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Menrva

+MODDER
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Everything posted by Menrva

  1. Wrong TODs or wrong texture assignments in the terrain's _DATA.ini. Reinstall the mod.
  2. Some days ago St. Petersburg, today Stockholm

    I wish... Fact is that both IS and Assad are despicable bastards, and not the only ones. And the soldiers, and the rebels and even the terrorists are nothing but pawns of a bigger, sick game between superpowers (US, Israel, Turkey, Russia, Saudia Arabia, Iran, ...). It's been six years already of bloodshed, will this madness ever end? Syria's become the meeting boardroom for warmongers and personal agendas. //Sadness for the world mode: ON
  3. Seen at local gas station...

    Amazing, that is the Italian FIAT 600 Multipla, produced between 1956 and 1967. Ugly, but somewhat modern for its times, if you consider that certain Le Mans prototype racecars almost use the same principle (the back of the car seems to be front and viceversa). Proud to be Italian, LOL! Good photos, nice to see that M5 Tank. I'm wondering if it had been used during WW2, maybe during Operation Husky. Turns out that after WW2, the Italian Army had been given some Stuart tanks for training.
  4. http://www.bbc.com/news/magazine-39284294 Interesting concept. At the end of the video it is said that there were also military tests in this regard during the 1960s. Any info on that?
  5. Yep, PFunk. AC7 will let you use joysticks (at the time of the PS2 trilogy there was a special bundle of AC5 with a PS2 compatible HOTAS stick). AC7 runs on the Unreal Engine 4, so it'll be heavy on resources, at least for my low-end PC.
  6. I rather wait for Ace Combat 7, it's coming for PC too.
  7. Circular Runways

    I find it interesting, but far from being that viable. Taking off from such a runway would be a mess, especially for heavy cargo planes. But for military aircraft, I don't know, it is kind of appealing.
  8. Don't worry, Wrench. I've got the entire planet Earth in DEM files, I have all of them. Also, they are divided in parts according to latitude and longitude values. I simply have to take a look at the area with Google Earth, a few minutes of trial and error, and I can make a new heightmap, and flatten everything as usual. @PFunk, my offer is still valid, I can help with your heightmap too.
  9. Well, I'm here to help, I'd be very glad! I can even attempt making a whole new 250m heightmap from DEM files, for the DBS terrain, it's been on my mind for quite some time. That way we can get realistic altitudes (IIRC the map seems to have suffered the smooth heightfield treatment in the TE). Just shoot me a PM and I will look into it.
  10. PFunk, do you have a older version of the heightmap, one that was not resized? The heightmap should be modded and flattened only at the end, if you work on it more and more time, it gets broken and less detailed. If you wish I can provide help, just send me a PM, and I'll show you my way to resize and make 250m heightmaps (without using .act palettes and other "unuseful" stuff). I can also make a brand new heightmap that matches your exact area, so that you won't need to replace targets locations or retile it, etc. (see what I've done for FRPignon's Europe terrain). I noticed that you flattened lakes with height=0, as if they were sea. It's better to flatten lakes and rivers, etc. as if they were part of land, the same thing we do with airbases flattening. IMHO it's not worth inverting the colours of the palette at this time, but it can be done easily; it's better to work with a heightmap bitmap exported with TFDtool (the one that is black and white) instead of the ones you have showed before. Open with Photoshop, simply invert colours. Now, sea areas will be white instead of black, so next step would be to export (always with TFDtool) a tilemap bitmap. From it, select by colour (there is a tool in each paint program for this) the sea areas. Copy and paste them over the heightmap, and turn them completely black. Some small tweaks here and there, and it's done. Believe me, once you understand how it works, it's a five minutes job. Ah, even if the bitmap is black and white, just save it as a 8bit bitmap, and you can import it into TW's TerrainEditor. This is also what Stary explained in his tutorial for 250m heightmaps. I no longer see the utility of working with .act palettes, now that we can use both TFDtool and the TE together. Again, heightmaps should be the last thing to mod, it's better to place targets and tiles first, flattening is the last thing to do (I suggest using gerwin's TFDtool, for all kinds of flattening, lakes, rivers, airbases). So, if possible, I suggest reverting to a precedent heightmap if you have it, even a 500m one. It can be easily converted into a 250m at the end.
  11. RAVEN

    Congratulations, Raven! Wish you the best of luck!
  12. Helping to Lead the Way!

    What a beautiful, moving thing, my best wishes to this guy and the organization! Having suffered from bullying and (subsequent) depression, I know how difficult it is for someone to recover. I once thought there was no one that cared about me, and that was a big mistake. There were loved ones I didn't notice or forgot about. I wish there were organizations like this in my country, today's threat is cyber-bullying as well.
  13. I'm making some interesting changes to the game's default HUD, eventually I will release my modded .ini files in a simple package. I have a problem regarding text colours: As you can see in the image above, text from other pilots is dark blue, yet I'd like to change the colour from dark blue to the light blue you can see in the box at the lower right-end corner of the image. I can't seem to find the related parameter in any of the .ini files, it's like it is hardcoded. Can anyone confirm this?
  14. The avionics .dll has only to do with the aircraft avionics, it has nothing to do with speechpacks. It's the NATIONS.ini in the Flight folder that controls which speechpack is activated, according to the chosen "nation". IIRC Hawkeye appears by default when flying for USN and USMC, that's it. Not to mention how bad and incomplete Hawkeye's speech is, the fact that other flights still call for Red Crown instead of Hawkeye, etc. Red Crown is historically accurate for the Vietnam era, AFAIK. I miss the AWACS voices from Jane's USAF, they were cool and rather professional.
  15. I too have found lots of unused parameters inside the dlls, through an Hex editor. From what I've seen most if not all of the unused stuff doesn't work. Keep us informed with any findings, EMCON360. Maybe there is something working in the code.
  16. Thanks for the reply, EMCON360. Unfortunately it's not what I was looking for. The parameters you posted are relative to the comms box, the one we use to communicate orders to flights and to ask the TACC for help. From what I have seen, it's all hardcoded, there is no way to change colour to the flights subtitles. That blue is too dark for my likings. Yellow and red are still visible under various conditions, those are ok.
  17. FRPignon, did you flatten airbases with TW's TerrainEditor function? Such oddities are caused by it. That's why I resorted to use gerwin's mighty TFDtool for almost everything; with it you can tweak the heights of single tiles, and you can create small, simple flat tiles unlike TW's big circular ones.
  18. I should have wrote it earlier, I followed pretty much everything that you said, Stary. However, in regards to sea areas, I usually take them from the texture bitmap, and copy them into the heightmap bitmap, and paint them completely black, so that when I reimport them into the TerrainEditor, sea is blue (IIRC your Kamchatka HFD treats sea as land, but only in regards to altitudes of course, it doesn't affect gameplay in anyway). Also, I rather use gerwin's TFDtool to flatten rivers, airfields and lakes, and I usually tweak the exported bitmap to add slight blur between the flat tiles and the surrounding, non-flat ones. Just minor tweaks. I would avoid using the smooth heightfield function of the TerrainEditor, since it really removes many details of the heightmap. What I learned is, the less you touch a heightmap, the better, unless it's necessary for water bodies and airbases.
  19. Good to hear from you, Baltika! I've experimented with 250m heightmap, and the results are really great. I know it's difficult to work on terrains due to RL and overambition; the Iran/Iraq terrain I released was my first effort, and it did take three or more years of development, mostly because I was never happy with it...
  20. PFunk, if you want I can help with 250m heightmaps, I "developed" a similar procedure to the one discovered by Stary. Also, it's not too late for your Aegean terrain, I can convert it to 250m resolution. I already did it for my Iran/Iraq terrain, and for the Europe terrain FRPignon is working on. I am also planning a series of mods that will include 250m height maps compatible with SF's stock and custom terrains. Now I'm not at home, but feel free to send me a PM if you're interested, and as soon as possible I will reply and fill you in with a step by step procedure.
  21. Wow, it's beautiful, PFunk! I always desired a smaller version of the Anatolia terrain, and here you made it!
  22. Simply you can't. I'm afraid that you'll have to scrap those two airbases. If people own SF2NA, you can make such airbases as OffMapAirbase=TRUE (just check he stock IcelandNA terrain's targets.ini). Or try to make a bigger terrain, 2000x2000, but that means you'll have to start from the beginning. I think first choice is the one you may want to do.
  23. Iraq, Western Asia (1980-2003)

    It's not my fault, it's a bug introduced in SF2NA. Nobody knows how to fix it atm.
  24. yubba, it works in SF2, but it's not what I asked about. Please do not hijack the thread.
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