-
Content count
1,677 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by UllyB
-
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I abandoned the search for a solution. That's a shame, I really liked this map. -
trasformed terrain help request
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I tried to adapt Menrva's Sweden, Baltic Rim terrain for SF1 environment, but I have just one issue I can't solve and maybe you could help. I included two pictures, one with the anomaly (water textures, in some spots, look too far one from another ; in height, too there are some small differences), it looks like some kind of "crack" in the water. This is the original data.ini file of the terrain (the original terrain built is for SF2): [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.90 MedDetailMeshThreshold=0.80 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=16384 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 BumpAmount=100 [HeightOffset] MedDetailMesh=-15 LowDetailMesh=-25 WaterMesh=0.8 [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx 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=1.000000,1.000000,1.000000,1.000000 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 [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE 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=0.00000 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 [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=1.000000,1.000000,1.000000,1.000000 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 [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=BLEND_SRC_ALPHA 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=0.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE and this one is the one that I changed it to be compatible with SF1 environment: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.90 MedDetailMeshThreshold=0.80 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=16384 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 BumpAmount=100 [HeightOffset] MedDetailMesh=-15 LowDetailMesh=-25 WaterMesh=0.1 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.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] //UseEffectShader=TRUE //EffectShaderName=WaterEffect.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] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.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] 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] DepthBufferCheck=TRUE DepthBufferWrite=TRUE 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 and these are the pics I was taking about above: https://files.fm/u/8g8yac4j THANK YOU. -
WOI update
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I did exactly that in the last two years, I converted what I could into SF1 word, planes, terrains, weapons etc. It's a lot to work but I like to do that. But when the model are in unicode encrypted or they have JPGs , it's game over, is a wall you can't jump or pass. I wish TK had it right from the first time in a single game LOL. I think we all wanted that LOL -
MFD display "mirror-imaged"
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
well I solved it in the end, I talked to YEYEYE, the author of the cockpit and he gave me the cockpit files reworked. he said he had them for a long time but forgot to update the model. So all was well in the end. Thank you for support. -
MFD display "mirror-imaged"
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I encountered a rarely situation, a cockpit MFD display (where the radar image is displayed too , when enabled) is "reversed" (as in a mirror image). Practically, instead of seeing on the MFD display, the same radar image I see in the upper right window (when playing on NORMAL level), I see its mirror-imaged, which obviously is wrong and weird, in the same time. Is there any fix for that please ? Thank you. -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
ok, thanks. I'll try to follow your advice. Thanks EDIT I finally found an exctractor to see the CATs. Is there any way (you suggested that a Mue LOD viewer well set is good, you meant that I can see LODs, via ini file, with it or I missunderstood?) to see the SF2 stock 3D models ? To see them, not to extract them;) -
WOI update
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I encountered a weird thing. I finally got a extractor for the CAT introduced by the add-on. I can access the ini files only and some files for the cockpits, of course no LODs, for model, or cockpits, but also...NO files for the parts of the plane's textures. Where are they ? Are they hidden ? Why can I not access them , see them etc ? Furthermore..I discovered that the ini files for the "new" aircraft are in unicode (why??) and after starting the game and exiting, the textures from the ini files are gone!! So when I choose a new plane , as a result, it has no textures ! I saved them in ANSI, but the texture still disappear after starting game. But in the same time I can fly, in this new updated engine, any of my old planes from the aircraft folder .What the hell is going on? EDIT I tried a workaround, to set readme attribut for the file. Now the textures appears in the loading screen, but in game, there are no textures, the plane is white! I don't understand what is happening. -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I don't follow... Could you be more specific ? -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I did exactly that (that was the way I was handling 3D models in SF1 , too), but it doesn't work. It gives an error. (unsuported file type if I try to see the CATs and can't load LOD for aircaft INIs) If I try to open the CATs with SF2 extractor it says: "Error opening this . CAT file, no files can be extracted". At least data.ini should be available. I can't change anything, I can't do anything in this game it seems. Very frustrating. My guts knew why it told me to stick with SF1.LOL Maybe a particular solution for me would be to totally ignore all the stock material and concentrate on bringing third party things...Just a thought. -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
ok, I figured it out finally where the terrains should stay. Thanks. I got another question: Does the SF2 engine support the SF1 shaders ? How can I see in LOD viewer a SF2 stock plane ? Where are the stock data.ini files hidden ? I installled the SF2 file extractor but it seems that I can't extract anything LOL, I can't see anything in those damn CATs. Man is crazy this SF2, I already have a headache... -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
So you have to make a subfolder into C:\Program Files (x86)\ThirdWire\Strike Fighters 2 main folder ? I am confused 'cause in knowledge data base it says that the mod folder would be in: C:\Users\NAME\Saved Games\ThirdWire\ -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks, maybe it is, but TK could've written a nice guide to help us learn the ropes here quicker. In that knowledge base MigBuster suggested to me, ther is no word about where third party terrains go and I feel stupid not being able to make a simple terrain to appear in game. The "language" in SF1 was easier. Here I already have difiiculties "learning" it. -
newbie questions
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
ok, thanks. I've got another one, how do I read to see the stock LODs ? I tried to load the ini file in LOD viewer and it won't work ? Can't I see them ? Can I modify how stock planes look like in SF1 ? How can I change the look of a stock plane if I don't know what its parts are named ? In archive are just some weird numbers and symbols. I made a terrains folder where the knowledgebase pointed but it doesn' appear in the game. What name should have the folder that contains third partu terrains ? -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Have you check ALL the sea textures, all the area ? First I was fooled , too that everything works, until I bumped into those areas. My estimation is that those "cracks" are on 20% of the sea textures, so keep in mind that 80% of them looks as they should and that map is BIG. If you look to one of the two pics I attached above, you will see that it looks exactly like YOUR pics here.Anyway, thanks for supporting this endeavour. EDIT I have an idea, I will ask some friends who also play this game to load the same settings, to see what they got. If they won't have my glitch , I will investigate further, meaning to reinstall the game and that map only, cause ALL other things I've already tried. -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
ok, I'll try them. Thank you for your support. EDIT I put Fubar's water shaders into Falkland terrain , on which sea is a little static and the change was noticeable, the water is now somehow animated and it looks/acts different. Thanks again for the tip with the shaders. Nobody told me until now about them. -
WOI update
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I see, so it is a big deal. It's good to know , thanks. You said that limited it can import things from SF2. Can I import even cockpits from SF2 ? That indeed would be a fat reward :) but I guess I'm just dreaming LOL -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
ok, I'll test that. It becomes interesting. You say Fubar has some new improved shaders uploaded ? Where are they ? Download section for SF1 ? Have you ever tested his shaders in SF1 ? Was there any visible improvement ? I will look for them and try them, now I have high hopes :) As for terrains, I think I have madagascar which is made by you and four SF2 ported terrains, Iceland, Korea3, Desert Storm and Falkland_1983. In rest I have SF1 terrains, which I considered they worth downloading: Cuba, Desert Storm, Israel2, Kamchatka, Northcape, Baltic Sea, Persian Gulf and the stock ones: Vietnam, Germany, IsraelME, Desert. I wanted the Iran-Iraq one, but it seems that is outdated, it doesn't work at all, I get CTD, so I abandone the idea with a heavy heart, I had great planes for a IRAN/IRAQ campaign. You could help me explaining , please, what exactly do these parameters, so thisway I would know what I am doing when testing , and you know what they say: it's enough to understand the phenomena, to solve o problem. What are these exactly doing: MedDetailMesh= LowDetailMesh= Are they fixing the height of the tiles of low and medium details ? How about these? What are they doing ? I know what a threshold means , but what is the meaning here ? TextureThreshold= LowDetailMeshThreshold= MedDetailMeshThreshold= UPDATE These are the ones you were saying ? WoE Shader Effects 1.0 They are dated July 22nd 2008 -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
alright then, now it's clear. I upgraded my WOI engine buying the add-on, which brought it to 2010 july, but there was no improvement. I'll see what I can do in these circumstances. If I can't get it work, as it should, in SF1/WOI, I will have a regret, 'cause I really like your terrain. Thank you for assistance so far. -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I meant the SF2 engine, I was wrong adding to the reasons the SF2 shaders (implying that they could have any involvement in the issue), my mistake (I was carried away). And yes, you are right, the shaders are not the problem, BUT the reason responsable for unequal sea tiles heights, in those areas, is! At least that is what I suspect. Could you, please, when you will have time and disposition, check this terrain in SF2 environment and when I say check, I mean to ask you to check every square of sea texture and confirm that those tiles height differences won't appear ? I want to try something, but first I want to be sure of this matter, otherwise it's in vein. Thank you. -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I doubt it's about video drivers (and less the memory, if it were the lack of memory, the game would've crashed). The other picture , in which things looks as they were supposed to, is taken ... near that area. So, if it were a driver issue, in my opinion, it would've been the same anomaly everywhere. I'm thinking to another idea, what if the SF2 engine/shader etc ...covers those slightly differences between sea tiles, in those area, and that is why you don't notice them in SF2 environment ? I wonder what Wrench has to say if he sees the pictures. I wish I could have the knowledge to know how parameters from that file work... -
trasformed terrain help request
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Nope, it didn't work.Your settings are obvious for SF2 only. Your settings crashed the game. The key is the answer to the question: why do those sea tiles have other height than the majority ones ? They should be all at the same level. -
Hmmm, interesting. Thanks for your insights. I'll take them into consideration.
-
Well I already said, clearly what I want but if you say that is hardcoded in cockpit's LOD (which I implied initially, but people here told me that there is some workaround to be pursued) , this is really the end of the story. How was I suppose to know that ? I don't have YOUR knowledge and the forum I thought is for asking help in things you don't KNOW, wasn't build for that ? You say that I am not clear ? Maybe my English is not as good as yours (I don't speak it native), but I think that is clear: "I have a gunsight, I changed the view angle (to downward) in its cockpit.ini, in order to see radar image 100% and because of that, the angle that the helo gun fires at, has changed too and the gunsight display-mark is positioned, now (a sort of) wrong. So I have to move the gunsight downwards to match the change " More clearly than that I can't. That's the limit of my English knowledge to explain something. I am sorry that is not good enough for you.
-
There are no gunsight/HUD lines in avionics.ini, just the sound lines for RWR. In cockpit.ini I indeed have "DefaultDepression=" declaration, but HOW DO I KNOW what value to use, to match the exact distance for my change ? I can't put any value , can I ? What exactly, by the way, does this "depression" parameter actually ? I saw it in many cockpit.ini files and I always wondered what it really does. This is what I have: [GunsightFront] HasGunsight=TRUE GunsightMilSize=30 GunsightName=Estrella.tga LeadComputing=TRUE MinLeadRange=100 MaxLeadRange=1000 DefaultLeadRange=300 MaxDepression=0 //DefaultDepression=40
-
So, you are saying that you CAN extract SF2 stock LODs ? That is what you are saying ? If so, TK must be worried if he finds out :), and you must share with us how you do it :)