Jump to content

Menrva

+MODDER
  • Content count

    4,344
  • Joined

  • Last visited

  • Days Won

    43

Everything posted by Menrva

  1. Helicopters flight model

    @guuruu The Mi-8 is a well known 3d model by Marcfighters. Fix the credits when possible.
  2. Naval campaigns were not exactly implemented as we want. AI mission types such as EARLY_WARNING and ESCORT_JAMMER only exist with naval campaigns, but naval campaigns disable night missions altogether. For the latest Desert Storm total conversion, I decided not to make it a naval campaign because night missions are a must to have. The other features I mentioned are missing, but it's a matter of balancing pros and cons really. Naval campaigns were designed to be about naval battles involving belligerent factions having a navy. Air units will always attempt to engage enemy fleets as soon as they get a higher intelligence value. You can set their intelligence to zero, but then AI will never do any offensive missions since it does not know the belligerent forces' locations. Simply put, you cannot really have exclusive features of a naval campaign without it being a true naval campaign. At worse, you can try to force all enemy AI air units to use only interceptor fighter jets; they wouldn't be able to launch any offensive strike mission then. With lots of trial and error, maybe a balance could be found (with due pros and cons), in order to do what Viggen suggests. Given that it disables night missions though, I wouldn't waste any more effort on the matter.
  3. To anyone who downloaded the mod recently, do know that we're working on a majorly improved version of the whole package, with numerous bug fixes and exclusive additions. We tried our best in order to release the mod in time for the anniversary of Desert Storm, it was all but perfect. The new release is planned sometime during Summer. If you already downloaded it in the past, we will make sure you get the latest version with no additional subscription needed, of course.
  4. The mod features mostly 2K textures. You need a mid to high-end video card to play the mod with the highest settings, otherwise your card will run out of memory and more textures cannot be loaded. Just lower graphics options if your system cannot handle it.
  5. One of our guys had the same issue. In his case, it was due to Nvidia drivers. If you have a Nvidia card, make sure to install the latest drivers. Also, in the game's options, make sure that you use the Nvidia GPU and not Intel's integrated GPU which is not supported.
  6. Photoshop basically shows the RGB layers by default. A black and white alpha channel layer can also be enabled (and it can be modified), but it doesn't really give an exact idea of how it will look.
  7. It doesn't fix the issue because it's unrelated to cockpit data. This issue is a consequence of the environment mod which makes nights darker. The stock game does not feature truly working IR images. We'll discuss it at the development thread. See you there, Viper!
  8. The stock game does offer a variety of Arabic number decals, from 0 to 99, so there should be no need of custom ones sometimes. Have a look at what the game offers: Arabic2Black, Arabic3Black, Arabic3White and ArabicSN.
  9. Clearly those are decals. You don't see them properly because Photoshop does not render alpha channel transparency for .TGAs automatically. Use Paint.NET in order to see those properly.
  10. That's an inaccurate statement, Kevin. We don't get a single dime from that mod, so it's not a paid product actually. You don't pay for it, you pay for the subscription service which offers unlimited downloads among other features; the mod is just an extra/bonus to it. It encourages end users to support the site and cover its costs; hosting costs money, and I know for a fact that Erik had to jump through hoops in order to upload this quality package in its entirety, as it is exceptionally big in the amount of content it offers. Besides, the mod should be available free of charge to the long time supporters of the site, be it admins, moderators and recognized modders. Speaking of actual paid products, I've seen some payware for Strike Fighters, and the overall quality of such packages leaves a lot to be desired IMHO. ODS was built upon months of passion and effort, it is still being worked on (some software developers don't even care to patch their own paid products) and eventually it will be available for unrestricted downloads by anyone. For now, those who like what we modders create, can help sustain the site. Without it, all mods no longer have a home.
  11. I thought as much. I believe this was a "quick fix" by TW for performance reasons, just like view distance for TODs being severely reduced in the stock game by the last official patches. By simply putting a limit to active SAM sites, you get less missiles, less effects and less ground objects. It's a pity it is so.
  12. I don't think you can do this. I'm afraid button types for each screen are hardcoded, you cannot add new ones expecting the game to recognize their function. There's no secondary position function either. The only way to do this, would be to use animation/hotspot images. Make a bigger bitmap as button animation, so that includes the original background, and add your other button to a new position in the bitmap texture of the animation. Not sure if I have been clear, just experiment with animations. It does have some limitations, so depending on the size of the bitmap of the animation, you may lock other buttons inadvertently.
  13. Of course, but he should have done it way back, when he was able to work on SF2 with a reasonable budget. Now, I wonder what's the point of communicating, as he knows well he cannot develop those features the community asks for. He would only disappoint the audience even more with sad news about TW, I think. I'd really love for something like this. The source code is his own work, though. I can understand he doesn't want to give it away for free. He knows SF is a unique product, and had the economic situation been different, he'd do more with it.
  14. Well yeah, probably. And I totally agree with you. I wish more can happen, but there's only so much a one man development team can do. TK is pretty much alone. As for the forums being gone, he announced that back in March, so you probably missed it. I speculate that's because of server costs; with the forums being gone and now using a free alternative like Discord, he surely has to cover less costs. I enjoy your exotic aircraft 3d models as well, BTW! There are fewer modders these days, so I do appreciate there are still some being active.
  15. I don't think I missed the point, I simply do not want to beat a dead horse because the matter has been discussed countless times. TK might have made wrong decisions in the past, now he's not in the position of solving everything overnight. And if he no longer communicates with the community as he used to in the early days of SFP1, something must have happened. As for the Third Wire community being gone, you probably missed the point. He announced back in March that he would move to Discord, and so he did. I've already explained it above, I won't repeat myself.
  16. Third Wire has not released updates even for mobile games for quite some time, so I have no idea about what you're talking about. TK definitely is in a difficult situation, his latest tweets date back to March, to announce the opening of new forums in a Discord server. The suggestion box in the Discord forum is still there. TK probably couldn't afford to pay for all servers, and moved the forum ones to Discord. Simply put, the situation is even worse. It's not like TK doesn't want to move forward with the PC series, we were promised a Win10 updated funded mostly thorough loans, since the kickstarter failed. The fact he is not even active on the mobile games shows how bad the economic situation might be. I wish this... I wish that... The reality is that many players always suggest things and features which sometimes are not even feasible for triple A developers. I'd like to see a brighter future for the Strike Fighters series, which IMHO carries lots of unexpressed potential; however, complaining like that brings us nowhere, it's like beating a dead horse. In all modesty, I think I've done more to support TK in the way of working on a high quality total conversion together with an awesome team of active modders, than by asking countless times about air refueling like many end-users do (in a game which by design has scaled 60% terrains, just to be precise). I'd love more communication with TK, but by the time I've become a more active modder together with a few others, damage was already done.
  17. Just look harder. It should be in the FlightData.cat, IIRC. There's no tool to edit .str files properly. The only way would be to hex-edit them, but hex-editing is not ideal and not for everyone. For menu screens, it's not needed; you can overwrite original strings referenced by those .str files directly in the .ini files.
  18. Wasn't the ban lifted in August 2018? Here's an article about it: https://www.bbc.com/news/world-europe-45142651 EDIT: I read the article more carefully; the ban is lifted only on officially rated videogames. In the case of custom content, of course you're still subject to the general ban.
  19. Be careful about using custom fonts; you have to make sure that such font type does exist on the OS of end-users. This is why the stock game simply uses Arial, it's one of a series of basic fonts always includes with Windows. If you plan to use a third-party font, it's no problem, but you'll have to provide end-users with the font type to install.
  20. As Nyghtfall said, it goes in the root Decals folder. However, a single InsigniaXXX.tga file does not suffice in covering the plane with decals on all sides. You must tweak the ALIAS.LST file, and that is a very tricky part. That file is responsible for telling the game which texture is to be used in all decal instances the stock game provides. For instance, in it you'll find something like this; InsigniaLVBR257.tga Insignia257.tga InsigniaLVBWingL001.tga Insignia001.tga Basically, you're telling the game to use the Insignia257.tga texture when the decals.ini calls for InsigniaLVBR. This is just an example, the game does feature so many other instances for which you must specify a texture, such as InsigniaL, InsigniaR, InsigniaLVL, InsigniaLVR, InsigniaLVGR, InsigniaLVGL, InsigniaFuseR, InsigniaFuseL, and so on... I suggest you try my Nations Expansion packages to see how it works in detail: https://combatace.com/files/file/16986-nations-medals-expansion/ AFAIK it's the only package providing a tweaked ALIAS.LST file, fully compatible with the stock nations.ini of SF2. Alternatively, this "fork" I produced could be more immediate: https://combatace.com/files/file/17484-ace-combat-nations/
  21. Ah, now I remember. My bad, it's been a while since a worked on a custom GUI. For buttons, what you did is the correct way to proceed. NumFrame is used for other different cases. I used it in a "tricky" way for the credits screen of the ODS mod, so that it displays dozens of artworks. That's your example for using NumFrames. It's not for buttons, where NumFrame must be set to 1 for each button animation texture separately.
  22. Bitmaps are preferable. JPEG is a lossy format; each time you re-save a JPG, generally there's a loss of quality and crispness. You can use .jpg if you wish, but make sure that you're saving .jpg textures with the maximum quality allowed by your painting software. Always keep templates at hand, they are your source at the original quality.
  23. Always make sure to double check the file format you define in the .ini, if it's another one than what is actually used and put in the folder, it won't show up. My mistake about the .tga textures, they don't work with animations, IIRC. This is why I had to make buttons for the ODS menu the hard way, using bitmaps, and of course you cannot have a transparent background with those. It's a lot of trial and error, so do not worry about making numerous attempts to make the buttons look and work right. You'll learn more and more by trying.
  24. 1) you must use .tga for buttons with transparency, .jpg does not hold transparency info and .png is not supported by the game. 2) I don't remember exactly, but you do not have to add three different animation statements. You must have a single one with NumFrame=3, that tells the game that the animation is using three textures for the animation, numbered sequentially as you did (maybe starting from 0). Check the menu mod included in the ODS package, files can be opened and you'll find examples on how to do similar buttons and other tricks.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..