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bigal1
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Posts posted by bigal1
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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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Yup got the latest dirext x9 version , really scratching my head over this have been for a long time lol , i may send TK a mail and the video see what he thinks .
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Yup have all the latest drivers for all parts ( new machine only recenlty built ) strange that i had this same problem on my older machine , forgot to mention i'm running on xp pro SF2 europe .
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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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I had the same problem when I had my horizon distance set to very far...with normal setting it should be ok...Well you are spot on , reduced view distance to normal and all is good . I will look into why setting very high view causes this as i was getting great framerates and would like to have the further view distance , cheers for the tip .
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Hey all , i have recently built a new pc so have been installing wox stuff and have developed a problem in game . I have tried a few things but none have corrected the fault so was hoping someone here might know what is going wrong ( see screenshot ) , any ideas let me know thanks .
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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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Useable stock aircraft shelters A and B for WOE and Germany terrain
This is a simple mod that make the small aircraft shelters A and B useable in Wings over europe and the Germany terrain .
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Submitter
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Submitted01/14/2009
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Category
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Looking superb keep it up
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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 .
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bigal1, nice stuff man but what about wingmen? Would that also be an issue?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 ??
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Problem still exists for stock ShelterA object. YAP have an alternative hangar that solves this problem, and there are some in the downloads /Object Mods/ section which you could experiment with.Regards, comrpnt.
I've managed to make the stock shelter a and b types useable although there is no back wall collision point yet .
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Problem still exists for stock ShelterA object. YAP have an alternative hangar that solves this problem, and there are some in the downloads /Object Mods/ section which you could experiment with.Regards, comrpnt.
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 .
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Just wondered if starting inside hangers every got sorted , Last thing i remeber reading was something about a collision problem but after that i'm unsure how it ended up ??
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You can manage your uploaded files and can update them without uploading new one ;-)Oh tks for the heads up , have already submitted a new one but i know for next time :yes:
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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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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 .
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Submitter
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Submitted01/11/2009
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Category
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Bloodhound SAM
This is the Bloodhound SAM used by the RAF and and a few other countries from the 1950's to the 1990's .
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Submitter
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Submitted01/10/2009
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Category
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How can I create a transparent red tga?! I tried it with a repaint program, repainted a current tga red and it doesn`t work?! I`m a bit out of ideas cause don`t have a clue how tga`s workHi , i was testing something with a red transparent tga i made maybe you can make use of it .
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Now that's a Bear killer!Yup can confirm they like to kill bears :yes:
One problem i have with it at the moment is getting mulitple boosters ( booster positions ) for the 7 engines this beast has . In the missile ini i have tried to define multi booster but upto now only seem to get 1 showing . So far i used BoosterPosition001 , BoosterPosition002 etc etc and also tried BoosterPosition1 etc etc but no joy . Does anyone know if it is possible to have multi booster positions set in the missile .ini , also was wondering what units the max range and seeker max settings are in , thanks .
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Bigal, i have some photos (with details) of a BloodHound that i took at RAF Museum (just out London) 3 years ago. Do you want them?Thanks a lot , recieved the photo's and they will sure come in handy . Great photo's aswell btw
A Little Contest
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted · Edited by bigal1
Gonna guess March 15th :)