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Everything posted by Menrva
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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!
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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.
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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.
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In Grief and Sadness...Our Greatest Loss...GodSpeed Marty.
Menrva replied to swambast's topic in CombatACE News
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. -
F-22A "Chrome Raptor" skin, 422d Test and Evaluation Squadron
Menrva reviewed simonmiller416's file in F-22
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Enjoy the site!
Menrva replied to TSgtT's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Posts like this mean a lot, believe me. We modders create so much but we rarely get any feedback after dozens and dozens of downloads. Glad to hear your voice, you're welcome! -
You're confused about WoE. The first generation of Strike Fighters games never had sounds for chaff and flares. Strike Fighters 2 never added them either. Sounds are probably the worst part of Strike Fighters. If you're hit, deploy countermeasures or drop bombs, there's no sound associated with those events. Nothing we can do, it's another limitation of the game engine.
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The Su-22M4 cockpit by Farid is nicely detailed! It just misses a working mirror glass on the top, centre strut of the canopy. It'd be awesome if Farid could add that and even make the M3 cockpit by reworking the M4 one. Strike Fighters very rarely gets new cockpits these days, so I'm thankful for this addition.
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It's not clear what the file exactly does but it does not seem to have any visible effect. The game already knows if a target area is Friendly or Enemy and in which specific Location thanks to the _targets.ini and nations.ini files. Even if we understand how this additional file works, we'd know colors only for a limited number of nations. On terrains having more countries, who knows which colors are exactly needed for that file. Simply put, I'd move on.
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Weaponspack 3
Menrva replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I think everyone using mods and not having a PC with NASA specs has the issue. Never managed to find an exact cause apart from the game's management of VRAM; it's also random, doesn't matter which weapon, even with the same one, sometimes it's an issue, sometimes FPS is decent. I'd classify it as a stock game engine issue, nothing that could be fixed. In the stock game it won't happen, but as soon as you add mods, custom effects, custom terrains and/or a third-party aircraft, then it happens. -
My condolences to you and your family. My thoughts are with you all.
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They must add this kind of mission as well in MSFS 2024: https://www.instagram.com/p/Csz3-eDrPca/?igshid=Y2IzZGU1MTFhOQ== Airlifting cows with a helicopter from Swiss mountains to the vet.
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@orsin There's another experiment using TODs and tweaked shader done by Stary for his Korea/Taiwan tileset. Basically the texture for TOD buildings would be a TGA and windows would be made transparent. With the tweaked shader Stary provided, windows wouldn't be affected by darkness and would be visible from a long distance, thus simulating lit interiors of the buildings. There's one major issue with this approach; you'd have to set ObjectsFade=FALSE in the Options.ini and MipMap=FALSE for SolidObjectTextureMaterial in the terrain's data.ini or else it won't work at all, and by doing so you'd get lots of very noticeable flickering which cannot be fixed. Mip mapping exists for that exact purpose and so disabling it is not ideal at all. With either mip mapping or fading enabled, this trick by Stary no longer works. This would be the best solution if the flickering could be solved somehow, but mip mapping is a necessity.
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It can be done, but each city has its own size and tiling so many variations might be needed. The object requires to be set up as a ground object (as a downside, it would appear in the mission editor), not placed as a terrain object because the light effect would flicker very much otherwise. I know this since me and Jimbib added floodlights to new airbases made for the ODS 30AE mod, together with a light effect. Speaking of which, I haven't thought about using horizontal polygons for the light, we can simply use SF2's effects to create such lights, as done already on carriers and vehicles of the ODS 30AE mod. About making them destroyable, the way the game works, you'd have to make each lamp post separate sadly. Make one huge object with 50 of them and destroying one would destroy them all. All in all, it's worth a try, but there are side issues and limitations to take into account.
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Nope, it's just the HUD texture that was given a green color and it makes darker areas more noticeable in-game, it's just a normal consequence to our eyes, there's a deeper scientific reason as to why green is used in real life for NVGs. The effect of the green on the HUD texture also depends a lot on the quality of the screen panel on which you play games. On my end, without cockpit, I couldn't see the terrain on the horizon at night with the realSKY mod. By enabling the cockpit, then I could distinguish the terrain from the sky thanks to the HUD's reworked texture. There is no way to add such a FLIR shader effect to the 3d model of the cockpit. Hell, we don't even have a proper FLIR shader in the game for the DTV in cockpits, which is the cheap reason why TK made nights unrealistically bright. We've been there already, we've been modding the game for two entire decades (considering SFP1 days) so we know all about the engine limitations, there's nothing new to discover about it. The only realistic solution (apart from using Unlimited Effects, thus having TW's post processing shader kick-in all the time) is to use a shader injection method like Reshade, but that one eats a lot of resources and can decrease FPS by a lot depending on the system on which you run it. I've been looking for lighter alternatives but nothing good that works in SF2 so far. All that is needed is to reproduce the shader done by simonmiller416 for use on such a shader injector (the TW .FX shader cannot be re-used as is, the shader injector usually requires its own syntax and/or language).
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WIPs by amariani
Menrva replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You can select and hide nodes in LODViewer as well before taking screenshots, it can be a useful function in this case. Keep up the great work, this is an awesome project! We could make some time trial missions on the smaller NL terrains I released a while ago, if only we had proper towers acting as route checkpoints. -
Strike Fighters 2 Screenshots Thread
Menrva replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Hey Eric, I wasn't referring to you, so don't worry! Also, things like these tend to happen, RL these days makes us do everything faster. I'd lie if I say I have never read a post in a hurry without misunderstanding it. No worries, mate, it happens. Also, daddyairplanes pointed out a good reason, the pic I uploaded was certainly distracting. The most important info wasn't given a clear space in the post I made, so this is my mistake as well. Looking forward to seeing what you'll do with those textures, it must be an interesting project!
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Thanks for noticing it. I don't know why, it's not the first time that my posts seem to be ignored or not fully understood by other users of the site. On another recent topic I suggested some solutions, but the user in that case missed it or rather focused on another post that didn't provide a solution. I'm truly wondering if something's wrong with my English, it is not my mother language
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Choose lower graphics settings, update video drivers and reinstall Microsoft's DirectX June 2010 redistributables. ODS 30AE is not stock Strike Fighters 2, it requires much more VRAM. Moreover, the mod does not work on Intel integrated UHD GPU, you'll need a dedicated GPU by Nvidia or AMD with at least 4GB VRAM.
