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krfrge

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Everything posted by krfrge

  1. Monty_CZ, Thanks for the generous offer. I will pass for now. I'll keep tinkering with this to see if I can make some other type adjustment. If that fails, I will contact you for the file. Thanks so much. Hey look,,,that bulldozer really does work!
  2. Monty CZ, Well I was trying to rent a D7 dozer to work this project but.... I can reposition the bridge ends but the railroad tracks still don't line up.
  3. Sokol, Try this: [WeaponData2042] TypeName=Paratrooper FullName=Paratrooper ModelName=Paratrooper Mass=105.000000 Diameter=0.100000 Length=2.000000 SubsonicDragCoeff=5.100000 SupersonicDragCoeff=10.770000 AttachmentType=NATO,WP,USAF,USN,SOVIET,UK,ISRAEL,CHINA,TAIWAN SpecificStationCode= NationName=USAF StartYear=1938 EndYear=0 Availability=3 BaseQuantity=100 Exported=TRUE ExportStartYear=1938 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=TRUE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName=ParatrooperEffects DragAreaMultiplier=20.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=90 MaxTurnRate=25.000000 MaxLaunchG=5.000000 LockonChance=98 LaunchReliability=90 ArmingTime=0.000000 SeekerFOV=5.000000 SeekerGimbleLimit=45.000000 SeekerTrackRate=50.000000 SeekerRange=25000.000000 ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=1.000000 EODisplayFlags=0 CEP=0.000000 What you should see is the following:
  4. US 120mm and .50 cal AAA

    From the album KRFRGE's work

  5. OP 19 #2

    From the album KRFRGE's work

  6. OP 19 #1

    From the album KRFRGE's work

  7. Soviet Arty

    From the album KRFRGE's work

  8. .50 cal empplacement

    From the album KRFRGE's work

  9. New Airfield 4

    From the album KRFRGE's work

  10. Rhodesian Air Service SFP1

    From the album KRFRGE's work

  11. CALMEX Target Map

    From the album KRFRGE's work

  12. Must be that new light weight aluminum they are using!
  13. Can't you do both by using a specific year end date. For example: up thru 1985 use Flak burst. Post 1985 use tracers. I will say I did find 57mm AAA shells west of Lutafiyah, Iraq in 2005.
  14. Two New Flight Simmers entered the world!

    Congratulations, You have many happy days ahead!!!!
  15. All, This is a project I am working on. It is an add-on terrain I created for the original WOI. I am patched to Oct 2008. Any ideas what is causing the ocean to be washed out? This is the extract from the terrain_data.ini [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=4096 AlphaObjectIndexCount=6144 [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 WaterMesh=1.8 [NormalTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE 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] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL 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=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE
  16. Stick, It is CALMEX based on Wrench's SW. What I am attempting to do is mod a very similar terrain using WOI tiles.
  17. All, I figured what I did wrong. I used an older terrain editor designed for SFP1. When I worked the terrain it dropped all references to the *.fx files. I am back in business now.
  18. Veltro, Excellent work as always. Thanks for your hard work.
  19. Here is how you adjust the border. Go to the terrain folder. Select the terrain the you want to adjust. Open the xxx_MOVEMENT.ini, you should see something similar to what below: [FrontLine] FriendlyBase=Allenville Airbase EnemyBase=Cordova Airbase Position[001]=000000.000,500000.000 Position[002]=190000.000,475000.000 Position[003]=300000.000,500000.000 Position[004]=400000.000,460000.000 Position[005]=400000.000,430000.000 Position[006]=400000.000,360000.000 Position[007]=445000.000,362000.000 Position[008]=485000.000,400000.000 Position[009]=510000.000,420000.000 Position[010]=525000.000,472000.000 Position[011]=750000.000,515000.000 StartShow=001 EndShow=011 Adjust the Position[###]= entries to what your calibrated eyeball believes is the correct border position. You can use way more than eleven positions. Make sure to adjust the "EndShow=" to how ever many positions you have to create to get the border as you want it. KRFRGE
  20. Wrench, I am using the Israel Sea Tile: ISSEA.bmp
  21. Gentlemen - I appreciate your tremendous efforts. That HH53 is very nice. One day a lot of us will have a chance to make the raid on Son Tay or Desert One! A salute to you "Old Diego" and "Pasko" KRFRGE
  22. Reconnaissance Mission over Forreston Airbase State of CALMEX
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