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Menrva

+MODDER
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Everything posted by Menrva

  1. @GKABS If you're talking about ground objects, none of the above answers is correct. Skins for ground objects are terrain based. Each terrain's .ini file contains a parameter, GroundObjectTexture. In stock terrains, it is usually set to Green or Tan, the result is self-explanatory. Skin folders with names other than Green or Tan will be disregarded completely by the game. In campaigns, it is possible to set specific skins to each ground unit that is defined, but this is another story.
  2. I just remembered, gerwin already released an M978 HEMTT. I appreciate your efforts towards making a new 3d model, but I'd rather focus on things still not present for Strike Fighters. In any case, keep up the great work!
  3. Scusate Il Ritardo! (ovvero, Terreno WIP)

    La versione corrente è piuttosto incompleta e ingiocabile. Sono stato distratto da un altro progetto molto ambizioso. Il terreno dell'Italia uscirà, è solo questione di tempo. Chiedo pazienza.
  4. R.I.P. Sir Sean Connery

    S!
  5. I didn't see it, I judged it by the trailers and few scenes available. Not even Ace Combat videogames defy physics that bad as the movie does. Ugly!
  6. That might happen rarely. Just manually edit it back to 0. Inside TFDtool.ini, find Modify_Tags and put it to 1; it enables you to manually change the tag value of the selected tile. It's all written in the included ReadMe file, TFDtool.htm.
  7. Just select "all Tag values appropriate", and it will set all airbase tiles to 0, other land tiles to 1 and water tiles to 2. It's one function I had requested to gerwin. It works flawlessly, you do not have to do anything else. No, you must do it individually. I did so for dozens of my terrains, in total hundreds of airbases, go figure. No easy answer. Sometimes it's not needed, other times it creates issues as TFDtool does not give you the exact idea of how big your custom airbase is, and how each surrounding object is big and placed on the terrain. You must always double-check in-game if you want to flatten with pinpoint accuracy. Others will tell you that the Terrain Editor by TW is the best solution for flattening airbases, but it's bullshit, since that one creates huge, flat circular areas around airbases, thus ruining the geography of the real terrain.
  8. NovaLogic Nostalgia, back to 1998 Viper Squadron, 32nd TFS, 16th AESOG (Air Expeditionary Special Operations Group) 300 Squadron, 7th Red Banner Guards Regiment, 11th Expeditionary Wing
  9. I already mentioned this, please do not repeat things. It is not a tag issue, gkabs confirmed it.
  10. The terrain may be flat, but that does not suffice. You need to make sure that the tag value of the tiles is set to 0, you can see it via TFDtool. If tiles' tags are not set to 0, you can easily tweak the values with the latest version of TFDtool.
  11. You did not have to uninstall SF2 Israel. You need all three games installed, SF2 Vietnam + SF2 Israel + SF2 Europe. If you also have SF2 North Atlantic, install that as well.
  12. Guys, none of your suggestions can solve the issues this user is having. First of all, by the screenshots I see, the user only has got SF2 Israel, while the KAW mod requires at least SF2 Vietnam and SF2 Europe as well. First of all, it requires SF2 Europe, because the Korean terrain references the stock GermanyCE.cat, and that means that certain specific objects, only present in that .cat archive, are used on the terrain. Using another .cat from another terrain won't suffice, it can and will result to missing objects and CTDs. I am pretty sure the user also misses some other stock functions, I don't see why his carrier-borne unit in the campaign does not spawn from the carrier, which is obviously missing. Maybe the campaign uses the Naval functions of SF2 North Atlantic, which the user does not have. No point in providing such suggestions if he does not meet the mod's requirements. Last but not least, crashes are pretty common in huge mods such as this. There's no easy way to debug the game and find all bugs that need to be addressed. Most crashes are usually terrain related, and the causes are multiple, be it outdated ground objects, wrong target area numbers, missing _types.ini objects and much more.
  13. IMHO you can also use JPG, but as I said, make sure to save it with maximum quality. In Photoshop you have a slider, it is usually set to 7, while the maximum quality is 12.
  14. Absolutely double check save quality when saving in JPG. Many software save in JPG but with standard quality, which heavily degrades the quality of the texture you've made. High quality JPGs will weigh less than a BMP, but will weigh more than a standard JPG. BMPs weigh more but are loaded faster by this game engine. JPGs require more time, despite the lower file size.
  15. Fact is, the effects of few campaign parameters are still unknown and can only be speculated. Morale may affect the effectiveness of a unit in combat. An equivalent unit with lower morale may perform worse, have more casualties etc.
  16. It doesn't work well, it damages the helicopter and makes it FUBAR, it's a known issue in SF2. Sometimes it even happens with aircraft, but it's very rare in that case. Before using ALT+T, it is better to engage autopilot, that prevents damaging what you're flying. Then again, the AI sucks big time with helos, especially for landing.
  17. The developers of Ace Combat recently leaked the official roundel of the Nordennavic Royal Air Force. So, I quickly updated the mod I've been working on with this new one in place of the custom roundel I had made. I might release the package in the near future, though it will only be useful for modders at this stage. Here below, a quick look at 16 roundels of the nations/alliances of Ace Combat's universe, Strangereal (low-vis versions exist, but are not shown).
  18. Anyone interested in seeing a definitive, reworked nations.ini with new decals for all the added services? Right now I have the Russian Air Force added as an extension of the Soviet Air Force, with the new Russian star decal starting from 2010 as historically correct. Basically, it's just the Soviet Air Force that changes name to the Russian Air Force as soon as you select 1992 as the mission date. I have also added the newly reformed Libyan Air Force, and I am planning to proceed this way by adding those countries who had and/or have an air force. So I will also add Biafra and Katanga, for instance. The Soviet Naval Aviation has been added as a separate service. It should have been like this since day one, but TK grouped everything into the Soviet Air Force. I am not sure about adding army aviation branches (like those included in some of yakarov's helo mods), but if I do they will be complete with decals. Here below a quick glimpse; The Russian star was made and included by eburger68 in one of his mods. I added/made the other decals. If I manage to obtain permission, I'd also like to include numerous medal packs for various nations, such as the ones created by Capitaine Vengeur.
  19. @Stratos Hey, no worries mate, I wasn't in a hurry. I just tagged you because I have no idea who else could approve it. AFAIK the other admins and moderators are American chaps who must be sleeping by now due to timezones.
  20. Mod package has been updated to Version 1.4; it includes a minor bug fix that was needed for desert terrains.
  21. Night Building Texture Beta

    He just included the .ini of my realSKY mod, it's an exact copy, no modification. If you don't use realSKY, with that .ini you will get cloudless skies, because realSKY references different cloud textures for all kinds of weather, but he didn't include those. The only original idea of this mod is to use night textures for buildings, but then again you'd get dark buildings in daylight. Also, this mod does not work with all terrains out of the box. It's only meant for Gepard's Formosa terrain. Other terrains use buildings with slightly different mapping, so to replace textures with those of this mod is not recommended.
  22. If you had read my previous post, I already explained that different skins are possible in campaigns. They are also possible in single missions if you use the Mission Editor or edit the missions manually. Otherwise, single missions generated by the game use Green or Tan as defined in the terrain's.ini. I won't repeat myself a fourth time. As for tactical number decals working in campaigns, that's no mystery, that's the system the game uses for applying aircraft carrier numbers dynamically. They are in the same ground objects folder family, like all the other stuff.
  23. It effects the spawning of ground objects, not the skin they use. For ground object skins, what I said above applies. Only Green and Tan skin folders are read by default in stock terrains. Say you want a different Green skin for Germany, you name its folder Green2, but it's not Green, so the game does not load it, simple as that. For campaigns this is not an issue, and I think the campaign is the core of the game. Single missions, those you can always save them and edit them with Notepad and assign different textures to all of the ground objects you wish.
  24. Looks nice, even though we cannot have both day and night textures for buildings, we must choose between the two. You could have credited me for the EnvironmentSystem.ini, since it's basically a copy of the one from the realSKY package. Sky colours were difficult to get right when I was making the mod. Not to mention that those not using the realSKY mod will miss the additional effects and cloud graphics that are referenced by such file. You'd be better off telling people to download realSKY instead, because providing only the EnvironmentSystem.ini does not suffice, it will result in a broken mod (missing clouds textures and other details).
  25. Yep, the fact is that each terrain's .ini file has got a "GroundObjectTexture=" entry, and it usually is set to Tan or Green depending on the geography of the terrain. So, during single missions, only Green or Tan folder skins are read. Name the skin folder differently than Tan or Green, and the game completely ignores it. So, the nation entry has no value for how ground object skins are selected and loaded, it's how the game is coded. However, multiple skins would be cool to have in any case, since in the campaigns' data we can specify different ones for each ground unit that is defined in it.
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