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Menrva

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Everything posted by Menrva

  1. 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.
    AFAIK, Ofnir never had its emblem reproduced in any of the Ace Combat games. This gives you freedom to create your own. And this one looks great!
    "Rot 1 to all craft. Time to hunt some wild dogs. Down them all."
    Such an amazing project! Keep up the good work, my friend!
  2. Terrain package updated to Version 1.01; small fixes and the addition of high quality planning maps!
  3. Terrain package updated to Version 1.02; small fixes and the addition of high quality planning maps!
  4. Terrain package updated to Version 1.03; small fixes and the addition of high quality planning maps!
  5. View File Madagascar, Southeast Africa (1977-2018) Madagascar, Southeast Africa (1977-2018) Terrain December 13th, 2017 (1st Release) by Menrva >For Strike Fighters 2: Europe, Recommended Full-5 Merged This is a complete remake of the AE terrain made by Deuces and Dave, further tweaked by Wrench. The entire map has been retargetized and extensively retiled; Mozambique is now a lush green jungle, not a barren desert as seen in the original. The Comoros and Mayotte islands now properly exist and are carefully populated by towns and airports. 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 May 30, 1977 (the beginning of the Mozambican Civil War) to December 31, 2018. Despite the given time frame, this terrain is not right for reproducing the Mozambican Civil War. Instead, the terrain is meant to pit the French Navy against the combined forces of Mozambique and Madagascar in a what if scenario where the Comoros and Mayotte islands are being threatened by the two Soviet-aligned countries. The French (Blue Side) only have four flyable airfields. Don't even try to fly Blue Side long-range bombers from said small airfields; I am providing a rather realistic representation of the area, where the French are tasked with the defence and patrol of the skies above the Comoros and Mayotte islands. Having SF2NA is a must, as I have enabled naval ops. If your mod's folder contains French ships and carriers, you'll see fleets being generated during single missions. Ground Objects are not included. It's up to the user to find and obtain anything that can be useful for the proposed terrain's scenario. >Credits (in no particular order): -Deuces and Dave, who had the idea of recreating such a gorgeous environment 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 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. -Stary, for the old .TOD mod which adds trees on this terrain's tileset. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who supported me during the terrain's development. Thank you, guys! -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 Deuces and Dave, and was later tweaked 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. Submitter Menrva Submitted 12/13/2017 Category Full Terrains
  6. Version 1.03

    847 downloads

    Madagascar, Southeast Africa (1977-2018) Terrain December 13th, 2017 (1st Release) by Menrva >For Strike Fighters 2: Europe, Recommended Full-5 Merged This is a complete remake of the AE terrain made by Deuces and Dave, further tweaked by Wrench. The entire map has been retargetized and extensively retiled; Mozambique is now a lush green jungle, not a barren desert as seen in the original. The Comoros and Mayotte islands now properly exist and are carefully populated by towns and airports. 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 May 30, 1977 (the beginning of the Mozambican Civil War) to December 31, 2018. Despite the given time frame, this terrain is not right for reproducing the Mozambican Civil War. Instead, the terrain is meant to pit the French Navy against the combined forces of Mozambique and Madagascar in a what if scenario where the Comoros and Mayotte islands are being threatened by the two Soviet-aligned countries. The French (Blue Side) only have four flyable airfields. Don't even try to fly Blue Side long-range bombers from said small airfields; I am providing a rather realistic representation of the area, where the French are tasked with the defence and patrol of the skies above the Comoros and Mayotte islands. Having SF2NA is a must, as I have enabled naval ops. If your mod's folder contains French ships and carriers, you'll see fleets being generated during single missions. Ground Objects are not included. It's up to the user to find and obtain anything that can be useful for the proposed terrain's scenario. >Credits (in no particular order): -Deuces and Dave, who had the idea of recreating such a gorgeous environment 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 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. -Stary, for the old .TOD mod which adds trees on this terrain's tileset. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who supported me during the terrain's development. Thank you, guys! -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 Deuces and Dave, and was later tweaked 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.
  7. 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.
  8. 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.
  9. 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!
    Good looking F-22s! A desert themed aggressor skin would be appropriate for the SWUS terrain by JSF_Aggie (https://combatace.com/files/file/14354-southwest-united-states-for-sf2/). Much thanks for featuring my terrain in your screenshots!
  10. http://www.bbc.com/news/av/uk-england-gloucestershire-42019484/world-war-two-female-spitfire-pilot-dies-aged-94
    What a surprise! Thanks for sharing. Looking forward to any updates!
  11. 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!
  12. Thank you so much, wonderful update! I don't want to bother you any further, but I discovered something that may be useful for the next 1.00 version; in the TFDtool.ini file I have seen the following lines/parameters: [Export] Planning_map_Grid=0 Planning_map_Labels=0 Planning_map_Icons=0 IIRC, they were meant to enable or disable certain details from the planning maps, depending on the set value, 0 or 1. In recent versions, setting them to 1 or 0 has no effect, planning maps are always generated with all elements. Was it always like this? I swear it seemed to me that it worked like I explained, in some old TFDtool versions. Well, that is all! Thank you again for the speedy bug fixes!
  13. I have no problem with targets, I just noticed that the Embossed Texture Bitmap exported by pressing F8 is a portion/corner of the whole terrain, and this happens because I suspect its ratio calculation might be fixed (other exported bitmaps work as intended even with 250m heightmaps). My terrains are already available for download here at CombatACE (SF2 Full Terrains section) and feature such heightmaps. If you need only a few files, I'll send what's needed.
  14. gerwin, I discovered a bug in TFDtool, actually nothing big. Since my custom terrains use 250m heightmaps, (instead of TW's stock value of 500m resolution), I noticed that the Embossed Texture Bitmap (the one obtained by pressing F8) only portrays a small portion of the terrain, while the Texture and Height bitmaps are exported correctly. Also, 250m heightmaps cause your tool to crash while exporting planning maps (F10), but it's wrong to call it a bug I think, since your tool wasn't meant to support 250m resolution heightmaps anyway. Many thanks for providing the community with such a powerful tool!
  15. Nice catch! Mue knows a lot about SF2 shaders, he might know what's going on.
  16. Thanks. I wonder how it can be imported into GIMP though. I am still trying to learn how to use GIMP.
  17. Yes, it is. I've just watched it. Such a well-made, eye-opening documentary. Thanks for sharing this one, Snailman.
  18. Thank you very much, you're so kind! BTW, since this Spring's Windows 10 Creators Update, my Photoshop copy no longer works, so I had to resort to other alternatives. I tried GIMP, but I really struggled with its GUI, so in the search of another alternative I discovered a great freeware, called Krita. Its interface reminds me a bit of Photoshop, and I find it simpler to use. You might want to give it a try if GIMP is that hard to use, at least for me!
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