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Everything posted by Menrva
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Changing Mission Date in Single Mission
Menrva replied to HerkDriverJ's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
No need to apologise, IMHO. You seem polite and well educated, in contrast to someone else asking hundreds of questions without looking at the Knowledge Base, and treating those who help him like sh*t. -
Timor, North Oceania (1950-2018)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Seems very interesting. Yeah, I never understood how strategic nodes work exactly. Common users think that to create a campaign is a very easy task. But for a campaign to be complex and play beautifully, it takes a lot of in-game testing and playing. When you feel like, you might want to create your own thread about the campaign. Someone else could be interested. -
Timor, North Oceania (1950-2018)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Very good to know that you've read through the Knowledge Base. A lot of users don't and then claim themselves to be expert modders. Keep me posted and let me know. As for the custom campaign, I'm interested to hear more about it. Not many modders are willing to build campaigns anymore. I had some campaigns for this terrain in the works, RAAF & RNZAF vs. Indonesia over Timor, set in 1950, 1965, 1975 and 1999. Unfortunately, a good campaign needs good aircraft, and there are many needing new skins and upgrades. We'll see what the future brings... -
Timor, North Oceania (1950-2018)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Well, the terrain uses the VietnamSEA.cat archive as a base for stock objects like the runways and most buildings (the only runway models you see should be the two custom ones made by gerwin). If you do not have SF2 Vietnam, you must change which .cat archive to use inside the TimorNO.ini file. Have a look at my last post in the following link, and you should understand: https://combatace.com/forums/topic/92310-all-pilots-scramble-new-terrains-inbound/?tab=comments#comment-746136 I had already posted this link in a previous post. I reckon I never write this stuff in the ReadMe file, so it's my mistake if new users encounter those issues. Let me know if you solve the problem with my suggestion. Otherwise, it would be a very strange bug. -
"Nihon Hitori 2020" Single Mission Pak Development Thread
Menrva replied to JosefK's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
That's great! -
"Nihon Hitori 2020" Single Mission Pak Development Thread
Menrva replied to JosefK's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Gepard had a hi-res tileset for the Kuril Islands in the works, based on satellite imagery, very nice I can tell you. But it's not seasoned. You might want to join forces with him, but he is currently working on the Faroer terrain. I also made a 250m heightmap from scratch for the Kuril Islands terrain, as well as new planning maps and little tweaks here and there. But it's Gepard's terrain. First, I'd like to see his final product, then I might release a small (not standalone) enhancement package. Back to the thread, keep up the good work, JosefK! I am really liking your screenshots with those lightnings (not the F-35s, LOL!) -
trasformed terrain help request
Menrva replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes, those are the shaders. As for the above statements, the hell I know what they exactly mean or how exactly they affect something. All I know is that they have to do with the level of detail of the terrain mesh. It's sort of self explanatory; distant areas are not full quality. Only when you approach them, the higher quality mesh is fully loaded. But please, first try other terrain packages I have made. I need to know if you have the same issue on them too. -
trasformed terrain help request
Menrva replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
But, out of curiosity, have you only tried Sweden? Because I would be puzzled to see that my other terrain packages work in SF1, then. Give a try at those with a bigger sea area, and report back. Also, if you're using SF1, you should try Fubar512's shaders. He improved both the terrain and water shaders. And of course, re-enable the shader statements in the _data.ini. You're probably the only one testing a 250m heightmap terrain in the SF1 engine. Hence why I guess there is not so much support. Stary discovered that such heightmaps work flawlessly in SF2, with some _data.ini value tweaks. Even 125m heightmaps can work but, according to Stary, only with smaller or stock-sized terrains, otherwise CTDs and visual anomalies like yours could appear. If such terrains don't work with the original values found in my package (except for the material/shader settings, which must be stock SF1), I guess chances are slim. These are the only values worth checking, tweak them and see if anything improves: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.90 MedDetailMeshThreshold=0.80 RenderMeshVertexCount=4096 RenderMeshIndexCount=16384 [HeightField] DetailScale=1.0 DetailFrequency=1.0 [HeightOffset] MedDetailMesh=-15 LowDetailMesh=-25 WaterMesh=0.8 Have you also considered lowering or increasing the graphics options in the game's menu? This is the only other thing I could ever think of for this issue. -
trasformed terrain help request
Menrva replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I did. And other hundreds of users who downloaded the terrain did, and have never reported such bug. I built it for SF2, not for SF1. If it doesn't work in SF1, I'm not surprised at all; 250m resolution heightmaps already push the SF2 engine to some limits. No offense, UllyB, but you should know that I am rather obsessed with perfection, and I hate to release stuff which shows bugs whatsoever. And even if I do release bugged stuff, I'm always ready to fix issues later. Not many (paid) developers are like this, nowadays. The terrain has been released for SF2 for quite some time, and no one complained about it to this moment. So, that tells me that it is working and it is rather solid, in SF2, on multiple machines. SF1 is very similar to SF2, but not identical. SF2 can deal with 250m heightmaps easily. SF1 looks like it doesn't. I can only suggest that you try experimenting with values in the _data.ini. That bug you call with "height differences" it's not a bug with height, it's a rendering bug. The height is plain in such areas. You can see it for yourself with gerwin's TFDtool. -
SONO TORNATO! Odio lasciare le cose in sospeso. non credevate mica che avrei lasciato perdere, vero? Ecco un po' di aggiornamenti; Il terreno ha ricevuto obiettivi aggiuntivi. Dall'ultima volta che ho postato, sono stati aggiunti aeroporti, installazioni Radar e SAM in Ungheria, Austria, Grecia, Svizzera (neutrale, giusto per eye-candy) e persino in una piccola parte della Romania! Alcuni target sono troppo vicini se non oltre il famoso Muro, quindi nel caso li disattiverò per non causare bug di gameplay. Inoltre, sempre pur considerando i limiti del motore grafico, ho riprodotto assai fedelmente i percorsi dei numerosi fiumi nell'Est Europa, cosa che avevo già fatto per la Pianura Padana e il resto dell'Italia. Mettete a confronto la seguente mappa e l'estratto bitmap delle texture del terreno; noterete anche la presenza del noto lago Balaton in Ungheria. Anche altri laghi sono riprodotti, ovviamente!
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trasformed terrain help request
Menrva replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
All the used terrain shaders are listed in the _data.ini file. If you have replaced those statements with SF1 ones, then why do you think that SF2 shaders are being used? There's no mistery; you have that bug over sea, and those sea tiles use the water shader. Nothing different from the other areas where the bug doesn't show. So it's not about the shaders. -
trasformed terrain help request
Menrva replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
They are at the same level. And even if they aren't, generally you wouldn't see such cracks because all elevation changes appear smooth with this terrain engine. The more I look at the screenshots the more I think it's some kind of memory issue, or something to do with video drivers. It's a bug I've never seen before. If no-one else has other suggestions about _data.ini values, then I think that SF1 simply can't deal with 250m heightmaps properly. -
And I agree with you. I tried to tweak the rain effect to reduce the number of lightnings, because they are too many for my taste too. However, I failed to find a good solution; I could slow down the lightning strikes, but at the expense of the other effects, so rain was not showing properly anymore. I wanted to release this mod as is, instead of keeping it on my HD until it was perfect. I will try to improve it for a next version. If you want to disable the lightnings, have a look at the RainEffect.ini file. It's all in there, together with other effects meant to enhance the stock rain effect.
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same label, two LODs issue
Menrva replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Beware, SF1 only reads .BMP textures, IIRC. No .JPGs or other formats. -
new Tornado 3d model
Menrva replied to guuruu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah. On January 18, an Italian Tornado was shot down by AA, and both officers have been POWs for the entirety of the war. Their plane was the only one in the formation to have successfully refueled in-flight, and so proceeded alone with a recon mission, while the other 9 aircraft (not Tornados) returned to base. -
New Airbase
Menrva replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It IS useful! Keep in mind that the bug with bigger planes merging also has to do with the type of size you have given to the aircraft in its _data.ini file. Planes which are SMALL and MEDIUM should use the Parking entity, LARGE planes use another set of coordinates, those of the LargeParking entity defined inside the airfield's .ini file (check the image I attached in the previous post). So, airliners should generally be defined as Large aircraft in their _data.ini, not as Small or Medium. -
New Airbase
Menrva replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Sure. My apologies because I didn't explain well. What I was saying is that such coordinates are not identical for all airfields. They have to be relative to the 3d model you're using. If I copy certain coordinates from a stock airfield .ini file to a custom one, I most likely get airplanes parked at the runway or in the middle of the desert. For instance, those are the coordinates of the stock desert_airfield5.ini -
New Airbase
Menrva replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Not really, yakarov. The game is not that smart. Parking spots' coordinates must be defined inside the airfield's .INI file. We have them predefined for the stock game airfields, but for custom 3d models, it's a different story. I would like to know if there's an easy way to add precise parking spots, as well as night lights. I don't know which reference the coordinates use, if the center of the airbase or... -
Wings Over World Menu Screens
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thank you for the kind words. You are right about the optional files thing, I'll consider it for the next update. You should have target highlights in any case, generic yellow squares instead of red and blue, and the info box describing what you've locked on is still there. As for the briefing room, it has no map in the SF1 games. The Briefing Screen depends on a different .dll and I really doubt I can show the planning map there. But you have a dedicated Planning Map Screen for this. The Briefing Screen has no real use, except for knowing the kind of visibility/weather of a given mission during the campaign. -
FAC Snoopy is grounded (But it's back!)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The more I try WoE, the more I am angered; even in WoE the FAC doesn't seem to spawn (I'm using the latest Oct2008b patch), but at least the ground forces' chatter is complete, they talk to Snoopy and request assistance. In SF2, the ground forces are silent mostly, saying only "we're moving out" or "enemy units southeast of our position". This shows that the cut FAC ruined something more in SF2, something that in WoE worked perfectly. No Snoopy? Alright, but at least the ground unit could talk. And it's not the speechsystem.ini file. This broken behaviour is hardcoded, I am afraid. -
FAC Snoopy is grounded (But it's back!)
Menrva posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
One can uncover funny things while modding the game. Probably it was discovered already, but I've never seen threads about it. Basically, in my upcoming GUI mod I have re-introduced the Briefing screen which was present in SF1 games. It's more of an eye-candy screen, not useful to something. When playing CAS missions where the FAC would usually spawn in SF1/WOX games, at the Briefing screen we get that the FAC has the G002 callsign instead of Snoopy. Obviously, Snoopy was cut in SF2, we all know that. What's funny is that G002 actually is the Friendly ground force we have to support during that mission. Another interesting fact: TACC is always Red Crown, even when in SF2NA we are playing for the Navy, where TACC is Hawkeye. But we know how poorly Hawkeye has been implemented. -
FAC Snoopy is grounded (But it's back!)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Oh yes, I did. I didn't mention it because it was not worth it. AFAIK the missionsummary.ini file only deals with the strings we get at the hangar screen, the ones describing our selected mission type. Such strings slightly vary from time to time, that's all that there is to it. We can't fly FAC missions like Snoopy, hence why it is void in SF2; no strings describing the FAC type of mission. I had extracted the SF1 missionsummary.ini and tried the FAC test mission with it, but to no avail. Still, much thanks for the effort. I'd really like to see more people thinking out of the box! -
Converting SF1 GUI To SF2
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mod is soon to be released. It's not 100% perfect to my likings, so I might plan to update it in the future. Question; who made the SFP1 menu screens? I don't know who to credit. I know SFP1 is TK's property, but I want to credit the exact guy who made the screens, if possible. -
FAC Snoopy is grounded (But it's back!)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have already answered, check the screenshot above. Snoopy answers back to the ground force, by saying "Delta 47, Snoopy, copy that". But that is the only thing you will hear with the manually added FAC. The FAC is FUBAR, it just flies over the battle and goes straight to its predefined waypoints. In SF1, it launches HVAR rockets and so it advises the ground force with more radio chatter. Without source code, I can't do more than this. Maybe there are some geeks around who can experiment with the .exe and .dll files. But no one seems interested on this matter.