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Menrva

+MODDER
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Everything posted by Menrva

  1. Any chance for an upgraded set of ODS decals for this latest 3d model? I still plan to update ODS 30AE from time to time.
  2. I have a brand new one in the works, but it's been sitting on my HD for quite some time. Not sure when it will be finished. It doesn't cover the entirety of the Red Sea, but the north of it is already included in the stock IsraelME terrain. This new one offers many different scenarios. Eritrea and North Yemen are Blue Side. Eritrea will only appear after its independence date, before that it's part of Ethiopia. The same for Yemen, it's unified after May 22nd 1990, being completely Red Side.
  3. January 26th, 1991. Furball somewhere over Iraq, during the IrAF retreat to neighboring Iran...
  4. Anything rendered in the game uses a shader, so those gunsights surely use another .FX even though it's not directly referenced in the .ini. Currently I do not have the time to investigate this further. Maybe in the next two weeks.
  5. The mod linked a few posts above mentions that you need to disable the EffectShaderName=fltHUD.fx from each _avionics.ini file. Not an elegant solution, the best would be to fix it globally by modifying the shader itself. I haven't looked into it though. One thing's for sure; if it does not work as intended on Unlimited, one of those .fx shaders is involved. For this exact reason I did not include the CCIP mod in ODS 30AE, previously I was using it. Users flying the A-6E need some clues, since we cannot reproduce DIANE.
  6. It is indeed. I've used a similar method for burning oil fields in Kuwait for the ODS 30AE mod. Though the effect I use is not that good looking, yours is nicer. So basically, it's an invisible boat GroundObject? If so, it would appear in the Mission Editor's list of selectable ground objects.
  7. Well, yes? With ODS 30AE we provide a custom MissionControl.ini file with tweaks here and there. I just didn't bother about editing the Waypoint section. Not exactly, I had already explained what it was;
  8. No, that file establishes spawning locations for multiplayer, which is removed in SF2. What you ask for has nothing to do with terrains. Waypoints can be altered globally by tweaking relative values inside the MissionControl.ini file that must be put inside the Flight folder. I never experimented with this though, so you're on your own.
  9. @Hornet54 You shouldn't post issues in the comments section, this is the proper thread. I'd like to help, but you have not given enough details, I have no clue about what's going on your system. I can only suggest that you reinstall/update video drivers.
  10. It's called BaseScreen.ini, that's what you're looking for. In any case, you can extract files and figure it out on your own.
  11. Update video drivers or roll back to older versions if you're on the latest. Some of the ODS 30AE team members had crashes to desktop with the latest release of the ODS 30AE package, for instance. I don't know if you have a Nvidia card, but Nvidia drivers are known to cause issues with SF2 from time to time. Sometimes they fix something, sometimes something gets broken.
  12. Nope. The LODs are actually optimized, I've seen much bigger ones in size. You should resize bump maps (BM_ textures), those are the most affecting, or remove them altogether. If that does not help, you should lower graphics settings.
  13. Scusate Il Ritardo! (ovvero, Terreno WIP)

    Sono in ritardo, ma ci sto rimettendo mano... ODS 30AE mi ha richiesto tempo e passione, un progetto vastissimo e di qualità che spero alcuni di voi abbiano potuto apprezzare. Ancora molto da fare per questo terreno. Fiumi e laghi sono tutti completi, così come il tiling per le maggiori città. Dalle immagini potete apprezzarne la complessità e il realismo. Tutto ricreato a mano con TFDtool e immensa pazienza, perché non c'è modo di automatizzare la creazione di fiumi e laghi. Se i miei impegni e doveri lo permettono, vorrei completare il terreno per un rilascio entro la fine dell'anno.
  14. Package has been re-uploaded, now including much needed bug fixes. Thanks for the support. Wait until it is approved by the admins. You'll have to redownload the entire package. Apologies for the inconvenience.
  15. Package has been re-uploaded, now including much needed bug fixes. Thanks for the support. Wait until it is approved by the admins. You'll have to redownload the entire package. Apologies for the inconvenience.
  16. Due to RL, time constraints, other projects etc., some details for this add-on couldn't be completed. The aircraft add-on and a bonus skin pack for it have just been uploaded for your enjoyment. Wait for admin approval. We were working on a brand new cockpit with accurate HUD, displays, text and functionalities. Hopefully it will be a thing for a future re-release. For now, enjoy the add-on and the bonus skins as they are. They've been sitting on my HD for so long, and it was just a pity to leave them forgotten. It wasn't doing any justice to the amazing efforts the development team has done so far. Well, now you can fly with one of Uncle Sam's finest air superiority aircraft, with new high definition models and textures. Take care, people.
  17. I've been updating Heberth's Raptor mod with new skins, loadouts, sounds, etc. The model had been released in alpha stage here: https://combatace.com/forums/topic/66398-wip-mega-thread/?page=3&tab=comments#comment-645422 The aircraft's 3d model is very fine. I also added all released updates shared at the WIP thread, including russouk2004's new normal maps. However, the 3d model misses external pylons! Heberth said he would have released the .max files, but only Modders have access to the Modders Round Table. I would need the help of a 3d modeler to create those, either completing Heberth's shared .max files, or by creating the pylons separately, to be added via Fake Pilot method or as weapons. An FM guru would also be needed; it seems thrust vectoring is modelled, but the animations won't work on the engine nozzles. Here below some screenshots of the work I've done; I added reworked decals from viper63a's Raptor pack (the one using the old, lower poly model by Dels), and I created a fictional YF-22 paint scheme for it.
  18. Corsairs

    Top notch work as always, Jarek! Your quality efforts never cease to amaze me. Good thing I distracted you with ODS then...
  19. Not possible in game generated missions, AFAIK. You can edit missions with TW's mission editor and force two carriers in the same battle group (the same can be probably forced in campaigns), but the game's default behavior is that a battle group contains only one carrier. I don't want to discourage your plans of reworking your previous Midway, but there's a new one made from scratch and with high-res textures, rather complete for a release: https://combatace.com/gallery/album/1264-midway-north-pacific/ However, yours is still a better fit for WW2. The one linked above is adapt for the Cold War and contemporary era, Midway's Sand Island changed much after WW2.
  20. That's not what I said. Please use the search bar available on this site, use "national counters" as key words and you'll find the mods I mentioned made by Capitaine Vengeur. It's not just a matter of having textures in different names, you also need to tweak some .ini files.
  21. It is possible. There are some mods by Capitaine Vengeur introducing national counters on the planning maps, and I've done it as well for all countries portrayed in the ODS 30AE total conversion modification. It involves some .ini editing, and of course lots of patience in creating dozens of different textures. It's not possible to have them for specific units (unless you want to use unrelated nations in campaigns to pose as placeholders for units), but for specific nations it's doable. It's basically done in TW's First Eagles 2, what we did in ODS 30AE is just an example of using FE2's features in Strike Fighters.
  22. A space station would be cool, I have released the Moon and Mars terrains a while ago...
  23. Air Force Birthday

    Beautiful Flankers! Happy Birthday United Soviet Air Force! Oh wait...
  24. My point is not in saying it's not possible, it's just not plausible. The amount of work and effort required is definitely out of reach for most great programmers. You need to be a hacker, someone very special; nothing like that can be achieved in minutes nor days nor weeks. I wish it were so easy, but it isn't. And since there's a source code available (because TK has it, he plans to update the game for Win10/11), I see no point in wasting months of life on reverse engineering a code which exists. We should rather worry about finishing any of our work in progress mods and tools. The rest are just dreams.
  25. Yes, but to make a patch which fixes broken features, you need a source code. So basically what TK says is: if you're a genius hacker and you wish to create a very small patch after months or years of life spent on reverse engineering it, feel free to do so. It's more a middle finger than anything. Also, the executable alone does not have any use, so I wonder why he's against redistributing a patched executable. Without the tons of .dll libraries which are the true core of the game, the executable is good for nothing. Actually, if we want to improve and patch the game, we would have to work on those dll libraries, not on the executable. The .exe is just a starter for all them. So TK's words make even less sense. He knows how he programmed the game, features are not hard-coded in the executable, but in those libraries! All we can possibly do with the .exe and .dll files are just minor hex-edits, but without any idea of what each assembly code does in the executable, it's like going inside a new house completely blinded. And even if we succeed in doing such edits, any changes would remain hard-coded and could compromise the stability and integrity of the game. Long story short, TK's words in that email have shown already to have no practical use in the long term. Here we are every year beating the same dead horse.
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