipan Naval Station -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Kangaroo Cobra prowling around north of Lake Toba (way in the background) -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Stary, Three new islands. Ardasier Reef Mariveles Reef Erica Reef -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Stary, Can do. Thanks -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Couple of shots of Swallow Reef. Looking to the east Still work to do. Looking northeast -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Stary, Thanks for the guidance. Will get back onto this project. All sorry I was off the net for 5 days on personal business. Will be back at it shortly. Krfrge -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Wrench, Roger. Your CA Billboard signs are great. I really don't think it's the LOD. I tried an all black hm.bmp. Should I make a custom island_hm.bmp that is an outline of the island? Just a thought, what if I drop any reference to a xxxxx_hm.bmp in the data.INI? -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
blaze95, There is nothing wrong with the LOD. I am using Wrench's CA signs. I eliminated the damage thru secondary chance lines thinking I wouldn't need them. [TargetType1352] Name=R_RSign FullName=R_R Sign ModelName=R_RSign.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= Below is the original. [TargetType1352] Name=R_RSign FullName=R_R Sign ModelName=R_RSign.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= <----Added in this line and those below DestroyedEffect=SmallFire DestroyedModel=crater.lod SecondaryEffect= SecondaryChance=0 I am thinking there is something with my TGA tile. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Gents, Cleaned up the data.ini but, "NO JOY". Appreciate everyone's patience and assistance. Kindest regards - Krfrge -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
blaze95, Here is what I was using. [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 [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=1.000000,1.000000,1.000000,1.0000000 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=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE 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=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [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=1.000000,1.000000,1.000000,1.0000000 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 [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=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=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [NoiseTexture] Size=256 MinColor=207 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
blaze95, The signs were working good before the data.INI adjustment. Mind you the new data adjustment did the trick in lowering the ships into the water. I will move the sign around to see if that fixes the height issue. Maybe its quicksand at that location!!!! Appreciate everyone's assistance. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
blaze95, Roger that! more experimentation to follow. Krfrge -
AH-1G Cobra Over Elsewhere ver.2016
krfrge replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
yakarov79, Very nice. BTW, the door gunners on the HH-53 look great -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Early drydock. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Wrench, I know there has to be a way. Some of the great ships here at CA have great looking hulls and I think it would be pretty good eye candy. I will keep tinkering with this until I come up with something. BTW, Lake Toba was looking good early this morning. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
The Warrior and blaze95, Gents - my signs are sinking on the islands. Any recommendations on adjustments to the data.INI? All - Below is Boustead Heavy Ironworks. Any ideas on how I can make a ship show it's exposed hull in the drydock area? I plan to build a wall around the area to simulate the drydock perimeter. -
A8 - Cobra Australian Army Aviation
krfrge replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Yakarov79, Very nice. Will make a great addition to the South China Sea project I am working on currently. Krfrge -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Gents, Many Thanks Kindest Regards - Krfrge -
What If Screenshot Thread.......
krfrge replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Nice work Yakarov79 -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Shallow Reef progress. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
The Warrior and blaze95, Thanks for the assistance. That did the trick. Here are a few screenshots (Danang Harbor, Crow Reef Tgt Area, Wrench Island, etc.). Looks better. The ships have settled into the water. May have to make a minor adjustment as I have some signs on the islands "sinking". The anomaly of terrain "tear" near the coastal areas appears to be gone. I will fly Lake Toba and provide results. Crow Reed Target Area Danang Harbor Wrench Island ships Nameless Island -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
blaze95, Can't remember who but someone recommended water mesh level to get my boats to "sink" into the water. All - Quick update. Got the bug today to dig into the navies around the area. Currently working Royal Malaysian Navy. Have sent a request to AleDucat to repurpose his ARA_Salta. Station Lima. (Swallow Reef early days) A quick fly by. Hey look there's an airstrip down there. Lining up. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
blaze95, Here is are my current settings: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.5 WaterMesh=1.8 \\LowDetailMesh=-1.0 \\WaterMesh=0.8 -
Strike Fighters 2 Screenshots
krfrge replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Ambush -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Wrench, My hm_bmps are black. HeightMapScale is set to 2.000000.