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Menrva

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Everything posted by Menrva

  1. View File NovaLogic Terrains NovaLogic Terrains July 13th, 2021 (1st Release) by Menrva and gerwin >For Strike Fighters 2, Recommended Full-5 Merged This package was born after the discovery of similarities between the terrain engine of Strike Fighters and that of NovaLogic's flight sims from the late nineties. Upon my initial idea, gerwin helped make it true with his incredible programming skills; without him, these terrains wouldn't even exist for use on Strike Fighters. This package features not one, not two, but all thirteen terrains converted from all NovaLogic's flight sims. Due to differences between game engines, these terrains are smaller in scale in Strike Fighters compared to how they are in NovaLogic's games. Here below a summary of what's included: NL01_IslandGreen (Region: Meadow) from F-22 Lightning II NL02_IslandSnowy (Region: Tundra) from F-22 Lightning II and F-22 Raptor NL03_Desert1 (Region: Arid) from F-22 Lightning II and F-22 Raptor NL04_Jungle1 (Region: Forest) from F-22 Lightning II and F-22 Raptor NL04_Jungle2 (Region: Jungle) from F-16 Multirole Fighter and MiG-29 Fulcrum NL05_Savannah1 (Region: Woodland) from F-22 Raptor NL05_Savannah2 (Region: Savanna) from F-16 Multirole Fighter, MiG-29 Fulcrum and F-22 Lightning 3 NL06_Desert2A (Region: Brush) from F-22 Raptor NL06_Desert2B (Region: Desert) from F-16 Multirole Fighter and MiG-29 Fulcrum NL07_Steppe (Region: Steppe) from F-16 Multirole Fighter and MiG-29 Fulcrum NL08_Scrub (Region: Scrub) from F-16 Multirole Fighter, MiG-29 Fulcrum and F-22 Lightning 3 NL09_Glacial (Region: Glacial) from F-16 Multirole Fighter, MiG-29 Fulcrum and F-22 Lightning 3 NL10_IslandJungle (Region: Tropical) from F-22 Lightning 3 These terrains feature 500m resolution heightmaps and original low-res tilesets (tweaked for the Strike Fighters engine). Each terrain is meant to represent a generic region of the world. Nations are properly limited to ones coherent with each setting, and island terrains enable the use of naval fleets and aircraft carriers. As such, these terrains are meant to be used in a full-5 merged mod folder of all SF2 titles. At this stage very few target areas have been added to each terrain, providing basic support for all mission types, so just enjoy quick missions against the enemy; hopefully these terrains will be completed with more details one day. About development, gerwin took care of reverse engineering NovaLogic's files and converting them to SF2 format, plus writing the tools for that. Me and him manually fixed most water alpha channels and adjusted colors in few tiles. Design choices such as target areas, routes, terrain height and surroundings, are mine; if you have any suggestions about this package, contact me. >Credits (in no particular order): -gerwin, for converting these terrains to the Strike Fighters game engine and for expanding his awesome tools with new features. I included his very nice Airfield 7+8 Addon Pack, too. -Wrench, for permission to upload this package which is based on outdated assets from old games. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the 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 mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 07/13/2021 Category Full Terrains  
  2. @Icarus999 My answer to your question posted here: https://combatace.com/forums/topic/91363-strike-fighters-2-screenshots-thread/?page=117&tab=comments#comment-787626 Those NL terrains are just like common Strike Fighter terrains, they use the same tile based system. In theory, one could create custom TODs for each tileset, thus adding trees and buildings. However, given the lack of a proper tool for TOD creation (TW's Terrain Editor is a mess to work with) and due to these terrains featuring hundreds of custom tiles (maybe a thousand or more in total), TODs for them are out of question at this stage.
  3. @GKABS Enjoy the vacation, you deserve it! Thank you so much for this last addition, it will be added soon in time for the next release of ODS.
  4. Correction; those terrains were converted by gerwin, I just took design decisions on matters such as target areas, terrain surroundings, water maps, etc. Mandatory screen;
  5. @Wrench I'm so sorry to hear that. No worries, health comes first. Wish your family a full recovery and brighter days ahead.
  6. Just for fun, someone suggested Boeing sold the data of the X-32 to Russia. I find it so amusing if only it were true. Indeed the front intake gives smiley X-32 vibes.
  7. As far as I know, formation types for ships are only meant for cargo ships (ShipConvoy) and patrol boats, both types are used as random target objects during anti-ship missions. Warships such as Frigates have no formation type assigned, it's the game that automatically creates naval fleets depending on the terrain's nature (NavalMap=TRUE) and on the terrain's nations list. If you use the Mission Editor, you must go to the other tab which lets you create a naval fleet instead (it's that button with an aircraft carrier and other ships around).
  8. AFAIK there's no simple, single balloon object available, apart from the stock ones included with First Eagles. In the FE download section you'll find airships and Zeppelins by Stephen1918, they are much bigger than common balloons. It would be cool to have a simple balloon object for use as a target in training, or as observation balloons. Gepard's 3d model is good for the environment, but you cannot destroy each single balloon in it, as they are all part of the same 3d model. @Wrench We have a discussion on the matter in the restricted ODS forum, namely about FE2's stock balloon objects. I'd like to hear from you about it, see you there!
  9. @GKABS That issue also seems to exist on the latest Bradleys by guuruu coming with the next ODS 30AE update. I have no idea why it happens, but if we find out, we can solve it on these other models as well.
  10. I love this video

    Oh man, why don't they bring the disco music of the 70s back? Bee Gees, The Trammps, Tavares... Granted I'm a weirdo, I'm 26 so I should be liking nowadays' mainstream crap, or at least that's what majority of my generation listens to; trap which rhymes with crap, they just got the first letter wrong.
  11. The Corona Virus Thread

    The tragic irony is that variants of the virus were all born in countries which did not take the situation seriously at the beginning or even forever, England, South Africa, Brazil and lastly India, where they were using omeopathy against the virus, now they've got themselves a tragedy. If this was the Chinese's fault, the rest of the world would be in a better shape by now. Instead no, short-sighted politics brought the West to its knees. We all have a responsibility towards one another. Be safe out there, people. Even two shots of vaccines provide less protection against the Delta variant, especially for elders. Vaccines do not stop transmission in any case; common sense, masks and distancing should be continued or this nightmare will never end in years (and I'm currently pessimistic).
  12. Just saying Hi!

    LOL! It reminded me of this show by Trevor Noah. The difference between European and American sports commentators...
  13. View File Outer Space Terrains Outer Space Terrains July 13th, 2021 (1st Release) by Menrva and nuni >For Strike Fighters 2, Recommended Full-5 Merged This package was born out of fun while working on the realSKY Environment enhancement mod. It features two experimental terrains, Moon and Mars, each with own environment data files which allow different gravity acceleration values and custom skies. Due to various hardcoded factors of the stock game, the Moon terrain shows contrail effects at very high altitude like any other terrain, as well as overcast/inclement weather layers which cannot be disabled in any way; enjoy these custom environments by taking such and other game engine limitations into account. It is suggested to install the realSKY Environment mod, since the custom environment data references extra details from that package. Both terrains feature fresh new 250m resolution heightmaps (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall they provide each terrain with a better look. Given that these are extraterrestrial terrains, different types of source data had to be used in their creation; for this and other limitations, altitudes of geographical features are inaccurate. The Moon terrain spans from 2040 to 2070, while Mars is available from 2060 to 2090; both are designed for fictional clashes between Red forces (Russian Space Forces and People's Liberation Army Strategic Support Force) and Blue forces (United States Space Force and French Space Force). Both terrains contain only two bases, one for Friendly forces and one for Enemy forces, fully populated with custom objects created by nuni. Few target areas have been added so that users can easily discover features such as craters, plateaus and valleys. At this stage, only the Recon mission type is available, so just have fun by flying over these barren terrains. Off Map bases have been added to both terrains and long range AI flights could be generated from them. An Orion MPCV created by nuni in three different variants has been added as a flyable aircraft as well as a terrain object in points of interest. In addition, custom skins have been created for it so that all AI-only space forces spawn with at least one terrain-specific aircraft; I would have liked to include other feasible and realistic spacecraft, but none are available at this stage. If you wish to contribute to this end, just contact me. The idea is to create plausible space warfare and exploration scenarios, so alien and sci-fi stuff should not be involved. Of course, you're free to alter the original scenario for your own personal use. >Credits (in no particular order): -nuni, for creating the Orion MPCV and all featured space terrain objects. -gerwin, whose TFDtool has proved to be essential in today's terrain making. -mue, for the improved shaders he made and for the tools he made for SF2 modding. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the 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 mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 07/13/2021 Category Full Terrains  
  14. Outer Space Terrains

    Version 1.1

    208 downloads

    Outer Space Terrains July 13th, 2021 (1st Release) by Menrva and nuni >For Strike Fighters 2, Recommended Full-5 Merged This package was born out of fun while working on the realSKY Environment enhancement mod. It features two experimental terrains, Moon and Mars, each with own environment data files which allow different gravity acceleration values and custom skies. Due to various hardcoded factors of the stock game, the Moon terrain shows contrail effects at very high altitude like any other terrain, as well as overcast/inclement weather layers which cannot be disabled in any way; enjoy these custom environments by taking such and other game engine limitations into account. It is suggested to install the realSKY Environment mod, since the custom environment data references extra details from that package. Both terrains feature fresh new 250m resolution heightmaps (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall they provide each terrain with a better look. Given that these are extraterrestrial terrains, different types of source data had to be used in their creation; for this and other limitations, altitudes of geographical features are inaccurate. The Moon terrain spans from 2040 to 2070, while Mars is available from 2060 to 2090; both are designed for fictional clashes between Red forces (Russian Space Forces and People's Liberation Army Strategic Support Force) and Blue forces (United States Space Force and French Space Force). Both terrains contain only two bases, one for Friendly forces and one for Enemy forces, fully populated with custom objects created by nuni. Few target areas have been added so that users can easily discover features such as craters, plateaus and valleys. At this stage, only the Recon mission type is available, so just have fun by flying over these barren terrains. Off Map bases have been added to both terrains and long range AI flights could be generated from them. An Orion MPCV created by nuni in three different variants has been added as a flyable aircraft as well as a terrain object in points of interest. In addition, custom skins have been created for it so that all AI-only space forces spawn with at least one terrain-specific aircraft; I would have liked to include other feasible and realistic spacecraft, but none are available at this stage. If you wish to contribute to this end, just contact me. The idea is to create plausible space warfare and exploration scenarios, so alien and sci-fi stuff should not be involved. Of course, you're free to alter the original scenario for your own personal use. >Credits (in no particular order): -nuni, for creating the Orion MPCV and all featured space terrain objects. -gerwin, whose TFDtool has proved to be essential in today's terrain making. -mue, for the improved shaders he made and for the tools he made for SF2 modding. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the 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 mod may NOT in any way, shape or form be used in any payware additions.
  15. NovaLogic Terrains

    Thanks. Real credits go to NovaLogic for creating these (it's their assets), and to gerwin for converting them to Strike Fighters' game engine. I only had the idea, saw that it was feasible to port them over to SF2, but gerwin is the one who made it happen.
  16. Hawaii, Central Pacific (1959-2028)

    No update. I simply updated the file description to include links to my latest mods. I'm afraid the site shows mods as updated, while I simply tweaked file descriptions. Nothing I can do. If a true update happens, you'll see a new message from me at the Get Support topic of the mod, a new version number and relative change log.
  17. Version 1.0.0

    547 downloads

    Hawaii, Central Pacific (1959-2028) Terrain December 13th, 2020 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This is a complete remake of the Hawaii terrain. Unlike the original one released by Wrench, which is not in full Real World scale, this new terrain was made and tiled from scratch, and it features all the main Hawaiian islands in full scale, with more cities and pretty accurate elevation details. A better looking and more complete tileset has been added. Numerous target areas, such as small civilian airports, 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 August 21, 1959 (when Hawaii officially became the 50th American State) to December 31, 2028; it is designed for fictional clashes between Red forces (namely Russia and China) and all of the American services (USAF, USN and USMC). The island of Kauai is added to Red Side for better gameplay; imagine it as the first step of a hostile invasion of Hawaii. All mission types are available, including CAS and Armed Recon. Targets reflect Real World events as accurately as possible; for instance, some airfields will appear only after a certain year, according to historic changes. If you have SF2NA, naval fleets will spawn in the Pacific Ocean. Also, Off Map Airbases have been added and long range AI flights can be generated from them. All main targets have been placed accurately in their Real World locations. Ground Objects are not included. You can obtain the most needed from Wrench's original Hawaii terrain release. >Credits (in no particular order): -Wrench, for his permission to use his target areas from the original, smaller scale Hawaii terrain. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs, and for allowing me to include his exclusive Pearl Harbor Memorial 3d model (which you cannot redistribute). -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. -Stary, for the hi-res Okinawa tileset he made, which I have reworked and expanded. -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. Because this terrain re-uses some of the original target area layouts by Wrench from his previously released Hawaii terrain, I included the ReadMe files from his original 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.
  18. Mod package has been updated to Version 1.5; read the change log for further details.
  19. Never been a huge fan of what ifs, but this plane is so unique and rare, it would be a great addition to the amazing roster of aircraft in Strike Fighters. The Wiki page says that 7 such aircraft were built; I'm not sure if that's reliable info, but it wouldn't even be a big what if in that case.
  20. Thanks to you for the feedback! We're glad you like it. The January release was kind of rushed, so that version is filled with bugs here and there. If all goes as planned, this August a much better package will be released!
  21. Is the F-15EX USAF jet worth it?

    Yeah, I already saw that video when it was posted, I follow that channel. It makes sense to have such a multirole platform, maximizing firepower while sacrificing stealth. As much as I love the F-22A Raptor, they never fully explored the potential of that aircraft, it's only capable of carrying small GPS-guided bombs, otherwise it's just a stealth air superiority aircraft with no HMD capability. It would be weird to see those F-15EX aircraft being manned by a single pilot, even though the airframe is dual-seat. Maybe they've played Ace Combat too much...
  22. Air refueling does not exist in SF2; by design the game features scaled terrains which are roughly 60% of their Real World size. Modders had fun creating animations of refueling probes etc. for addon aircraft including tankers, but tankers are treated just like any other transport aircraft of the game, meaning that they never spawn flying in game generated missions, aside from campaigns where that may happen. Beating a dead horse here, air refueling is not a thing in this game and never will.
  23. ODS Warbirds: Tornado Fmk.3 ODS30 Squadrons

    Those you showed are Tornado IDS aircraft, not the F.3/ADV variant which is proposed here. The IDS, ground attack variant, featured the desert scheme during the Gulf War; the ADV, interceptor variant, mostly flew CAP and had no reason for such camouflage.
  24. It's a known issue with custom 3d models, decal bleeding has been a thing since the early days of SF. We cannot modify LODs, that means we cannot solve all such issues on all custom models we have. Sometimes it cannot be solved, like on the new F-22 Raptor I was working on with few others, which is in hiatus unfortunately.
  25. Let's be honest here, MS knew well that wasn't going to be true. New advancements in technology dictate new operating systems. Besides, Win11 is a free update, so consider it an extension of Win10. They have a lot of reasons to name it Win11, both for marketing and security issues. The number of changes is massive, and to have it named Win10 would only confuse the market. You can install Win11 only on newer processors, not on old crappy hardware which is affected by severe security vulnerabilities. Windows is not just for home computers, and MS does not need companies complaining about any breaches which could be unrelated to the OS. Seriously, I complained about MS a lot of times in the past, but so far they're doing common sense moves. I'm actually intrigued by what Win11 brings to the table, both as a consumer and as a programmer.
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