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Menrva

+MODDER
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Everything posted by Menrva

  1. Great addition, thanks for sharing, mate! I think it's a great opportunity to have the Strikemaster as well, lots of foreign users for it for many cool scenarios: https://en.wikipedia.org/wiki/BAC_Strikemaster
  2. My total plan is to complete work on those two terrains (one for the First Indochina War, the other for the Vietnam War); it's already a huge amount of work, so do not expect that I'll be making complete campaign packages. My plan is to release them as standalone terrain packages. Wrench will worry about creating a package with all aircraft and objects for the First indochina War. Maybe, just maybe, I'll provide reworked .ini files for the campaigns contained in the SF2V expansion mod package.
  3. Nope, that's my TexasASC terrain. Never bothered to fix it. It's just a wrong .TGA assigned to the terrain's tile TOD. SWUS currently does not have TODs. JSF_Aggie's terrain already looks great, and with TODs additions will look even better!
  4. Holes textures must match same texture mapping and texture names and of your aircraft skin, just with "_holes" at the end of each texture name. For instance, if your aircraft skin folder does have "body1.jpg", "tail1.jpg", "wingl.jpg" and "wingr.jpg" textures, you'll want to create "body1_holes.tga", "tail1_holes.tga", "wingl_holes.tga" and "wingr_holes.tga" (even .dds works, but you'll need to correct the listed extension in the main aircraft .ini). Holes must be placed according to the texture mapping of each skin bit. Easier way would be to utilize layers.
  5. Great addition! Are you planning to do anything similar for the other MiG-23s? The cockpit by Stary should be good for most M versions.
  6. Believe me, it's necessary. Here in Italy some football players got the virus, matches should have been avoided long ago, but when the decision was taken, it was already too late. ICUs are pretty much full here. Soon doctors will have to decide who to try to cure and save, and who to leave to die. I don't think this is a situation you would like your loved ones to be in. I'm no believer, but I am actually starting to pray. About those who go on a buying spree (whom Wrench rightly defines lunatics), I am not surprised. There's no limit to human stupidity.
  7. Nice to see that you're still working on that terrain, it's awesome! Here, try the following _data.ini statements for solid and alpha object texture shaders. Notice the ZBufferOffset. [SolidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE However, it's odd that it happens on half tile. I think the issue may lie elsewhere...
  8. I just heard the news about California... Jokes aside, it's hot temperatures that will most likely wash the virus away, so we gotta wait until Summer. You guys don't want to be in my country right now... I hope the US takes this matter seriously, it's not to be underestimated at all. The virus is silent, it shows symptoms only after a mean of 5 days. Cases surge exponentially, so containment and lockdowns are necessary. Our European neighbors are sleeping. In a matter of said five days, I fear they'll be in bigger trouble than my country's. Stay safe, people!
  9. I've always found the SF1 GUI to be nice and I've been converting it for my personal mod folder. The main menu screen is my modified version of the NACA menu screen mod once available at CheckSix-FR. Is anyone interested in this? Also, so far I have been unable to convert the campaign screen. The original SF1's CampaignScreen.INI file might have something which makes the game CTD whenever I attempt to enter that screen. If you can help, please feel free to post your ideas. I am getting crazy over this CTD thing. Of course, I have tried to fix various statements and parameters, because a simple copy-and-paste of the .ini file would not work as intended. But in all other cases, I have managed to make all screens work as they should after lots of .ini editing.
  10. Latest version of my GUI mod has been uploaded, awaiting admin's approval. A few days before release, I was lucky to discover some old bugs which I have fixed for good. This mod is pretty much well polished and final. In addition to the support for the Campaign Customizer DLC screen, the mod package now includes additional single missions for you to enjoy! Once the package is approved, be sure to read the changelog.
  11. Mod package has been updated to Version 1.3; important bug fixes and bonus additions.
  12. @Wrench It's actually easy, I try to explain my steps. First of all, I use TFDtool to generate the terrain's water bitmap. Then, I edit it in a painting software (be it PS or GIMP, does not matter); I take the green and yellow colours from the extracted water bitmap of the IcelandNA terrain. You surely know those steps, but next one is important; once editing is done, I open both my water bitmap and IcelandNA's one in Paint. I simply copy my water bitmap over IcelandNA's one. This way, when I save it, Paint keeps the same file properties and file size of a proper SF2 water bitmap.
  13. @JosefK There is no legal Su-57 for SF2 now, so all the ones you have are pirated models; actually, they should be all the same; you can easily see if they have the same skin mapping. russouk2004 was working on a proper Su-57 model. We'd better wait for that one.
  14. Yeah, now I see... can't agree more with you. This should be dealt with.
  15. That water bitmap is totally wrong, Wrench. It needs to be an 8 bit bitmap, 512x512 resolution. Here's a brand new one which should work properly: NAfrica_Water.bmp @PFunk generally, terrains with very little water areas (such as my Iraq terrains) have no working water bitmaps; the assigned fleet zones (green for Blue Side, yellow for Red Side), when too small, are totally disregarded by the game engine. The above water bitmap should have big enough areas, thus it should work properly. Water bitmaps must be 256 colour, 512x512 resolution and 257kb in size, otherwise the game engine will totally disregard them; most painting softwares save them with slightly different sizes (256kb or 258kb) and this must not happen. I suggest the simple Paint by Microsoft for saving such files.
  16. I should have explained better, the model is not distributed here, it's nowhere to be found, as Wrench said. And yes, I think it's kind of silly to allow skins for those pirated 3d models. Nothing wrong with the skins themselves, but new users would always ask where to find a 3d model for those skins...
  17. Yes, IIRC it was ripped from Ace Combat Assault Horizon. But the model is not allowed here, obviously. Also, thread has been opened at The Pub. it should be moved elsewhere where more appropriate.
  18. Of course. I had to move everything, thus I had to retile a lot of things. Cities are there, have more accurate shapes and most of them now have rivers, just like their Real World counterparts.
  19. For now, Quang To and Ben Loi airfields have been removed. They are not used in SF2V's campaigns and serve no real purpose. Additional, important Blue Side airports have been added instead. Here's a quick comparison between stock and remake (there are lots of details you won't notice from these shots). All airfields have been moved to their correct locations with their correct runway headings, plus lots of tiling fixes throughout the terrain, with the addition of cities, accurate river courses and lakes, especially in the center of the terrain (which is just a barren jungle in the stock terrain). Stock Remake
  20. This Is Why You Research Things

    Ace Combat is set on a totally fictional universe, so it does not bother me much, it can be believable to a good extent. It has got its own technology defying laws of physics, but it's not even set on our Planet Earth so to speak.
  21. This Is Why You Research Things

    At least Battlefield got the FPS part of the game much better, with weapons that feel realistic; in most if not all Call of Duty games, if you reload before the gun is completely empty, you never get the 1 bullet that was still in the chamber. They're just fun games after all. ArmA III developers even released an expansion with aliens. I guess most game developers are running out of fresh ideas.
  22. You have all the time of the world. If you find out more where this airfield used to be, I could add it back to the terrain.
  23. Tactical Laser System Pods

    What can I say? This is awesome! Now we need proper Belkan aircraft like the ADF-01 FALKEN and the ADFX-01 Morgan.
  24. A year later... I have updated the menu mod I had made. After I got the Complete Edition of Strike Fighters 2, I thought it was worth to add a new screen for the Campaign Customizer DLC. Not only that, I have fixed an issue with Invoice text missing from the Mercenary Loadout page. The new menu mod package is pretty much ready and will be released this month. Stay tuned.
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