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Everything posted by Menrva
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Great! I'm glad to help, Kevin! When you feel like the terrain is ready for release, and if you wish, I can worry about fixing the tiling of the missing Mekong Delta area and make a few other of my usual adjustments.
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Nope, what I am talking about is even worse, look below; I reckon that I was wrong in saying that this is a small peninsula; it's a rather important part of the terrain. In fact, some stock target areas/cities (you can see those small blue dots) are over water, where instead there should be a huge portion of land. The whole Mekong Delta is not there! TK should have doubled check.
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I had issues with Paint.NET. The new _water bitmap I saved with PS does have the exact same size of the one from IcelandNA (just right click and double check the properties of both files). If it doesn't seem to work, then it's due to the water area size. In that case, ships spawn where they want, they disregard the info of the water bitmap (generally, in such instances I observed that Blue fleets always spawn on the lower left of the terrain, Red fleets on the upper right, much like in the stock IcelandNA terrain). I also suggest to save water bitmaps with MS Paint, it should do okay as well. Here's the one I re-made, rename accordingly: VIETNAMSEA_WATER2.bmp Also, little trivia: nobody seems to have ever noticed this, but TK's VietnamSEA is a mess to say the least; the small peninsula to the south (around the Mekong Delta) is completely cut, there's water instead of land! I had fixed this for my own use, but I will gladly share the fix (however, the TFD is based on the one using a different tileset from the WOV Gold expansion, so changes will have to be remade from scratch, I guess). What's even more amusing is the fact that both the stock water bitmap and the planning maps correctly show this small peninsula. I suspect that TK did not double check during the auto-texturing stage of the terrain's development)
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Hey, Wrench. Just post the water bitmap, and I'll look into it. A few painting softwares don't save 8bit bitmaps correctly. However, considering how small the water area is in VietnamSEA, I pretty much doubt we can have CV stations as in stock IcelandNA. NavalMap=TRUE should only be used on terrains where we can have big naval battles, as that also affects strike missions to an extent. For other scenarios like this one, carriers should be static and set in campaigns. I had similar issues in the IraqWA terrains I released. The water area was simply too small given the 63% RL size, and so NavalMap=FALSE was kind of a forced decision.
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Couldn't agree more. As a youngster, I see how many of my generation take so much for granted...
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Thanks, Coupi. I was sure everything was right on my add-on aircraft. I had suspected the issue could be due to wrong collision boxes for those ground objects. BTW, that object actually is PIT16, not PIT1 which is not used on stock airbases AFAIK. In the small Runway 2 and Runway 3 airbases, I cannot move past the shelter objects, the plane soon explodes. The solution by Wrench should work, but it's less than ideal, I would prefer stock objects to have a better collision LOD. SF2 is not really a good example of "hitbox porn" (a fun way of saying when a game does have impressively accurate hitboxes). Other games have much better physics when it comes to object/hit detection.
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Well, it happens on stock terrains on my end. I guess this is either due to the custom aircraft I am using or due to the Hard difficulty settings which change the physics a bit.
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It seems you guys do not have this issue I told about. I cannot taxi, my plane gets damage and explodes as soon as I move. This happened to me with an add-on aircraft, maybe the stock aircraft do not collide with the pit and shelter objects. The add-on aircraft does have correct hit boxes. I also had all difficulty options set to hard, that may cause different behavior. Anyway, as pointed out by others, this taxi feature is not polished at all. Coordinates must be fixed manually for the AI and, as I said, there may be some bad ground object hit boxes. Still, nice discovery.
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It's always the best thing to do when in doubt. I am no 3d modeller, but I came to respect 3d modellers a lot for the effort and time they put into their creations, especially when done from scratch.
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I suggest that you try this mod package I released: https://combatace.com/files/file/16919-speech-enhancement/ With it, you can decide if you always want to have Hawkeye or Red Crown, alternative files are provided. I also fixed some inconsistencies with the original speech audio and subtitle files.
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Great thinking out of the box, @Happy308! Please, let's pin this thread, this is a very nice discovery. I bet it can be made as default with some hex editing in the .dll files, but it would be a little risky. EDIT: unfortunately, the bad object detection of SF2 makes it impossible to move outside of the pit area, the plane soon gets FUBAR.
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Thanks, I'll make good use of this info.
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If you find those, it would be of help indeed. I have other references as well. In the end I can mix all of the info and obtain the perfect formula, so to speak.
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That's what I thought as well. If so, which are the right Federal Standard color codes for the Mod Eagle scheme? I'd like to be as accurate as possible. Unfortunately, same FS colours are different depending on the site or paint maker. @ravenclaw_007 Speaking of the Raptor, the upcoming addon makes use of AIM missiles from your Weapons Pack 2. I have to ask you something about weapons, if you have time. I'll send you a PM.
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I need help in regards to colours. The F-22A Raptor is known to be painted in a standard air superiority grey camouflage. However, a number of EMD prototypes of the Raptor sported a different colouring, which is kind of blue-ish. Here below some references I gathered from the internet: This last photo is a nice comparison; the grey-ish Raptor is still an EMD prototype, but it's closer to what the production Raptor would look like. I know I could simply use the colour picker tool and extract the colours from the photos, but they differ due to lighting conditions, and above all I'd like to know if they are standard USAF colours. Both the body and camo are blue-ish, it seems to me they are the same colours of the Mod Eagle scheme of early F-15s, but I am not totally sure. I had used the same colours of TW's F-15A, but the result is not close to the photos. I'd appreciate some help and opinions.
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"Naked" Raptor Not a perfect 1:1 representation of the real looks of a mid-production Raptor, but it may be a fun bonus to include in the package nonetheless.
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In the end, I reworked that blurry image of the ADTW marking into a decently enough decal. I also reworked number decals. This is the final result.
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Unfortunately, current squadron markings are way different than what they used to be in the 1950s. Anyway, thanks for helping out! Here below the marking I am hoping to find in better quality: 3 Hikotai Even better, the ADTW (Air Development and Test Wing) tail marking is more appropriate for this fictive skin. I need to find a hi-res one, still no joy.
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The skinpack I am working on for the upcoming F-22A Raptor contains a fictive JASDF 2-tone blue camo, like the one seen in the F-2s of 3 Hikotai, 6 Hikotai and 8 Hikotai. At the moment, this skin for the Raptor has got the markings of 6 Hikotai. I sort of dislike that squadron's tail marking being used on the Raptor, so I am looking for good quality reference images of the tail markings of 3 Hikotai and 8 Hikotai instead. Can anyone help? If high-res images of such emblems are available, I can worry about converting those to decals. I've tried my best but only found decent images of 6 Hikotai's marking, which you can see being used as a decal here below. I think that markings for 3 Hikotai would be more appropriate, since it's the longest serving JASDF squadron, and the first to use the F-2s with the 2-tone blue camo, and so the most likely to be the first to convert to the F-22J (in a fictive reality).
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There are all decals for all squadrons already in the package, including the AK tail and many more.
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Raptor Skins Showcase Real World F-22 Total Air War F-22 Lightning 3 Air Combat Ace Combat 2 Ace Combat 04: Shattered Skies Ace Combat 6: Fires of Liberation Ace Combat X: Skies of Deception Ace Combat 7: Skies Unknown Miscellaneous
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The two things are totally unrelated! You do not need to edit the _nations.ini necessarily, the skin will work even without the proper nation (Belka) being added to it. Just put the skin folder inside the aircraft folder of the F/A-18E. I suggest that you do not edit the _nations.ini, because it may mess up the stock game, unless you know exactly what you're doing. BTW, I was working on an Ace Combat _nations.ini, containing only the nations of the Ace Combat universe with their appropriate decals. I will finish it in the future.
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Finally, a video with decent soundtrack. Long live rock 'n roll!
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I have not planned to make such a skin at this time. I am still tweaking the almost 20 custom skins I've made already, so I am busy with fine-tuning them. For the skinpack I made, I focused my attention solely on reproducing the F-22s portrayed in other videogames, with the exception of the fictive Sea Raptor livery which is mostly original. Templates will be released so everyone can try to paint the Raptor in many different, original ways.
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My PC is low-end so I rarely use Unlimited graphics options, unless I am testing a mod I am going to release. As you guys may know, specular maps are used in all their detail only when Effects are set to Unlimited. Some of you Raptor lovers may know that the paint of the F-22A Raptor is very particular; it helps with stealth properties and, together with the radar-absorbent material, it produces a metallic sheen effect, to the point that the coating may appear translucent under certain light conditions. This is rather difficult to portray on old, limited game engines. With the great opportunity for specular maps in the SF2 engine, I was able to reproduce this effect to an extent. Here below a few images showing it.
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