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Canadair

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Everything posted by Canadair

  1. img00017.jpg

  2. img00016.jpg

  3. SOLVED. SOLVED SOLVED SOLVED Pointing to Germany.cat does nothing!. Out of frustation I tried various terrains, among those, Suez 2, where in all the tiles involving water we have: [Texture011] Filename=sea2mountain75.TGA HasWater=1 HeightMap=sea2mountain75_hm.BMP HeightMapScale=10.000000 <-------------------------------------------- Color=0.631139,0.551152,0.421719 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA Whereas, in many desert.cat based terrains, such as lybia or Asw we had, inal texture involving water: [Texture002] Filename=sea2desert25.TGA HasWater=1 HeightMap=sea2desert25_hm.BMP HeightMapScale=75.000000 <----------------------------------------------- The cuplrit. Change this to 10 (for ALL the tgas involving sea or water, and it should be okei Color=0.505483,0.471180,0.410264 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA Fir this entry,HeightMapScale= , in all terrains that I have I ve seen various values. Latest Cuba, for example is 25. For lybia 10 is a good setting, I have reason to believe 10 is a good setting for all those terrain, but that will require experiments, which is time consuming especially finding ships So pelase experiment and post results. So far 10 is good for lybia 2 and ASW
  4. img00016.jpg

  5. A shame,,,.. basically leaves out all the harriers,,, anyway thanks for the patch. And I liek the nice unpainful method for installing an ini edit
  6. Must be the control the TV? If you use an animation control slot? eh eh for the airplanes that have it,perhaps the opening refuel hatch or extraction of probe's control
  7. The "Things You Need to Update Thread"

    Does that give precalculated shadows to all a/cs?
  8. Love this terrain. Been on a mission over Georgia about a month and a half ago now ( I am not kidding, pics in Italian forum first and second page.)--->Georgia Mission<----- and the terrain in NW Turkey is VERY VERY VERY montainous. It is almost worth to resuscitate the CL215 model hidden in my harddisk. eh eh Canadairs over Gori
  9. File Name: .CAT packs Creator File Submitter: Canadair File Submitted: 26 Sep 2008 File Updated: 27 Sep 2008 File Category: SF/WO*/FE Utilities/Editors Created by gerwin. Uploaded by Canadair. Used to recompile CAT files for the ThirdWire series. Reference this thread for origin and use of file: http://forum.combatace.com/index.php?showtopic=32054 Click here to download this file
  10. Link to the thread--->In this thread there are valuable information about updating this theatre. See POSTS No 7 , 9, 16
  11. In greece terrain,( DESERT.CAT based terrain!) at the moment I have no flickering, no anomalies in the water, no anomalies on coastlines. Aside from the entry described in post no: 7 , to be added in Greece_data.ini: [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 What I else did was a: merging the germanyCe.cat and sp4's desertCAT (SEE HERE THE PROCEDURE I USED) into an updated massive desert.cat, to which the greece.ini has been pointed at. b: replacing the [watertexturematerial] entry in greecedata.ini with a "modern" one, that calls for Watereffect.FX. (I copied such entry form Germance.cat) This without touching the alpha stuff. The theatre works a blast.
  12. This is a great and add LOADS to the immersion...thanks for the discovery.. WORKS in PATCHED SEPT08 WOE AND WOV DOGFIGHT
  13. The "Things You Need to Update Thread"

    In case someone thinks the TV and Laser designator screens do not work, well they need to be airborne (higher that 30 ft or somethin,, althoguh I tried keeping the maverick selected during the approach and it was on all the way..) AND you need in the avioncs file the [TVdisplaydata] and the [Dtvfilter or somethinglike that] entries
  14. We like orgies, don't we Wrench? Strictly aircrafts of course! Anyway, I don't know about all stock items being included in the vietnam and germany cats. Just look at dimensions Desert.cat (SP4) 45.9 meg. GermanyCE.cat (patched) 82 meg MERGED DESERT.CAT plus GERMANYCE 112 meg. which means that the brute sum would be 127.9 MB (45.9 +82) VS 112MB of the merged install. This means that out of desert.cat there are about 20MB that are NOT shared. (25.9 is the difference between total sum and merged install. Therefore, you have 45.9 - 25.9 =20MB) That manybe could account for some objects not wanting to appear in terrains until thrown in the root of the terrain. Simply because we thoguht they were in the newer cat, while they were not included, and still wrapped up in desert. cat I asked FC to write a procedure for catpack's use, but maybe is bust or I missed his ideas. so this is the procedure I used WHEN YOU MERGE .CAT YOU NEED TO UNPACK DESERT.CAT FIRST AND AFTER GERMANYCE.CAT, in order to preserve the newer files. CAT EXTRACTOR, DOES NOT ASK FOR OVERWRITE PERMISSION, THE SUCKER. SO: -COPY DESERT.CAT IN EMPTY FOLDER -RUN CATEXTRACTOR POINTING IT TO DESERT.CAT IN THAT FOLDER -REMOVE COPIED DESERT.CAT FROM FOLDER -COPY GERMANYCE.CAT IN THE SAME FOLDER -RUN CATEXTRACTOR POINTING IT TO GERMANYCE.CAT IN THAT FOLDER -REMOVE COPIED GERMANY.CAT -RUN CATPACK UTILIY FROM FOLDER IT WILL CREATE A CATPACK.CAT THAT YOU NEED TO RENAME DESERT.CAT , OR GERMANY .CAT AND HAVE THE TERRAINS.INI POINT AT. i NAMED IT AGAIN DESERT.CAT , AFTER RENAMINF THE sp4'S DESERT.CAT AS DESERTORI.CAT MAKE SURE YOU RENAME IT DESERT and not DESERT.CAT In the least in my vista settings I don't have extension showing, and the game was not picking up the cat becasue it was looking for desert.cat.CAT . Drove me insane for abotu 30 minutes.. Another finding. Aircraft with avionics70 need to have the radar ground mapping mode called GM in avionics.ini And also, later in the avionics.ini you need to have [RadarDisplayGM] and not [RadarDisplayGround_Map]
  15. Dave, use the information where you think is most appropriate of course.Add it please yuorself to the KB. I am not worth of touching the sacred books. Also DAVe, you might want to put on KB the method and the CAT-maker utility that I ve found somewhere on this site, under FC's indications. Whoever made that little program, blessed be. On another note, I have to admit that I actually made a mistake in being so skeptical about the patch in the past. The upgrading so far has been relatively painless. My heavily modded Wov and Falkland are up n running. Natofighters'sWoe is going to be easy, althoguh I am waiting to install and mod Column's NF3. The Main install is coming along,migrating from SFP to patched WOE. Problems are being ironed out quickly, and man it is worth. The AI, the campaign (have you noticed the HUGE amount of flights the campaing generates now? something I REALLY wanted. Just crank up the supplies in campaing data and you have delirious missions. The FPS are decent for the amount of crap thrown in the scenarios. And the options opening,,OMG, limitless. The new campaign option, where you can focus offensive on one specific target area, opens a LOT to campaign makers. you can have limited campaigns, such as "wreck the nuclear north korea research facility, limiting side-effect" -style operations. The aircraft parked,,wow you can add a squadron, task it with no mission, but they should appear,, and give great cosmetic the the scenario.. think of airliners for example, or cargos, or awavcs..immerssion factor zooming. Next months are going to be FUN
  16. I have an answer for this one. Everything stems from the decision of not patching SFP1. Or in the least, not openly. What happens with those terrain based on desert.cat, is that rightly so you pointed to desert.cat. In germanyce.cat, thoguh, there are updated desert_airfields inis, with proper taxi and parking definitions. It is just a matter of unpacking those files and throwing them into those desert-based installs. Even better, would be merging the two cats into an updated germanyce.cat that includes desert.cat as well.
  17. I had the same problem. I can't remember how I solved it thoguh. Could be a Flightengine issue.
  18. In which terrain did it work drdoyo? and does it solve that coastline effect seen in my pictures?
  19. Ok tried this. not all anomalies are solved with the method I suggested, but the majot problem seems gone. For starter make sure that in the greece.ini you are pointing at the right desert .cat. In the greece I downloaded (1.1) there was a typo in pointing at a desert_ORI.cat The coast profile should be redone,maybe working on the Sea1.tga/BMP and the waternromal.fx and waterdata setting. Also the water is TOO light blue to be realistic. What is bizzare is that the coast look better getting closer, as you see in one of thr two pictures BUT the main artifact anomaly is gone, leaving ground for more improvement.
  20. greece2.jpg

  21. greece1.jpg

  22. greece1.jpg

  23. I noticed those problems as well when starting to import Falkland terrain. I had also the same problem when importing customized Germany and vietnamsea I solved it in the following way (this was psoted elsewhere but I am reposting for visibility) What I did was extracting both terrain and water.fx from the germanyCe.cat. I extracted also the germanCe data and found some new lines missing in the previous terrain datas [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] <------------------------------------THOSE ENTRIES WERE MISSING in MALVINAS_data LowDetailMesh=-1.0 WaterMesh=0.8 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.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=1.000000,1.000000,1.000000,1.0000000 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] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE 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=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE SO, by coping the missing underliend entries from the stock germany data, the water seems much better and looks good. I don't know it it helps, but maybe is a good insight Also please note that in many terrains, even just released those lines are just not present, but the engine was doing good withput them. (cuba for example) On a final note, plese notice that the [HeightOffset] entry was actually present in pre-patch GermanyCE , SP4 in this form; [HeightOffset] <--------------from SP4 GermanyCE NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 as compared to this one, which is the one in Sept.Patch [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 Hope that this can help someone. I have to say that with a few clicks the Falkland install update is really stable, beautiful and complete. Was much less painful than what I initally thought. I used Falkland, relatively smaller install, to test the modding and updating procedure, and now I am ready to use the next three days OFF to move the main gigantic install into updated WOE.
  24. I am looking forward to those releases. with new Campaign data entries there is alot ot experiment. I was actually going to try myself in campaigns upgrading. If you need help in something shoot me a PM. I d be glad to help the transition to the new standards
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