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Everything posted by baffmeister
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Desert Terrain V.4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Look here for a "Ship above Water" fix: http://combatace.com/topic/81823-desert4-terrain-fix/ -
Can't upload a file on the Desert4 download thread so will start a new topic to address the ship above water issue. It's an easy fix, fortunately. The present Desert4_Data.ini is out of date and also has an aftermarket shimmer fix but the main problem is probably caused by the Z Buffer offset entry. [Whatever that is.] I would recommend backing up the original and replace it with this one which is the latest Desert_Data.ini but renamed to Desert4_Data.ini: DESERT4_DATAupdate.zip For the Libya terrain I would suggest a manual edit as the Libya terrain may have some additional tiles or different tile names. You could back up the original Libya data ini then edit a copy with the entries below: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 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 [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=1.000000,1.000000,1.000000,1.000000 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=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=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE //-------------------------------------Replace the Libya data entries above this line with these new entries [Texture001] Filename=sea1.TGA HasWater=2 HeightMap=sea1_hm.BMP HeightMapScale=2.000000 Color=0.212429,0.268664,0.327297 SolidObjectTexture= AlphaObjectTexture= That will probably work. Cheers.
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Desert Terrain V.4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I just recently purchased SF2NA so had a look for this issue. Have the same problem. I was messing around with this terrain quite a bit [removing mountains etc.] so there is a chance something went wrong. Will look for a solution. -
I'm not much of a cockpit guy but do plan on reviewing them all prior to the next upload. After looking through the C-4 cockpit ini I would guess the entry is required to indicate the instruments should work independently of each other? Here is the C-4 cockpit.ini from the latest upload. I have highlighted some instruments etc. that use that entry. //BF-110C Cockpit with edits by Crusader and Baffmeister Beta 0.8 [CockpitData] Directory=cockpit HUDMode=CAGED,AA,AG RippleQuantity=1,2 RippleInterval=0,50,100 [GunsightFront] HasGunsight=FALSE GunsightMilSize=150 GunsightName=Revi12C256fd.tga LeadComputing=False MaxDepression=250 DefaultDepression=0 [CockpitSeat001] ModelName=Me-110C_Pit Position=0.0,2.00,0.75 Offset=0.0,-0.0,0.0 ViewAngles=0.0,0.0,0.0 MaxYaw=150 MinYaw=-150 MaxPitch=90 MinPitchFront=-40 MinPitchRear=-30 LightRange=1.5 LightInnerConeAngle=65 LightOuterConeAngle=70 LightAngles=0.0,-30.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 NightLightColor=0.6,0.3,0.4 Gunsight=GunsightFront Instrument[001]=AirspeedIndicator Instrument[002]=PitchIndicator Instrument[003]=RollIndicator Instrument[004]=Altimeter100 Instrument[005]=Altimeter1000 Instrument[006]=VerticalVelocityIndicator Instrument[007]=SlipIndicator1 Instrument[008]=BearingMarker Instrument[009]=FuelIndicator Instrument[010]=Tachometer Instrument[011]=Tachometer1 Instrument[012]=GyroCompass Instrument[013]=ClockHour Instrument[014]=ClockMinute Instrument[015]=ClockSecond Instrument[016]=OilTempL Instrument[017]=OilTempR Instrument[018]=ManifoldPressure1 Instrument[019]=ManifoldPressure2 Instrument[020]=LandingGearin Instrument[021]=LandingGearout Instrument[022]=AmmoCounter Instrument[023]=CautionLight Instrument[024]=FuelFlow Instrument[025]=FuelFlow1 Instrument[026]=LandingGearLightin Instrument[027]=LandingGearLightOut Instrument[028]=Flaplightin Instrument[029]=Flaplightout Instrument[030]=LandingGearWARNINGLight Instrument[031]=Flapsindicator1 Instrument[032]=MGLight Instrument[033]=CannonLight Instrument[034]=LandingGearLever Instrument[035]=Gearindicator2 Instrument[036]=Flapsindicator Instrument[037]=Gearindicator1 Instrument[038]=StandbyCompass Instrument[039]=CourseCompass Instrument[040]=CoolerTemp1 Instrument[041]=CoolerTemp2 Instrument[042]=TurnIndicator Instrument[043]=SlipIndicator2 Instrument[044]=SlipIndicator3 Instrument[045]=BearingMarker1 Instrument[046]=BearingWheel //-----------------GAUGES-------------------- [AirspeedIndicator] Type=AIRSPEED_INDICATOR NodeName=Needle_Speed MovementType=ROTATION_Z ValueUnit=Knots Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=90.0 Set[02].Value=135.0 Set[03].Position=180.0 Set[03].Value=232 Set[04].Position=270.0 Set[04].Value=335 Set[05].Position=360.0 Set[05].Value=421 Set[06].Position=410.0 Set[06].Value=486 [PitchIndicator] Type=PITCH_INDICATOR NodeName=ADIBALL MovementType=TEXTURE_V ValueUnit=DEG Set[01].Position=0.5 Set[01].Value=-90 Set[02].Position=0 Set[02].Value=0 Set[03].Position=-0.5 Set[03].Value=90.0 [RollIndicator] Type=BANK_INDICATOR NodeName=ADIBALL MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=-360.0 Set[02].Value=360.0 [Altimeter100] Type=PRESSURE_ALTIMETER_3 NodeName=needle_alt MovementType=ROTATION_Z ValueUnit=Meters Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=100.0 [Altimeter1000] Type=PRESSURE_ALTIMETER_3 MovementType=ROTATION_X CounterNodeFormat=alt_dig%d ValueUnit=Meters Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=1000.0 [VerticalVelocityIndicator] Type=VERTICAL_VELOCITY_INDICATOR NodeName=needle_Pitch MovementType=ROTATION_Z ValueUnit=MPS Set[01].Position=-45 Set[01].Value=-2.5 Set[02].Position=0 Set[02].Value=0 Set[03].Position=45 Set[03].Value=2.5 Set[04].Position=90 Set[04].Value=5.0 Set[05].Position=130 Set[05].Value=7.5 Set[06].Position=175 Set[06].Value=10.0 [TurnIndicator] Type=TURN_INDICATOR NodeName=needle_turn MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=-40.0 Set[01].Value=-12.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=40.0 Set[03].Value=12.0 [slipIndicator1] Type=SIDESLIP_VELOCITY_INDICATOR NodeName=SlipBall01 MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=10.0 Set[01].Value=-20.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-10.0 Set[03].Value=20.0 [slipIndicator2] Type=SIDESLIP_VELOCITY_INDICATOR NodeName=SlipBall02 MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=5.0 Set[01].Value=-20.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-5.0 Set[03].Value=20.0 [slipIndicator3] Type=SIDESLIP_VELOCITY_INDICATOR NodeName=SlipBall03 MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=15.0 Set[01].Value=-20.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-15.0 Set[03].Value=20.0 [Tachometer] Type=TACHOMETER NodeName=needle_RPML MovementType=ROTATION_Z Set[01].Position=45.0 Set[01].Value=0.0 Set[02].Position=238.0//240.0 Set[02].Value=1.0 [Tachometer1] Type=TACHOMETER NodeName=needle_RPMR MovementType=ROTATION_Z Set[01].Position=45.0 Set[01].Value=0.0 Set[02].Position=238.0 Set[02].Value=1.0 [GyroCompass] Type=Gyro_Compass NodeName=Gyroindexer MovementType=ROTATION_z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [bearingMarker] Type=BEARING_MARKER NodeName=GyroCenter MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=360.0 Set[02].Value=360.0 [bearingMarker1] Type=BEARING_MARKER NodeName=CourseWheel MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=360.0 Set[02].Value=360.0 [bearingWheel] Type=Magnetic_Compass NodeName=CourseWheel01 MovementType=ROTATION_z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [standbyCompass] Type=Magnetic_Compass NodeName=Compass MovementType=ROTATION_z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [CourseCompass] Type=BEARING_MARKER NodeName=CourseCompass MovementType=ROTATION_z ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=-360.0 Set[02].Value=360.0 [FuelIndicator] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=Needle_Fuel MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=22.5 Set[02].Value=1400.0 Set[03].Position=45.0 Set[03].Value=2800.0 [ClockHour] Type=CLOCK_HOUR NodeName=needle_hour MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=12.0 [ClockMinute] Type=CLOCK_MINUTE NodeName=needle_minute MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 [ClockSecond] Type=CLOCK_SECOND NodeName=needle_second MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 [CoolerTemp1] Type=Tachometer NodeName=Needle_CoolerTempL ItemNumber=1.....................................................................................Here MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=20 Set[01].Value=0.90 Set[02].Position=30.0 Set[02].Value=1 [CoolerTemp2] Type=Tachometer NodeName=Needle_CoolerTempR ItemNumber=2.........................................................................................................Here MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=20 Set[01].Value=0.90 Set[02].Position=30.0 Set[02].Value=1 [OILTempL] Type=EXHAUST_GAS_TEMPERATURE_INDICATOR NodeName=Needle_OILTEMPL ItemNumber=1.......................................................................................................................Here MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=20.0 Set[02].Value=400 Set[03].Position=60.0 Set[03].Value=800 [OilTempR] Type=EXHAUST_GAS_TEMPERATURE_INDICATOR NodeName=Needle_OILTEMPR ItemNumber=2........................................................................................................Here MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=20.0 Set[02].Value=400 Set[03].Position=60.0 Set[03].Value=800 [ManifoldPressure1] Type=MANIFOLD_PRESSURE NodeName=Needle_ManifoldL ItemNumber=1.............................................................................................Here MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=330.0 Set[02].Value=1.0 [ManifoldPressure2] Type=MANIFOLD_PRESSURE NodeName=Needle_ManifoldR ItemNumber=2 MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=330.0 Set[02].Value=1.0 //-----------------LIGHTS---------------------- [LandingGearin] Type=LANDING_GEAR_INDICATOR NodeName=Gear_up MovementType=Light Set[01].Position=1.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 [LandingGearout] Type=LANDING_GEAR_INDICATOR NodeName=Gear_Down MovementType=Light [Flaplightin] Type=FLAPS_CONTROL_HANDLE NodeName=Flaplight1on MovementType=Light Set[01].Position=1.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 [Flaplightout] Type=FLAPS_CONTROL_HANDLE NodeName=Flaplight2on MovementType=Light [LandingGearWARNINGLight] Type=LANDING_GEAR_WARNING_LIGHT NodeName=GearWarningLight MovementType=Light [MGLight] Type=WEAPON_TYPE_SELECTOR NodeName=MG_Lights ItemNumber=1..//.......................................................................................................Here MovementType=LIGHT [CannonLight] Type=WEAPON_TYPE_SELECTOR NodeName=Cannon_Lights MovementType=LIGHT ItemNumber=1....//..................................................................................................................Here //-------------Animations------------------- [Flapsindicator] Type=FLAPS_CONTROL_HANDLE NodeName=FlapsSwitch MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=20 Set[02].Value=1.0 Set[03].Position=50 Set[03].Value=2.0 [Flapsindicator1] Type=FLAPS_CONTROL_HANDLE NodeName=Flapsselector MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-120 Set[02].Value=1.0 Set[03].Position=-260 Set[03].Value=2.0 [Gearindicator1] Type=LANDING_GEAR_INDICATOR NodeName=Gearswitch01 MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=50.0 Set[02].Value=1 [Gearindicator2] Type=LANDING_GEAR_INDICATOR NodeName=Gearswitch02 MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=50.0 Set[02].Value=1
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Oldies but goodies
baffmeister replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Really like the Sabre / MiG-15 video. A new contrail effect would make a nice addition to the KAW mod. I recall playing around with the stock contrails in SF-1 to increase the length, visibility range and duration but the attempt was only partly successful. The stock contrails seem to spread and dissipate too quickly. -
Mirage F-1C-200
baffmeister replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The canopy and some weapon station issues are getting looked at prior to the next release so will post the gear and take off rotation fix for the "do it yourselfers" out there: EDIT: The simpler approach, just drop these files into the appropriate aircraft folder and allow the overwrite. F1HotFix0.935.zip The models default landing gear behavior is like a Swiss watch! -
Desert Terrain V.4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I recall someone saying the 100% parking chance setting will default to something like 90% due to game coding. -
Mirage F-1C-200
baffmeister replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Happy308, a fix for the nose gear has been found and will be included in the update. Also, a fix for a reverse wheel rotation issue. [ The canopy thing isn't my department.] -
Mirage F-1C-200
baffmeister replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the feedback Wilches. I am looking into it and seem to have a simple fix but will test it a bit more. [ too much auto rotation effect on take off] -
WW2 Screenshots Thread
baffmeister replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
A.I. controlled Defiant downs a Heinkel 111. -
From the album: Battle of Britain and ETO
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Decided to include the Bf-110 C7 and rename the previous Bf-110C to Bf-110C4. They both use the same DAT lod. The C7 could carry a heavier bomb load and was equipped with the higher horsepower DB-601P engine. [similar to the DB-601N but with a different prop reduction ratio.] It also has the later 20MM MGFF-M cannon installed. I think the easiest installation would be to copy the entire contents of the present BF-110C folder and drop them into these two new folders. The installation will leave some redundent files. At present the BoB FMs are scattered all over the WW2 forum. At some point I will put them all in one big package and post them on a new thread. Given the convoluted installation procedure for some of these aircraft and the potential for a lot of updates I plan to keep these FM's permanent beta. They are meant for more experienced SF-2 users. Cheers. Bf-110C4&C7.zip
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Desert Terrain V.4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Excellent! VERY nice work on the airfields! Thanks! -
Got the stray tiles fixed. There were quite a few, including the island in the middle of the ocean. I really don't know what happened to cause it but I guess it occured during the mountain removal process. I tried Wrenchs' idea of exporting the height map as a bit map and then painting the islands over with the sea color but couldn't get it to work. I think it may not except the change because the islands were previously leveled using the airfield leveling procedure, which doesn't work very well close to the water. Anyway, here are the new HFD and TFD files: DesertTFD-HFDfixed.zip
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Not 100% sure I understand the question. For the new countries Sharnak and Dohar I just put the numbered insignia and finflash in the decals folder and then edit the decal ini like so: [Decal005] MeshName=fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=2.35,-0.05 Rotation=0.0 Scale=0.5 DecalMaxLOD=3 [Decal006] MeshName=fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=2.35,-0.05 Rotation=0.0 Scale=0.5 DecalMaxLOD=3 [Decal007] MeshName=verticalstabilizer DecalLevel=0 DecalFacing=RIGHT FilenameFormat=FinFlash Position=-4.77,1.80 Rotation=0.0 Scale=0.6 DecalMaxLOD=2 [Decal008] MeshName=verticalstabilizer DecalLevel=0 DecalFacing=LEFT FilenameFormat=FinFlash Position=-4.77,1.80 Rotation=0.0 Scale=0.6 DecalMaxLOD=2 The Sharnak and Dohar decal TGAs are larger than standard so the scale entry will have to be adjusted. I don't use Dhimar or Paran anymore but for them I don't think you have to extract the decals, just use the Insignia and finflash entry in the decal ini.
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A minor success. I have never understood how TGA's work but with some help from Baltika I got rid of the halo around the palm tree. You would think it would be a minor edit and maybe it is but what I had to do was change the TGA to a BMP, bucket fill the white parts with a dark green and then go to all the trouble of making a new mask. Here is a link to Baltikas very good description of how things work with Gimp: http://combatace.com/topic/58802-how-to-create-alpha-channel-for-coastal-tile-in-gimp/ And here is the result:
