bigal1
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Everything posted by bigal1
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A Little Contest
bigal1 replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Gonna guess March 15th :) -
Thanks for that Fubar but no joy i'm afraid although without the problem it would have looked great :( . I was able to test on an almost identical machine ( same graphics card included ) but this machine was running windows 7 not xp , i thought maybe it was a shader problem on xp but i was wrong the machine on windows 7 suffered from the same lines and bad antialasing in the distance as my pc did so now i'm more thinking it could be something to do with my type of graphics card .
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I'm running SF2 europe , WOE , WOI , WOV , SFP1 all on windows XP pro , the problem happens on all games at stock level or modded but seems to show up more in the later games . After inspecting it further i've found that the anti alasing seems to be off in the distance but fine on aircraft and close in things ,can see this happening on the land and im guessing maybe thats the water problem aswell . As the view becomes closer the anti alasing looks fine this is more visable on rivers from a distance , all the edges will look very blocky but as you approach the area they will smooth out ? . Have tried all setting for my graphics card and all setting in game options but none have had an effect although turning water detail to medium stopped the over glare from the water but still the anti alasing problem visable . My current computer build is quite recent but this problem was visable on my older machine but not on the pc i had before that , wish i had another graphics card to test as that is the only component which has been used in both my current machine and the 1 before it . All other games have been working great which was also same for my last computer so i'm thinking its something todo with my gtx260 and TK products for some reason
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Hi all , so i have this problem with water textures or something connected with water maybe reflections and have had it for a long time but always lived with it by lowering water quality to rock bottom . In the video you will see the strange fizzle to the water at certain angles and also the very high reflection / glare , i'm not too sure when i started to see this problem but i've had 2 computers both have suffered from the same problem and the only part used in both machines is the graphics card so i'm thinking maybe ann issue with that ? the graph card is a gtx260 and all other games seem fine with water textures and reflections , this problem occurs no matter if i use full stock game or modded terrains any help advice would be great as this is a long time issue for me which is a right pain in the ass .
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After checking a few things i've managed to find a solution it seems . I cross checked the data ini files from my germany and israel terrains because the problem only happen on the germany terrain , i found a section of code in the israel terrain ini which was not present in the germany one so decided to copy it over and it worked great . I am now able to have very far horizon set with no strange shadows/clipping so in case anyone else finds themselfs in the same position i'll post the data i added to my germany data ini . [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
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Hi all , first of all i want to say a big thanks to the Desert Storm team for a superb job they have all done with this mod . Ok onto my problem which could just be settings on my pc but tbh i'm not sure , No matter which terrain i use i always get the water shimmering problem if i have the latest patch installed and it only starts when i get to about 20,000 ft . All the fix's for this suggested by people here have not had any effect and i have also tested a lot with different settings still with no luck , with the desert storm mod out now i thought i would have another attempt at sorting this but still find myself stumped lol . If anyone has any more suggestions i would greatly appreciate hearing them , My system uses evga 8800 graphics , 2 gig memory with an x2 processor running on win xp pro . Thanks .
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Tu-95MS Bear H
bigal1 replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Looking superb keep it up -
Starting inside hanger
bigal1 replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Seem to have sorted the small shelter a and b type collision out now . Allows you to park up inside and the rest of collision area is in place ( sides and back wall ) so if people are interested i can upload the file , just need to add the new collision file to any terrain folder which uses shelter a and b type . The same file is used to fixed both just have to rename for b type . -
Starting inside hanger
bigal1 replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hmm not sure to be honest , i was thinking is there a way to define a new starting position for the AI and maybe new taxi points for them . If so then maybe we could have the AI starting in the sheds along side yourself and taxi to the runway ?? -
Starting inside hanger
bigal1 replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I've managed to make the stock shelter a and b types useable although there is no back wall collision point yet . -
Starting inside hanger
bigal1 replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks for the info, in the end i decided to remake hanger3 ( always wanted the large hanger as a starting point ) so i opened up the doors and added some light fittings inside then sorted out the collision problem . So far everything seems fine have set middle of hanger3 as starting position in custom mission and all works great , the collision box is still present on the hanger found out when i powered up a bit too much and went through the rear wall of the hanger lol . -
Bloodhound missile update
bigal1 replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Oh tks for the heads up , have already submitted a new one but i know for next time :yes: -
Hi all , just wanted to let everybody know i have updated the Bloodhound missile and it should be ready for download as soon as it has been approved . These changes allow the extra boosters to be ejected after they have been used up , an improved data .ini ( as per real world specs ) and also a slight model change . I would like to say a big thanks to winterhunter for helping out with these updates .
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View File bloodhound missile update This is an update to the Bloodhound missile which allows the extra boosters to be ejected after use and also a much improved ( real world specs ) data .ini , there is also a minor model change aswell . I would like to say a big thanks to winterhunter for his help with these updates . Submitter bigal1 Submitted 01/11/2009 Category Ground Objects Mods
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