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Menrva

+MODDER
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Everything posted by Menrva

  1. Need your prayers

    My thoughts and prayers with your family. I hope she gets the help and understanding she needs. I suffered from depression in my late teen years... not something I'd wish anyone to find themselves in. Wishing you strength in this difficult time.
  2. I think your best chance is to get a virtual machine running on Win11. Not sure what Win version is supported natively by 3ds Max, but you can install pretty much any OS on Oracle's VirtualBox, which I highly suggest. Once you get the hang of it, it's pretty easy to move files between the virtual machine and your real one, usually by using a USB flash drive or an external hard drive.
  3. Version 1.06

    1,526 downloads

    Alaska, Bering Strait (1955-2018) Terrain April 13th, 2017 (1st Release) by Menrva >For Strike Fighters 2: Europe, Recommended Full-5 Merged This is a complete remake of the DBS terrain made by Major Lee and further tweaked by Wrench. Wrench kindly allowed me to improve upon his work; the entire map has been retargetized and retiled using a whole new tileset, combining tiles from Brain32 and Stary. Some water bodies, lakes and rivers have been hand-tiled. Most of the terrain has been hand-tiled to a great extent. Numerous target areas 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 June 22, 1955 (the date of the first known Cold War incident in the Bering Straits between the U.S. and the Soviets) to December 31, 2018. I didn't bother to add all of the possible RL airports. However, when compared to the original DBS terrain, this one has a lot more to offer, especially on the Blue Side. The Soviets (Red Side) only have two flyable airfields. Don't even try to fly Red Side long-range bombers from said small airfields. Reason for this is that the original DBS terrain was rather fictional and included airbases which in reality didn't and don't exist. I made major researches and what I am providing here is a realistic representation of the area, given the terrain engine limitations. Anyway, I added some Off Map Airbases for both Blue Side and Red Side; if you have SF2NA, you can benefit from this addition, as long range AI flights can be generated from such airbases. The area in reality is pretty barren, so don't expect a terrain with much targets. Still, you can enjoy CAS missions at St. Lawrence Island and Lopp Lagoon being invaded by Soviet forces, and the usual dogfights over the Bering Straits. Ground Objects are not included. You can obtain them from Wrench's original DBS terrain release. Only very few of them should be needed anyway. >Credits (in no particular order): -Major Lee, who came up with the idea of recreating such an interesting scenario in the Strike Fighters world. -Wrench, who kindly allowed me to improve upon his work by giving me a blank cheque and trusting my capabilities. Thank you, sir! -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 snowy runway textures he made for his Korean terrain repaint (unofficially released) and 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. -Brain32, for the original hi-res DBS tileset he made and which I have expanded with my bad transition tiles. -Stary, because his tilesets are pure art. I borrowed a TOD and few tiles from his excellent Kamchatka tileset repaint. -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. Because the original terrain was born from Major Lee and was later tweaked a number of times by Wrench, I included the ReadMe files from the original packages, 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. Never Forget!

    I was only a six year old, but I remember rather vividly what I saw on TV that day.
  5. A-7 Corsair II. SLUF over Vietnam.

    Another opera omnia-like release by Jarek. The amount of research and development is mind-blowing. Users, don't forget to read the description entirely.
  6. Eurofighter Typhoon 2000 Improved

    Awesome improvement on an already amazing bird. Great job to all modders involved for a well done release!
  7. If RWRs Could Talk

    LMAO! Only a few would understand the French one, it's a nod to the pilots of the submarine and aircraft carrier Alicorn in Ace Combat 7, where they fly Rafales. That's where the "Salvation" thing and music come from.
  8. Banner Tow Target tdu-32a/b - Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion - CombatACE
  9. This is an interesting post! I always wondered about it when I made the experimental Moon and Mars terrains. In the EnvironmentSystem.ini file we could tweak the coefficient of gravity, but nothing about air density and atmospheric pressure. Those things must be hardcoded in some way.
  10. Exactly. His English is rather broken, had a look at past posts as well. He's just a hack. The only thing I see fresh is some new skins for aircraft. Also, I have strong reason to believe that the guy is modding not Strike Fighters 2 but Strike Fighters 1! I see he made an YF-22 skin for the old F-22 Raptor released in 2005. I don't think he can use the new one I released since yakarov79's LODs are only compatible with SF2.
  11. I'd stay away from anything SF related on FB. I recall another account of a troll from Turkey who got banned from CA a while ago; he shows our mods and even takes our very own screenshots and then claims them all as his own work. One of such screenshots is that of the Mirage 2k cockpit I retextured, which I had taken for the ODS 30AE mod. I was very puzzled to see someone else use it for getting some likes.
  12. I was hoping to see it again with the new tileset you were making. Top notch work!
  13. By using OpenCockpit=TRUE, it's a less than ideal solution, as it brings other side issues (with clouds for instance) as it treats the cockpit as open, much like that of a WW1 plane, thus with no canopy glass etc. I've been thinking out of the box, and I'm wondering if shadows like in the first generation of Strike Fighters games would work in SF2 as well. Here's an example: [Shadow] CastShadow=TRUE ShadowLOD=A-4B_shadow.shd ShadowType=1 ShadowCastDist=10000 MaxVisibleDistance=400 If those statements work in SF2, it means we could develop our own .shd files to act as a LOD for the shadows of a cockpit. It's a big if and I honestly have very low expectations it would still work but, if it does, no need to worry about editing existing LODs.
  14. You have the latest if you downloaded it after January 19, 2022. A new version with many additions and improvements hopefully happens by the end of the year. I might include the complete change logs of all released and unreleased versions in it, if users are so keen to know about its development history.
  15. Not just that. Site rules do not allow to edit LODs and share them, either third-party and stock ones. I wish we could fix them all one by one, it'd be a game changer. I guess the concern is more about third-party ones. To share a fixed LOD for stock cockpits wouldn't worry me as much. A stock cockpit LOD with no textures is of no use, it would require the users to own the game to experience it as it's meant to be. In any case, it cannot be done so it's case closed.
  16. Clever. I never thought of doing that, but after all it's a LOD like everything else. Even for terrain objects the same thing applies, if we want shadows for the 300 custom ground objects, 300 such .ini files are required to be added. The only major issue about shadow casting is that it would require cockpit 3d models without holes in them. Unfortunately many third-party and even stock cockpit 3d models feature holes, either to the front or back of the cockpit. For proper shadow casting those holes would need to be fixed, but we cannot edit LODs.
  17. You're in good faith, and I'm glad the situation was soon solved in the best possible way with the other modders involved. This isn't the first time that something that shouldn't be uploaded gets approved indiscriminately. As much as you're at fault for uploading it, someone else is to blame for approving it without the proper consideration. @FLOGGER23 I can surely wait, it's not my work and you decide what to do with it. If anything, this thread shows there's interest by many about an updated Su-24 so it may offer even more motivation to get it done. It's harder to work on something when nobody wants it, I know for experience. That being said, keep up the great work!
  18. I don't know who opposes this here at CA. I would certainly be happy to do it, but I entirely lack skills to do any reverse engineering. We've discussed this countless times; this is not programming in a specific language (something which I can do), this is on a different level really. And if nothing happened in twenty years (we've seen programmers much more capable than me produce tools to mod Strike Fighters better than ever) then chances are very slim that the game's coding could be reverse engineered successfully. Find someone who would do it and everyone would be happy. Sadly I don't know anyone with those skills that's interested in such an old game; if and when I get to meet such a person, that's the only contribution I could give aside from the knowledge I have about the game engine's limitations. If TK really wanted to help, he could have been more involved with the healthy bit of the community and shared such info. He has no interest in doing that and I'm not planning to beg him after what I consider very poor marketing decisions.
  19. That's much appreciated, I like when things are improved even more. The author of the cockpit should be Centurion-1, he hasn't been around in a long while. With due credits to all modders involved, I think it could be released as standalone.
  20. I remember YEYEYE had a personal website, I recall I downloaded incomplete Su-47 and X-32 models for Strike Fighters from it. I don't recall anything about a Su-24 cockpit, I'm surprised it found its way somehow without a public release. If the plane and cockpit can be released with due credits to the authors, I'd be happy to include this new Su-24 in the ODS 30AE mod as a flyable aircraft.
  21. That cockpit's 3d modeling and texturing style... it reminds me a lot of cockpits created by YEYEYE, maybe it's from him? I don't know. No idea where this Su-24 model comes from, I'd be happy to know if it's something legit that we can use.
  22. I'm terribly sad to hear these news. It's been a while since last time I heard from Marty via email... I'm as shocked and saddened as much as I'm honored to have known him. One of the kindest men I've ever known. I'm keeping all posts from him with care. Our chats and his positive posts and comments made my day more than once. I lack the words to truly express how I feel about this loss. My deepest condolences to his family and loved ones, and to the guys of the CombatACE community who, like me, had the pleasure of chatting and collaborating with him. Rest in peace, Marty.
  23. You need a GPU with at least 4GB VRAM. The mod does not work on Intel UHD integrated graphics cards. I already posted all possible suggestions and solutions to known issues in the mod's download page.
  24. These are unused but working BlendOp options as found inside the GraphicsEngineDX10.dll: MODULATE_AND_ADD_SRC MODULATE_AND_ADD_DST MODULATE_MUL_2 MODULATE_INV_SRC MODULATE_INV_DST My discovery was dictated by my hunger of finding a proper solution to the DTV filter which does not work properly in-game with night environments, especially with the much darker nights of my realSKY mod. Below you'll find a comparison between stock filter material data and the custom one using another BlendOp: Stock MODULATE, day Stock MODULATE, night Unused MODULATE_MUL_2, day Unused MODULATE_MUL_2, night The main drawback of MODULATE_MUL_2 is that it doubles the MODULATE option, so at day the image is lightened too much than the stock MODULATE. Mind you, the screenshots were taken with the realSKY mod on Unlimited settings, so the post processing effect adds bloom to already bright areas. However, at night MODULATE_MUL_2 brings a big improvement as you can finally see the ground and its objects more easily. PS: Please admins, pin this topic. The unused BlendOps I found work just fine, and may be useful to other modders willing to experiment with them.
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