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Menrva

+MODDER
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Everything posted by Menrva

  1. Nope, not possible. On campaigns you can control that to a good extent, but for single missions it's just Blue Side and Red Side. Simply put, each usable runway needs a specific target area and runway data file. If you want to achieve something like you say, you still need to create two separate airport target areas, but for one of the two it may be needed to specify an invisible runway 3d model, since the proper airport 3d model would be added by the other target area.
  2. Well, on a careful look, editing the z value on the shader as you've shown makes this issue apparent especially on the top border of the camera. Without the altitude tweak, clouds on the top border of the camera/screen no longer disappear abruptly, so this is an issue of the altitude hack. I've been experimenting and looking for a solution, but nothing positive so far. Multiplication values cause no issues, in fact I even added those to x and y properties of input.pos, and they can bring some interesting results. This is a test package I made for use on realSKY, after I experimented a little with values: realSKY_clouds_test.zip For each type of weather there is a different EnvClouds shader, so the look of clouds in each weather type can be customized separately via their own shaders. On Overcast and Inclement, clouds have been (unrealistically) added close to the 2d cloud layer (whose altitude and gameplay effect is terribly hardcoded), giving it a puffier 3d look as you approach it. Below shots show it clearly. Unless the bug with clouds disappearing abruptly is solved, this will remain a test package only. It's a pity, clouds look much better at realistic altitudes, but TK made it harder (if not impossible) for us modders to bring positive and bug-free changes, so "thank" him for that.
  3. Top Gun 2022

    I watched it yesterday at the cinema with a friend. I really enjoyed the movie, and I think the storyline is decent compared to the first movie, even better on some regards. Sure, there are quirks and inaccuracies here and there, some noticeable CGI stuff, but overall I had low expectations and it surprised me a bit. Loved the aerial footage and some poignant scenes with characters. The movie objective was to be enjoyable and I think it succeded in its purpose.
  4. If it crashes instantly, then something is wrong with your installation. Most likely you may have installed the mod in the wrong path, so the executable resides in a wrong folder where there are not default Strike Fighters 2 DLLs and game files. The description in the download page makes this pretty clear.
  5. Nope, overcast and inclement are 2D cloud layers, totally unrelated, they use a different rendering and shader, so all is fine. I wouldn't lower those if we could, because unfortunately the game is hardcoded to make terrain rendering invisible when above those 2D cloud layers. What this means is that on terrains spanning from sea level up to 5km or more of elevation, you'd get invisible mountains when flying over the layer, hence you can crash into or even spawn above invisible terrain. One of TK's weird (or cheap) design decisions; of course, this doesn't happen on stock terrains which hardly reach a safe value of 4km of elevation.
  6. Exactly. The SF2 games still have a reason to exist, they may be dated but they still are a very decent platform and framework for mods. The amount of third-party content made for them is unrivalled. However, TK insists on selling them overpriced on a late 90s-looking store, thus making these games even more unknown and scam-looking. Probably we got it wrong all these years, TK actually stands for Taken Down, with reference to his own game series...
  7. Quite true, but not the full picture. During the development of ODS 30AE we discovered that it is best to compile a global WeaponData.ini with TW's weapon editor. Not only this allows to have only relevant weapons in a mod folder and remove any unused stock and anachronistic weapons from appearing, it also allows to reorder them and, surprisingly, it seems the AI makes use of guided bombs, while in the old days they wouldn't and dumb versions were required. Bottom line is, if you're planning to do something right for a mod folder, better use the weapon editor. If you're just an end-user who wants to play with an aircraft add-on and its weapons, then you shouldn't bother about this.
  8. Somewhere over the legendary skies of Porco Rosso... Island tiles courtesy of @tiopilotos
  9. @Stary Just FYI, someone was working on PBR shaders for Strike Fighters 2. They seem promising, but no updates since last year and so far they break some things. Worth having a look at though: GitHub - Zackin5/StrikeFighters2-PbrShaders: Experimental PBR shaders for Strike Fighters 2
  10. I'm so thrilled to see you, Stary! Thank you so much for this fix, indeed something can be accomplished by editing shaders; I made a slightly modified shader for changing in-game text color which is hardcoded for subtitles, it's included in ODS 30AE. Thanks! I do plan on updating it in the future, so if you wish to contribute some tweaks to it or have any suggestions about it, feel free to PM me. Welcome back! PS: Admins, please pin this topic! This should be pretty useful!
  11. Today I just resumed some terrain modding, so I had a look at what you should add to all your concrete taxiway 3d models. Check the below statements in bold. [TargetType027] Name=Runway1 FullName=Runway ModelName=airfield1.lod TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=1000 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=50000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Keep up the great work! I know well how tiring and annoying adding roads, rivers and lakes could be, still have the Balkans in my hard drive waiting for more work. On a real scale terrain like yours it's even more time-consuming, so big respect for what you're doing.
  12. Usual z-buffer issues. Make sure that the 3d models of your concrete bits have the same statements of stock TW runways in the _types.ini. I don't recall exactly the names of some properties, but one was about being flat and the other about a z-buffer offset.
  13. Sorry, I'm late to the party, have been in hospital. What Gepard says is right. If the terrain has a big time span, one in which Red Side has no carriers nor cruisers up to a certain date, then it would work as intended. But the moment you fly a single mission in a year when the Red nation has a carrier available, it's back to a naval battle ala SF2 North Atlantic. Just an opportunity to consider, my Nations Expansion mod adds Soviet/Russian Naval Aviation as a separate service. The terrain could be limited to the Soviet nation only, while all that is navy related is given the SovietNavy service I added with the mod, by editing each object's userlist.ini file. That way, it's problem solved, it would work just fine and you'd get only Blue Side with carriers.
  14. I would like to help, but with this little info I have no clue about what might be wrong on your end. Do you have all required SF2 games installed, patched to the latest July 2013 version?
  15. It is not. This is about the stock TW IcelandNA terrain, and both Reykjavík Airport and Keflavík Naval Air Station reference their own airfield data.ini file, like all of the other airports recreated specifically by TW for this terrain. Simply put, this may well be a bug with the airport's data.ini file referenced in the terrain's targets.ini. This is what the stock terrain includes and uses for Keflavík Naval Air Station, extracted from the latest July 2013 version: ICELAND_AIRFIELD7.INI Same for Reykjavík Airport, it uses this: ICELAND_AIRFIELD6.INI
  16. View File Ethiopia, African Horn (1977-1990) Ethiopia, African Horn (1977-1990) Terrain December 13th, 2021 (1st Release) by Menrva >For Strike Fighters 2, Recommended Full-5 Merged I am proud to present a brand new terrain made from scratch! Initially proposed in private by tiopilotos, I later decided to create it in order to offer an accurate playground for different conflicts never recreated in Strike Fighters. The terrain completely covers Ethiopia, Eritrea and Djibouti, and a great portion of Somalia and Yemen. The tileset, based on JSF_Aggie's Desert repaint and Centurion-1's Desert 4 add-on, has been greatly expanded with necessary transition tiles. Expect long and very accurate river courses and all major lakes, the reddish deserts of the Horn of Africa and the green highlands of Ethiopia. Numerous target areas, such as civilian airports and airstrips, have been added in order to expand playability, targets of opportunity and year range. This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look. The terrain spans from July 13, 1977 (the beginning of the Ogaden War) to May 21, 1990 (the day before the unification of Yemen). This terrain is adapt for historical scenarios such as the Ogaden War and the Second Yemenite War of 1979 between North Yemen and South Yemen. Targets reflect Real World events as accurately as possible. Off Map Airbases have been added and long range AI flights can be generated from them. Having SF2NA is a must, as I have enabled naval ops; if your mod folder contains American, British and French aircraft carriers, sometimes you'll see fleets being generated in single missions. Ground Objects are not included. You can obtain the most needed ones from Wrench's old Eritrea/Ethiopia terrain release. >Credits (in no particular order): -Wrench, for working on Wingwiner's original Eritrea terrain, producing new target area layouts. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs. -gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too. -mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding. -luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting! -JSF_Aggie, for his great Hi-Res Runway Textures v2.0 which I included, and for the hi-res desert tileset. -Centurion-1, for expanding JSF_Aggie's tileset with more variety for the Desert4 terrain by Piecemeal. -tiopilotos, for his continuous support in all my terrain modding efforts. Thank you very much! -Stary, for old .TOD files which add trees and buildings on some tiles of this terrain. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included. Although scratch-made, the terrain makes use of most objects and target layouts from Wrench's Eritrea terrain; because of this, I included the ReadMe file from that package, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 12/13/2021 Category Full Terrains  
  17. Just FYI, it was a long-thought choice for me to decide which country had to be Red, which had to be Blue. I'll keep things as they are in the release package, because Ethiopia back then was ruled by the Derg and it was a huge ally of the Soviet Union. During the Ogaden War, Ethiopia was supported even by East Germany, Cuba and South Yemen, while Somalia had some kind of support from the US and South Africa. Of course, reality is never black and white, it's all shades of grey, but we cannot have properly neutral or third-side countries in the game, so such choices had to be made. Of course, for personal use you're free to make your own tweaks, no problem with that. Just know that it wasn't a random, arbitrary decision on my part, it's actually the result of much research into the history of these countries. Little trivia: ThirdWire got alliances wrong in their default global nation.ini file. IIRC South Yemen was made Blue side, while North Yemen was Red. This is historically wrong, and the terrain reflects the correct alliances, with South Yemen actually being Soviet-aligned.
  18. I'm back. Thanks for your support, gents. It's been two tough weeks for me, but things are starting to look nicer again. Looking forward to fly in Strike Fighters skies soon and make new mods with time. Take care everyone.

    1. paulopanz
    2. guuruu
    3. UllyB

      UllyB

      I am glad to hear that bro. Letting yourself go into your creation work , from were you left it, it will make you feel much better with time passing by.

    4. Show next comments  36 more
  19. I'm through a serious health issue. I try to keep my spirits high, but my conditions worsened much, it's not looking good.

    Love you, people. CombatACE has been an important place for me in the last decade. I grew up from my teen years and later provided mods the community is enjoying to this date.

    Hopefully I'll get through this thing. Wish me luck.

    1. Nuni

      Nuni

      Hey friend! I know it is easier to say it than to do it but never give up man, keep on fighting and remember that you will always have your international combatACE family here to support you!  :good:

    2. Stratos

      Stratos

      Try to keep your spirits up! Your CA Family is here to support you on this hard times!

    3. UllyB

      UllyB

      Man I am sorry to hear that. I don't know if you know but two years ago, before releasing the TU-160 Blackjack, I was diagnosed with cancer (rynopharinx type) and my life took a serious turn back then. Two years followed, I made chemio and radio therapies (I went into inferno and back) and slowly I'm recovering (I didn't recover completely and some issues will stay with me for the rest of my life, unfortunately) now. What I am try to say is, whatever it is, don't give up, fight it and make sure the ones you love are there for you, it will count a lot. I wish you all the best friend. Whatever it may come, your work and contribution here on CombatAce will never die.

    4. Show next comments  36 more
  20. Progressing very slowly, until I fully regain my health...
  21. Thanks for reporting. The terrain features many third-party objects, some of which are pretty dated. There's a possibility that crashes are related to such very old 3d models casting shadows. If it's the case, a simple fix would be to remove shadow rendering from said objects (though to narrow down which ones is going to be tricky). Missing terrain 3d models and/or textures do not cause crashes to desktop, Strike Fighters 2 has shown to work in such instances. Please try setting Shadows settings to Low and see if it improves. Apparently this issue is also system related, since some players seem not to experience the issue, while some other do. Crash logs always point to the game's graphics engine library using DirectX 10. This could be video driver related; a member of the development team experienced the issue from time to time when Nvidia drivers got updates, reinstalling them seemed to solve the CTDs on his end. EDIT: I just reread your post. The Scramble mission uses an entirely different, smaller and low-res terrain, with little to no 3d objects on the terrain. So this should be more video driver related than anything, as mentioned above. Try to reinstall/update video drivers as well as the DirectX June 2010 redistributables from Microsoft.
  22. True, that should be the only difference indeed. Then we should get rid of Unlimited settings just for Shadows; anyone can customize settings, but those end-users who simply select the Unlimited preset would have the issue. I wonder why TK added shadows to TODs. Sure, in his stock terrains there are very few TOD objects, but the engine rendering issues about them remain.
  23. Very interesting. I wonder if we could trick smaller TOD files into not having shadows, or some other solution to disable their broken shadows on Unlimited settings.
  24. Not really. If you put Shadows settings to Unlimited, TOD buildings do cast shadows, but it's incredibly bugged. You'd get a lot of shimmering and z-buffer fighting.
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