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Menrva

+MODDER
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Everything posted by Menrva

  1. Great, they were really needed for the Ecuador scenario! @paulopanz FYI, decals are missing.
  2. I happen to see various users post questions and ask for troubleshooting in the comments section of a mod download, instead of properly using the associated thread aka Get Support. Just a suggestion for future site updates; wouldn't it be better to remove the comments section so that users ask questions where they should? It seems there's this sort of ambiguity as to what purpose both the comments section and the thread have; to me it's actually clear, but for newcomers it isn't.
  3. Version 1.01

    744 downloads

    Ecuador, Northwest South America (1981-1998) Terrain August 13th, 2018 (1st Release) by Menrva, tiopilotos and Stratos >For Strike Fighters 2, Recommended Full-5 Merged I am proud to present a new scratch-made terrain, the result of a joint effort of modders! Initially conceived by Centurion-1, the terrain was later salvaged by Stratos, who offered to help in its development together with tiopilotos. Stratos helped by hand-tiling most if not all the incredibly long rivers in the Amazon rainforest. The terrain later received an impressive tileset produced by tiopilotos! You guys have my deepest gratitude! The terrain completely covers Ecuador, a great portion of Peru, and even touches Colombia and Brasil. However, only Peru and Ecuador have been targetized at this stage. Numerous target areas, such as civilian airports and airstrips, 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 January 28, 1981 (the beginning of the Paquisha Incident) to October 26, 1998 (when a resolution of the Ecuadorian-Peruvian territorial dispute was agreed upon through the Brasilia Presidential Act); it is designed for the Paquisha War of 1981 and the Cenepa War of 1995. Most air-to-ground missions (armed recon, close air support, etc.) take place at the border between Peru and Ecuador, to provide an even more realistic scenario. As in reality, there are few SAM sites placed at their precise Real World locations. Targets reflect Real World events as accurately as possible; for instance, some border outposts will appear only after a certain year, according to historic changes. Off Map Airbases have been added and long range AI flights can be generated from them, if you have SF2NA. Ground Objects are not included. It's up to the user to find and obtain anything that can be useful for the proposed terrain's scenarios. >Credits (in no particular order): -Centurion-1, for his interest in recreating such scenario in the Strike Fighters world. I heard RL got in your way, so... best of luck, mate! -tiopilotos, for the massive tileset he produced, and for his continuous support in all my terrain modding efforts. Thank you very much! -Stratos, for he brought to attention Centurion-1's unfinished terrain and offered to help realize it. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs. -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! -MigBuster, I have included some of his great hi-res textures for runways. -Stary, for the various hi-res tilesets and TODs he made, which have been re-used in this tileset. -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. Although scratch-made, the terrain makes use of most objects and target layouts from Wrench's Panama terrain; because of this, I included the ReadMe file from that 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.
  4. Ecuador, Northwest South America (1981-1998)

    The uploaded file works fine. You have to unpack it with the latest version of WinRAR or 7-Zip.
  5. After the recent St. Patrick's Day, I added the Irish Air Corps to the nations.ini. New decals have been created, with the former roundel being used in-game before 1955, as historically accurate.
  6. Nice! This is what I converted so long ago...
  7. Not meant to hijack the thread, but can you also confirm that SF buildings are real scale, too? The GermanyCE terrain has got some landmarks, for instance. I would like to know, because I have heard somewhere that buildings were sort of 60% of real life scale.
  8. Careful, I think you guys are talking about TOD trees, which simply are 2D tree graphics using .tga files. LOD trees are another matter, and are very rarely used; the stock IcelandNA terrain uses 3D LOD trees, it's the only one of stock terrains. Not only countless LOD trees may cause low FPS, they simply are not easy to add in huge numbers over a relatively big terrain. TOD trees and buildings are the way to go. We would need a TOD editor in order to easily create and edit those. But we still don't have one.
  9. Mod package has been updated to Version 1.2; two new lens flare effects have been added and some issues with fog colours have been addressed, now everything is how it should have been.
  10. Actually, AFAIK, it should suffice to place the canopy tga file inside the plane's folder, not inside each skin folder of that plane folder; at least I remember this works on my end on several other planes. Then again, what's inside the skin folder takes priority over what is inside the plane's folder. But if anything is missing in the skin folder, the game will look for the missing file inside the plane's folder. This method is also very effective for space conservation, when a plane uses the same bitmap or other file format for numerous, multiple skins.
  11. Sorry for the off-topic, but what is that "Arsenal" folder about? Generic weapons or a "bird"?
  12. Bump. Just wondering, any chance to see Marcfighters' Kuznetsov released? If not, no problem; I totally understand modders being protective of their own works.
  13. Ah, looks like I'm late to the party. This is what I've done: Early_v2.5.zip I wanted to be more accurate so I reproduced texture patterns. This way, even without TW decals, the textures seem very fine. Feel free to use those in a future update, @Wrench EDIT: I redid the fuselage, package above has been updated.
  14. Is it possible to hide nodes for ground objects? I attempted to remove some nodes from the released Clemeceau, but the following method doesn't seem to work. [GroundObjectData] ... Component[001]=Hull Component[002]=Superstructure Component[003]=Hide1 Component[004]=Hide2 Component[005]=Hide3 Component[006]=Hide4 Component[007]=Hide5 Component[008]=Hide6 Component[009]=Hide7 Component[010]=Hide8 Component[011]=Hide9 Component[012]=Hide10 Component[013]=Hide11 Component[014]=Hide12 Component[015]=Hide13 Component[016]=Hide14 Component[017]=Hide15 Component[018]=Hide16 Component[019]=Hide17 Component[020]=Hide18 Component[021]=Hide19 Component[022]=Hide20 [Hide1] ParentComponentName=Hull ModelNodeName=Cylindre01 DestroyedNodeName=Cylindre01 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide2] ParentComponentName=Hull ModelNodeName=Cylindre02 DestroyedNodeName=Cylindre02 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide3] ParentComponentName=Hull ModelNodeName=Cylindre03 DestroyedNodeName=Cylindre03 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide4] ParentComponentName=Hull ModelNodeName=Cylindre04 DestroyedNodeName=Cylindre04 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide5] ParentComponentName=Hull ModelNodeName=Cylindre05 DestroyedNodeName=Cylindre05 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide6] ParentComponentName=Hull ModelNodeName=Cylindre06 DestroyedNodeName=Cylindre06 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide7] ParentComponentName=Hull ModelNodeName=Cylindre07 DestroyedNodeName=Cylindre07 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide8] ParentComponentName=Hull ModelNodeName=Cylindre08 DestroyedNodeName=Cylindre08 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide9] ParentComponentName=Hull ModelNodeName=Cylindre10 DestroyedNodeName=Cylindre10 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide10] ParentComponentName=Hull ModelNodeName=Cylindre11 DestroyedNodeName=Cylindre11 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide11] ParentComponentName=Hull ModelNodeName=Cylindre14 DestroyedNodeName=Cylindre14 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide12] ParentComponentName=Hull ModelNodeName=Cylindre09 DestroyedNodeName=Cylindre09 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide13] ParentComponentName=Hull ModelNodeName=Cylindre12 DestroyedNodeName=Cylindre12 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide14] ParentComponentName=Hull ModelNodeName=Cylindre13 DestroyedNodeName=Cylindre13 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide15] ParentComponentName=Hull ModelNodeName=Cylindre15 DestroyedNodeName=Cylindre15 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide16] ParentComponentName=Hull ModelNodeName=Objet12 DestroyedNodeName=Objet12 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide17] ParentComponentName=Hull ModelNodeName=mat_antennes01 DestroyedNodeName=mat_antennes01 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide18] ParentComponentName=Hull ModelNodeName=Cylindre16 DestroyedNodeName=Cylindre16 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide19] ParentComponentName=Hull ModelNodeName=Objet13 DestroyedNodeName=Objet13 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE [Hide20] ParentComponentName=Hull ModelNodeName=mat_antennes02 DestroyedNodeName=mat_antennes02 DetachWhenDestroyed=FALSE HasAeroCoefficient=FALSE
  15. Thank you for the answer. It's a pity we are not able to do this.
  16. For another update, we might create decals for the numbers and letters, so that we can have the ship class working as in SF2NA (a generic texture which works alongside the _names.ini file) , as paulopanz suggested. Also, the addition of the Brazilian aircraft carrier São Paulo comes almost for free, by simply being the sold Foch: https://en.wikipedia.org/wiki/Brazilian_aircraft_carrier_São_Paulo So it might be worth adding such carrier/skin as well. That being said, much thanks for this update to SF2NA standards, KJakker!
  17. The stock NATIONS.ini has a bug; // Oman 70-77 [Nation211] Name=Oman_OLD70 ActiveDate=1970 AlternateDecal=Oman_OLD63 // Oman 65-70 [Nation212] Name=Oman_OLD65 Now it's fixed, so the Sultan of Oman's Air Force is selectable since 1959, as it should have been. Also, the Bahrain Amiri Air Force now becomes the Royal Bahraini Air Force in 2002, as historically correct. I wonder how many of such small changes are still needed. Proceeding slowly, but in the end it will be worth it, I think.
  18. Then what I said above applies; I once tried to find a way, but it seems that this small aspect is not moddable, colours for subtitles are hardcoded, they can't be changed by editing some .ini files, so to speak.
  19. If he's talking about speech subtitles though, there is no way to change their colors; I tried to find a way, but as far as I know they seem to be hardcoded.
  20. "Though I fly through the Valley of Death, I shall fear no evil, for I am at 80,000 feet and climbing..."
  21. Nope, you can't. But you can provide a PDF or equivalent text file with your upload, so users can read the briefing before starting the game and playing a given mission.
  22. I have added medals from an old SF1 medals pack mod. Some tweaking needs to be done, but the new medals seem to work flawlessly... I have made more changes to the _nations.ini: the Burmese Air Force now is called Myanmar Air Force since 1989; Burkina Faso Air Force is named Upper Volta Air Force from 1964 to 1984; I have added the Montenegrin Air Force, the Republika Srpska Air Force, the Belarusian Air Force, the Tajik Air Force and the Kyrgyz Air Force. Tajikistan and Belarus re-use the Soviet Star, as historically correct. New decals for Montenegro, Republika Srpska, Kyrgyzstan and Upper Volta have been created.
  23. @VonS Judging by the screenshots, you definitely hit the terrain's borders, aka The Wall. This has nothing to do with the FM. Such "issue" happens when you hit the terrain's border, with whichever plane you use. The Himalaya terrain is very small. With bigger terrains, you rarely get to fly near the borders.
  24. Decals for Mercenary, Dhimar and Paran were low-res (128x128) when compared to those of other stock nations. I remade them at the higher stock resolution (256x256). Notice the new, generic Mercenary insignia. It always bothered me that it showed Dhimari colours. Now this insignia is adapt for a fictional Mercenary unit, to be deployed anywhere in the SF2 world.
  25. Scusate Il Ritardo! (ovvero, Terreno WIP)

    Si, nella realtà è lunga 1000m, non a caso uso il modello Runway3 che è il più corto disponibile in Strike Fighters, lungo 1200m. L'ex Yugoslavia è piena di aerodromi sportivi, ma essendo più corti di 1000m, non ci ho pensato proprio ad aggiungerli. Per la campagna non prometto nulla, perché il terreno mi richiederà tanto impegno ancora. Non è facile fare una campagna ben funzionante, specie se il terreno non è ben fatto. Almeno faccio metà dello sforzo. Altri più esperti di campagne potranno crearne coi miei terreni, una volta rilasciati.
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