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Everything posted by Menrva
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plant too many trees
Menrva replied to hachBORHSO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
My bad, mue. I was talking about alpha TOD objects, not the "solid" ones (buildings). I remember your test very well! I simply wonder how to create forests as Stary did, instead of using the single tree object offered by the Terraineditor. -
Happy New Year everyone!
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plant too many trees
Menrva replied to hachBORHSO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I tried to contact @Stary in the past via PM (Private Message), but he rarely visits here due to Real Life. I suggest you to check his works, he created many mods for which we all are grateful. Maybe you'll find a way to recreate such things. -
plant too many trees
Menrva replied to hachBORHSO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Looks like it works if you are careful with placement and dimensions of the custom forest/tree shape. Just check custom terrains like Madagascar, Cuba, Sweden. I wish I could help you more because I really like what you're doing. However only one modder, by the name Stary, knows exactly how to create densely populated forests. -
plant too many trees
Menrva replied to hachBORHSO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Not really, Mue. They do affect the level of detail and thus the number of objects displayed, but you can't increase the maximum number of objects for a TOD. That value is hardcoded I think. Each TOD has the same limit. In order to add more trees, the only way is to use custom shapes. Instead of using the stock shape of a single tree as offered by the TerrainEditor, one must introduce custom shapes where instead of a tree you have a forest model, whose graphics are determined by a .tga file. However, I don't know how to do this in practice. If I'm not mistaken, Stary is the only modder around here who knows how to create such TODs with custom shapes. -
f-14 F-14A/B/D Tomcats of The Unsung War (Ace Combat 5)
Menrva reviewed zachtan's file in What If Skins
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Thoughts Endless in Flight, Day Turns to Night
Menrva reviewed zachtan's gallery image in Member's Albums
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Good to hear that the pilot is okay, such a relief.
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Multi objectives mission
Menrva replied to one4five's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Unfortunately you can't. The game was built to work this way, and unless we obtain the source code of the game (which won't happen), we can't change this behaviour I'm afraid. However, you are free to engage whichever target you want that is defending the airbase, but that will count as a plus. You must destroy the given objective in order to successfully complete the mission. -
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eurofighter Eurofighter-GmbH EF-2000 "Typhoon" Rot Team (Ace Combat Zero)
Menrva reviewed zachtan's file in What If Skins
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Iraq, Western Asia (2003-2018)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Terrain package updated to Version 1.01; small fixes and the addition of high quality planning maps! -
Alaska, Bering Strait (1955-2018)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Terrain package updated to Version 1.02; small fixes and the addition of high quality planning maps! -
Iraq, Western Asia (1980-2003)
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Terrain package updated to Version 1.03; small fixes and the addition of high quality planning maps!- 25 replies
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Strike missions in SF2 NA
Menrva replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
There should be, but I'm afraid there isn't. I'd love to be wrong though. When things are hardcoded, there is nothing we can do. However, one can manually add carrier stations in the _targets.ini, as in SF2's Vietnam terrain. In it, carriers are static, but you could take-off from them. The singlemission.ini TargetValues concern only the values of the terrain's _types.ini objects, which do not include the randomly chosen ships for the dynamic SF2NA fleets. Such values only affect land strike targets whose objects are present in the _types.ini; if an object has a TargetValue=400 and NormalStrikeValue=500 but MinStrikeValue=100, then that object can be chosen as a target by the game engine, but it's a low value target. If its value in the _types.ini is 2000, and HeavyStrikeValue in the singlemission.ini file is set to 1000, that object might be chosen among others as a high value target for important strike missions. Guys, feel free to experiment, but as far as I can tell, it's a waste of time. A NavalMap=TRUE tells the game that the terrain is primarily for naval battles, it was written to be so. If we want the game to do something else, let's ask TK for the source code, something that won't happen. For single missions, land strikes are no go when NavalMap=TRUE. Thankfully, for campaigns, we have an additional parameter and we can tell the game if we are dealing with a Naval Campaign or not. -
Strike missions in SF2 NA
Menrva replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
No it doesn't, as the EnemyNation number is just that, a number, it doesn't give more priority to Nation number one. As Wrench said, the game will continue to create naval strikes, as long as the terrain is NavalMap=TRUE. What I told to Gepard should be fine. Unfortunately TK made things this way, if a terrain is NavalMap=TRUE, and both countries have fleets, naval strikes take priority over land strikes. At least this is what I observed for a long time. -
Strike missions in SF2 NA
Menrva replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Go to the terrain's main .ini file and set NavalMap=FALSE. When it is set to TRUE, naval battles ala SF2NA occur. Setting it to false, though, will remove all naval ops as available in SF2NA. AFAIK if a terrain has NavalMap=TRUE, naval battles always take priority over land-based strike missions. But, I think, this happens because the Soviets (Red Side) have a fleet too. If you are in a terrain where only Blue Side has a naval fleet, while the Red Side countries don't have one, then you should have land-based strike missions when flying for the Blue Side. -
The first time I played Ace Combat 04, it was my birthday, I got it as a present. I was only a child back then, but I'll never forget AWACS SkyEye saying: "Today's my birthday. A victory sure would be nice. Mobius 1, engage!" Back to the skin, great details and that ribbon emblem, just beautiful. I guess another Mobius aircraft will come next! Keep up the good work!
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World War Two female Spitfire pilot dies, aged 94
Menrva posted a topic in Military and General Aviation
http://www.bbc.com/news/av/uk-england-gloucestershire-42019484/world-war-two-female-spitfire-pilot-dies-aged-94 -
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Alternate TFD Terrain Tilemap editor/viewer
Menrva replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
gerwin, check your PM. Thanks for the help. -
Alternate TFD Terrain Tilemap editor/viewer
Menrva replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks! Actually you can tell me the details if you like, since I am an amateur programmer myself, I am always eager to learn new things! Speaking of planning maps, me and krfrge have been working on templates to create stock-looking planning maps, and it's turning so good that we might release a package with both a tutorial and the templates. The only thing that we miss and need are the airport icons of stock SF2 planning maps. I was wondering if those simple blue an red circles could be replaced with such icons (I already extracted them and saved in .PNG format), and maybe even rotated according to the Target[001].Heading=XXX value (as long as that Target001 is a Runway). I also noticed that such airports icons are simply fixed in size for all three planning maps, so there is no need to resize them in the software. The only complex thing would be the rotation, I think. With such an automated placement of airport icons, we would be able to create planning maps in the same TW style in no time. If you're interested, just give us an heads up!