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Everything posted by Menrva
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Indeed, thanks to your tool, gerwin, I was able to flatten various airbases in the North Cape terrain, for one of eburger's expansions. It would be nice to implement some functions of TW's TE into your tool, such as "Smooth Height Field" and "Adjust Sea Level", but I'm already happy with the current version of TFDtool
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WIP Mega THREAD!
Menrva replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Great images for the new menus! With all the new additions in the coming expansion pack, next release should be called TSF3 instead of TSF2. Great work! -
Good call, The Warrior. I forgot about the Material settings, now I think we got rid of all the known bugs once and for all. krfge, please copy all the following statements and overwrite the ones you have in your _data.ini (make a backup first). This is what I use in all the terrains of my personal mod folder, it's a combinations of statements that Stary and others have suggested during the years, for SF2, and I have no issues with the ships and the Height Field: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 BumpAmount=100 [HeightOffset] LowDetailMesh=-25 WaterMesh=0.8 [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0
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Hmm, I do know that bug of the boats that sort of "fly" over water, but I think that there was another working fix, I'll make some searches here in the old threads. BTW did you try the values I posted? EDIT: Look here (check post #6 and post #7), Wrench encountered the same bug in one of his terrains: http://combatace.com/topic/66343-waterworld-terrain/ If it does solve that problem, you may want to restore the WaterMesh value back to the stock value.
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Check these values in the _data.ini, most likely they are going to create more problems or not: [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 BumpAmount=100 [HeightOffset] LowDetailMesh=-25 WaterMesh=0.8 (sometimes I have also tried LowDetailMesh=0.0 on stock terrain size, not your case indeed)
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"Two weeks" here means "not going to happen anytime soon". 3D modeling is a very difficult task and requires lots of freetime. Moreover there are not so many Ace Combat fans here, despite it's probably the best arcade flight game series (apart from ACAH). Here's a fine Ace Combat aircraft available: http://combatace.com/topic/81994-ace-combat-x-02-wyvern/ But it's for SF1, so some tweaks are required to make it work in SF2.
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Hmm, could the issue be caused by the _hm.bmp files? In some occasions I've seen that they create such problems, unless some edits are made in the terrain's _data.ini. Anyway we'll surely find a fix and Height Field smoothing is an option, but only when the terrain is complete. Keep up the good work, krfge!
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F-39A/B Griffin Blk 1/5 - Gripen NG for the US
Menrva commented on dtmdragon's file in What If Hangar
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Coming Soon CombatACE 4.x
Menrva replied to Erik's topic in Site Support / Bug Reports / Suggestions
Looking forward to it! Many thanks to you, Erik! -
HUD Video/Audio F-16 Dodging SAMs over Iraq '91
Menrva replied to Nicholas Bell's topic in Military and General Aviation
I've discovered this video last year. I'm wondering if Maj. Tullia was ever interviewed about that day; that very same day other friendly aircraft were shot down. -
krfrge, you are doing a very impressive work with this terrain, I am amazed about the new tiles, that 4-tiles atoll looks just perfect. Keep up the good work and take all the time you need. @Wrench -As saisran said, that applies to me too. I am almost tempted to get that achievement too, just for fun.
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I didn't know that, it's a pity. I usually enjoy it in SP/Coop mode due to my bad internet connection, but it's boring after a while.
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It shouldn't. According to Ace Combat Wikia, Ace Combat 7 (as the name/number implies) is the direct sequel of the main series, not a bad spin-off like Assault Horizon was.
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Yeah, I bet it's very good. In fact it is the real successor to the Project Reality mod for good old Battlefield 2. Just google Project Reality, it is now a standalone game, you can download it and play for free, it uses the Battlefield 2 engine pushed to its limits, so it is a bit heavy on FPS, not as much as the new Squad game though (unfortunately my old PC can't handle Squad). And Project Reality, much like Squad, is in continuous development, but is a more finished product now (now it is currently v1.3.9). BTW, I said Squad is the successor of Project Reality because part of the team that developed PR is now developing Squad.
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Thank you, Wrench ;) Even if it isn't that nice, it will do the job. Terrain is progressing well, I really hope I can release something playable next year, it is needed.
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When it is finished. Sorry for the short answer, but RL studies obliged me to stop working at it, however only Iran is left to do, Iraq is complete with all rivers, it just needs some eye candy such as more precise targets and bases. I'll re-post my previous questions since someone might have missed them; Do we have a 3d dam model? It is needed for targets such as the Mosul Dam and a few others. Does anyone have a reference map which contains all the main roads that I may need to add to the terrain? I re-made the whole set of road tiles, it would be a pity not to use them.
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Well, of course they are trying to do something, but it's not going to be enough. The problem will be entirely on the shoulders of the future generations, mine included, so I almost wish to die young, cause I don't think the world will be a nice place when I'll be 60yr old. But Capitaine Vengeur has given us a list of many other problems which could bring humanity to an end sooner or later. Seriously, we've given too much power to Internet, now everything is done with Internet, what if Internet "disappears" someday? The economy goes down with it, as well our lives. Not to mention nuclear weapons, deterrent for direct war between superpowers, but only the heavens know for how long...
