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View File Hawaii, Central Pacific (1959-2028) Hawaii, Central Pacific (1959-2028) Terrain December 13th, 2020 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This is a complete remake of the Hawaii terrain. Unlike the original one released by Wrench, which is not in full Real World scale, this new terrain was made and tiled from scratch, and it features all the main Hawaiian islands in full scale, with more cities and pretty accurate elevation details. A better looking and more complete tileset has been added. Numerous target areas, such as small civilian airports, 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 August 21, 1959 (when Hawaii officially became the 50th American State) to December 31, 2028; it is designed for fictional clashes between Red forces (namely Russia and China) and all of the American services (USAF, USN and USMC). The island of Kauai is added to Red Side for better gameplay; imagine it as the first step of a hostile invasion of Hawaii. All mission types are available, including CAS and Armed Recon. Targets reflect Real World events as accurately as possible; for instance, some airfields will appear only after a certain year, according to historic changes. If you have SF2NA, naval fleets will spawn in the Pacific Ocean. Also, Off Map Airbases have been added and long range AI flights can be generated from them. All main targets have been placed accurately in their Real World locations. Ground Objects are not included. You can obtain the most needed from Wrench's original Hawaii terrain release. >Credits (in no particular order): -Wrench, for his permission to use his target areas from the original, smaller scale Hawaii terrain. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs, and for allowing me to include his exclusive Pearl Harbor Memorial 3d model (which you cannot redistribute). -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! -JSF_Aggie, for his great Hi-Res Runway Textures v2.0 which I included. -Stary, for the hi-res Okinawa tileset he made, which I have reworked and expanded. -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 this terrain re-uses some of the original target area layouts by Wrench from his previously released Hawaii terrain, I included the ReadMe files from his original 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. Submitter Menrva Submitted 12/13/2020 Category Full Terrains
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Version 1.0.0
581 downloads
Hawaii, Central Pacific (1959-2028) Terrain December 13th, 2020 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This is a complete remake of the Hawaii terrain. Unlike the original one released by Wrench, which is not in full Real World scale, this new terrain was made and tiled from scratch, and it features all the main Hawaiian islands in full scale, with more cities and pretty accurate elevation details. A better looking and more complete tileset has been added. Numerous target areas, such as small civilian airports, 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 August 21, 1959 (when Hawaii officially became the 50th American State) to December 31, 2028; it is designed for fictional clashes between Red forces (namely Russia and China) and all of the American services (USAF, USN and USMC). The island of Kauai is added to Red Side for better gameplay; imagine it as the first step of a hostile invasion of Hawaii. All mission types are available, including CAS and Armed Recon. Targets reflect Real World events as accurately as possible; for instance, some airfields will appear only after a certain year, according to historic changes. If you have SF2NA, naval fleets will spawn in the Pacific Ocean. Also, Off Map Airbases have been added and long range AI flights can be generated from them. All main targets have been placed accurately in their Real World locations. Ground Objects are not included. You can obtain the most needed from Wrench's original Hawaii terrain release. >Credits (in no particular order): -Wrench, for his permission to use his target areas from the original, smaller scale Hawaii terrain. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs, and for allowing me to include his exclusive Pearl Harbor Memorial 3d model (which you cannot redistribute). -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! -JSF_Aggie, for his great Hi-Res Runway Textures v2.0 which I included. -Stary, for the hi-res Okinawa tileset he made, which I have reworked and expanded. -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 this terrain re-uses some of the original target area layouts by Wrench from his previously released Hawaii terrain, I included the ReadMe files from his original 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. -
Version 1.2
181 downloads
Ace Combat Nations December 13th, 2020 (1st Release) by Menrva >For Strike Fighters 2 games This mod is a fork of my nations expansion mod of the stock ThirdWire _nations.ini file. It includes only the nations and respective aviation services of the Ace Combat universe, AKA Strangereal. All roundels are based on official sources and references from all Ace Combat games. Here below a summary of the included services: -Generic Mercenary faction, using the logo of Ace Combat's developer, Project ACES, as insignia. -Osean Air Defense Force and Osean Maritime Defense Force (as seen in Ace Combat 5, Ace Combat Zero and Ace Combat 7). -Yuktobanian Air Force and Yuktobanian Navy (as seen in Ace Combat 5). -Erusean Air Force and Erusean Navy (as seen in Ace Combat 04 and Ace Combat 7). -Free Erusea Air Force (available since 2006, as seen in Ace Combat 04, Ace Combat 5 and Ace Combat 7). -Independent State Allied Forces Air Force and Independent State Allied Forces Navy (available since 2003 until 2006, as seen in Ace Combat 04 and Ace Combat 5). -International Union Peacekeeping Force (available since 2007, as seen in Ace Combat 7). -Belkan Air Force and Belkan Naval Aviation (as seen in Ace Combat 5 and Ace Combat Zero). -Ustio Air Force (available since 1989, as seen in Ace Combat Zero). -Sapin Air Force (as seen in Ace Combat Zero). -Republic of Emmeria Air Force and Republic of Emmeria Navy (as seen in Ace Combat 6). -Estovakian Air Force and Estovakian Naval Aviation (as seen in Ace Combat 6). -Aurelian Air Force and Aurelian Naval Aviation (as seen in Ace Combat X). -Leasath Air Force and Leasath Naval Aviation (as seen in Ace Combat X). -USEA Unified Air Force and USEA Unified Navy (available since 1996 until 2002, as seen in the remake of Ace Combat 2, that is Ace Combat 3D). -Voslage Air Force (as seen in Ace Combat 7). -Nordennavic Royal Air Force (from Ace Combat: Northern Wings). -Federation of Central Usea Air Force and Federation of Central Usea Navy (as seen in Ace Combat 8). -Sotoan Air Force and Sotoan Navy (as seen in Ace Combat 8). Other aviation services are known to exist in Strangereal, such as the Rectan Air Force, FATO Air Force and Valka Royal Air Force. However, there are no info concerning such countries with no established flag and culture at the moment. Those are not included in the mod for the time being. This mod removes the Real World aviation services included in Strike Fighters 2, as such it is not compatible with any mod out of the box. Modders and users are advised to tweak _userlist.ini files and _data.ini files for aircraft and ground objects, to make use of the new services added by this mod. >Credits (in no particular order): -nuni, for his suggestions and other Ace Combat themed mods. -Astore, for his support and for being one of the few Italian Ace Combat fans like me. -RythusOmega, for providing all Ace Combat 7 emblems, reworked for use in this mod. -SuperOstrich, for providing hi-res remakes of the roundel of Nordennavic. -mue, for sharing info about the functionality of the alias.lst file. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions.- 1 comment
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Yeah, I forgot that point about the price; though GOG allows other developers to release (much newer) games on their platform at the price they set. At that point, it's up to the customer to spend $20 for an outdated game. It might be "light sim trash" in the eyes of many other customers, but it's a title (still) widely supported by the community with amazing mods, much like Il-2 1946 on this aspect. It also covers unique time periods and conflicts, it's a Cold War anthology of fighter jets and the conflicts they were used in, there's no real rival to SF2 in this regard. Publishers did wrongs to TK at the time of the SF1 generation of games. I wonder why Wings Over Europe is on Steam; I might be wrong, but I think TK doesn't get revenues from that title on Steam, it's all money to the publisher. On WoE's Steam page, just click on Third Wire Productions, and you're redirected to Strategy First. That's bad. At the same time, TK took questionable decisions, so he's partly to blame. TW's games were not widely publicized, especially outside of the US. I discovered Wings Over Europe by chance, ages ago when I was a kid. It's a niche genre, but I'm sure others don't even know about SF2.
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I can see why he does not, though. GOG.com might be a much better solution for his product, and it would also fit the Good Old Games tagline.
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@Stratos it's not, it's a mod. MiGBuster always posts screenshots of the game which may contain user made mods. SF2 Win10 is not expected to feature better textures, clouds or anything else. TK is not an artist, he is a programmer.
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Not really; I believe TK is proposing this every once and awhile in a (desperate) attempt to cover costs for the Win10 update. His kickstarter was all but a successful one. That being said, I look forward to the Win10 update, but it's clear to me he's in dire straits and cannot fully commit to it.
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It's not a real issue, I've seen worse on other terrains where it is due to wrong Tag value for the tile in the TFD. Can be fixed with TFDtool. Just live with it.
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How to make a default texture for a model
Menrva replied to GKABS's topic in Mods & Skinning Discussion
@GKABS If you're talking about ground objects, none of the above answers is correct. Skins for ground objects are terrain based. Each terrain's .ini file contains a parameter, GroundObjectTexture. In stock terrains, it is usually set to Green or Tan, the result is self-explanatory. Skin folders with names other than Green or Tan will be disregarded completely by the game. In campaigns, it is possible to set specific skins to each ground unit that is defined, but this is another story. -
I just remembered, gerwin already released an M978 HEMTT. I appreciate your efforts towards making a new 3d model, but I'd rather focus on things still not present for Strike Fighters. In any case, keep up the great work!
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La versione corrente è piuttosto incompleta e ingiocabile. Sono stato distratto da un altro progetto molto ambizioso. Il terreno dell'Italia uscirà, è solo questione di tempo. Chiedo pazienza.
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I didn't see it, I judged it by the trailers and few scenes available. Not even Ace Combat videogames defy physics that bad as the movie does. Ugly!
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That might happen rarely. Just manually edit it back to 0. Inside TFDtool.ini, find Modify_Tags and put it to 1; it enables you to manually change the tag value of the selected tile. It's all written in the included ReadMe file, TFDtool.htm.
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Just select "all Tag values appropriate", and it will set all airbase tiles to 0, other land tiles to 1 and water tiles to 2. It's one function I had requested to gerwin. It works flawlessly, you do not have to do anything else. No, you must do it individually. I did so for dozens of my terrains, in total hundreds of airbases, go figure. No easy answer. Sometimes it's not needed, other times it creates issues as TFDtool does not give you the exact idea of how big your custom airbase is, and how each surrounding object is big and placed on the terrain. You must always double-check in-game if you want to flatten with pinpoint accuracy. Others will tell you that the Terrain Editor by TW is the best solution for flattening airbases, but it's bullshit, since that one creates huge, flat circular areas around airbases, thus ruining the geography of the real terrain.
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NovaLogic Nostalgia, back to 1998 Viper Squadron, 32nd TFS, 16th AESOG (Air Expeditionary Special Operations Group) 300 Squadron, 7th Red Banner Guards Regiment, 11th Expeditionary Wing
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I already mentioned this, please do not repeat things. It is not a tag issue, gkabs confirmed it.
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The terrain may be flat, but that does not suffice. You need to make sure that the tag value of the tiles is set to 0, you can see it via TFDtool. If tiles' tags are not set to 0, you can easily tweak the values with the latest version of TFDtool.
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You did not have to uninstall SF2 Israel. You need all three games installed, SF2 Vietnam + SF2 Israel + SF2 Europe. If you also have SF2 North Atlantic, install that as well.
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Guys, none of your suggestions can solve the issues this user is having. First of all, by the screenshots I see, the user only has got SF2 Israel, while the KAW mod requires at least SF2 Vietnam and SF2 Europe as well. First of all, it requires SF2 Europe, because the Korean terrain references the stock GermanyCE.cat, and that means that certain specific objects, only present in that .cat archive, are used on the terrain. Using another .cat from another terrain won't suffice, it can and will result to missing objects and CTDs. I am pretty sure the user also misses some other stock functions, I don't see why his carrier-borne unit in the campaign does not spawn from the carrier, which is obviously missing. Maybe the campaign uses the Naval functions of SF2 North Atlantic, which the user does not have. No point in providing such suggestions if he does not meet the mod's requirements. Last but not least, crashes are pretty common in huge mods such as this. There's no easy way to debug the game and find all bugs that need to be addressed. Most crashes are usually terrain related, and the causes are multiple, be it outdated ground objects, wrong target area numbers, missing _types.ini objects and much more.
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IMHO you can also use JPG, but as I said, make sure to save it with maximum quality. In Photoshop you have a slider, it is usually set to 7, while the maximum quality is 12.
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Absolutely double check save quality when saving in JPG. Many software save in JPG but with standard quality, which heavily degrades the quality of the texture you've made. High quality JPGs will weigh less than a BMP, but will weigh more than a standard JPG. BMPs weigh more but are loaded faster by this game engine. JPGs require more time, despite the lower file size.
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Morale in Campaign Data. What does it do, exactly?
Menrva replied to Slant6's topic in Mods & Skinning Discussion
Fact is, the effects of few campaign parameters are still unknown and can only be speculated. Morale may affect the effectiveness of a unit in combat. An equivalent unit with lower morale may perform worse, have more casualties etc. -
It doesn't work well, it damages the helicopter and makes it FUBAR, it's a known issue in SF2. Sometimes it even happens with aircraft, but it's very rare in that case. Before using ALT+T, it is better to engage autopilot, that prevents damaging what you're flying. Then again, the AI sucks big time with helos, especially for landing.
