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Everything posted by Stary
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Will the members of the A-37 Dragonfly team...
Stary replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
is the Centurion's one with that glorious cockpit he showed us eons ago? -
arbitrary 3D mesh tod objects
Stary replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hadn't big hopes for something more complex than diffuse so yeah understood. Atlasing is fine as it is the most elegant way to keep texture data and something I had to learn myself. So in this example it's obviously more than one LOD object per tile which means you have sort of placement tool already made that reads LOD format (no suprise given you know the format better than anyone here) and can output it to TOD as per your placing. Neat already even if some more user friendly tool is thing of the future Mue -
arbitrary 3D mesh tod objects
Stary replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
dude you did it! Ok, so to clarify some things: the trees would STILL be best placed via TE as that allows (combined with Moffiki Autoclicker!) well over 1000 trees per tile -been there done that. In case Mue would give us editor to copypaste rotate and merge full chunks of objects, no issue there. Also we could have better trees that way. Sadly, I am pretty sure collidable TODs -or more importantly level of detail- are beyond our possibilities without the code rewrites. Custom 3D TODs (something I was whining about since 2008) would be excellent to populate city tiles with user made blocks of buildings -remember how I did Green Hell large "buildings" that were in fact whole cityblocks? I did so back then as I was pretty (wrongly) sure we'll have custom TODs added by The Man in Series 2 -ohh well... naive me I wonder how the technical side is done -Mue seeing as this is my hangars there, you did so with raw Max files or LOD ones? I take some translator you developed to output vertex positions and atlas mapping was used. I also think the basic diffuse is possible but no extra opacity, specular or self illumination? One more thing re trees on runway- this is indeed due to some runways being placed on transitional tiles -say grass to fields or grass to forests ones- where the trees spawn on runways/aprons/whathaveyou LOD meshes -the simpler way would be to move whole airbase by coulpe hundred meters -something I have yet to do for JRL's TSF2 mega terrain overhaul but lack the time due to RL work. Kevin's airbase specific tiles are good option to a degree as these on the other hand leave a bit too much of empty extra space around bases to my own aesthetics ofc. And yes the ini files are for TEW usage only -BUT can be swapped, copypased etc to speed up the TODs development to a degree as I have done many a times -
problem Korea 3
Stary replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
let me guess, you installed something wrong. The _data.ini must be older one? If you use my tileset fro mfew months back, use the data ini from it -
Verdun - Got it when it came out
Stary replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
few months back when I was into it was still buggy yet intriguing. What was good back then little of newbie players that would go all by themselves ruining the team's efforts -
SF 4.33 idea for the Admins...
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Do335, while you rise certain valid points, the fact it's 6-7 years old has nothing to do with usability and possible gain in quality fixes would bring I wonder how much could be done via shaders alone, thining abvout the HUD issues etc -
SF 4.33 idea for the Admins...
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Kevin, don't pretend you don't know what Snailman meant and what elephant in the room he pointed at. or you don't realise how TK somewhere around release of expansion packs or during making of NA cursed and wished he never made the titles moddable? Check how the mobile titles are designed. Now Kevin, here's a hint from fellow dedicated modder of the series: there are programmers that know how to utilise their at the peak massive fanbase and build their profit and business model around it and there are those who piss at their fanbase after it grows too big to control. -
SF 4.33 idea for the Admins...
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
2-3mil? more like 50K, at least that's the price I have heard from source I trust TK said to one guy asking about the engine license to get rid of the guy. 2-3 mil per license pushes this alot more into Ubi territory and less into 1 coder 2-3 artists one you know what would be cheaper? Vehicle Simulator framework license -or Unity which is free but not really sim framework out of the box. There is also that Blender Game Engine soviet planes sim group effort floating in the russian speaking corners of the web but can't say how it progresses edit: what would be even cheaper would be simply fixing SF2 code... -
SF 4.33 idea for the Admins...
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
to expand on the SF2+ thing that reappears here on about yearly basis: some things that would make SF2 more in line with say FC2* are pretty straightforward and dare I say simple to do: in order of importance it would be this (I know I know you might be now thinking "Stary you dumbass dreamer, you post the same things over and over again" to which I politely reply: Yes I do, because I can't fathom why we all got few years long brainfart back in last days of 2008 and haven't called on TK for not introducing those in SF fucking 2; emphasis mine) -proper reticle / HUD displays which actually keep displayed on the combiner glass -see Il2, LOMAC, Aces High and any other sim after 2000s; I find floating piper the biggest offender and immersion killer in the series -like the above proper MILS drop representation. Aiming with reticle displayed through dashboard is uhh ohhh immersion killer -crude A2G locking -this can be really, really dumbed down to have the very same procedure and keys like A2A, you just are able to lock onto the biggest ground returns cycling randomly through them like in A2A mode; possible to lock on smaller structures too with more advanced radars (ini edits) -very simple E/O targetting in a similar way as A2G -edit: every EO weapon seem to have the search limits/fov already implemented so no brainer -dedicated RIO voicing with his additional SA (situation awarness) helpers akin to the very good and immersive implementation of Fighters Anthology; don't have to go more hardcore -basic ejection sequencing and thus chutes (don't have to be destroyable) -possibility to add effects to game events -say dust rise to tires etc together with linked sound effects (again, tires screech) -posibility for mixed salvo A2A missile ripples, esp for ruskies birds edit: fast rockets ripple/semi full burst with proper rockets dispersion -if say 16 rockets almost at once would cause too much of effect impact I can live without effect at all if I can have them all flying at once over larger (dispersion modelling) area -destroyable real 3D TOD objects (not that important any longer for me but would be nice) -higher than DEM30 resolution input format and additions to Terrain Engine (specular and normal maps for tiles! clouds/weather systems redo with shadowing) keeping the wang tiles format (BMS can still look fabulous with those) however things I would NOT like to see introduced in such upgrade is: -A2A refueling -A2A refueling -POINTLESS in moddable titles spanning 50 years of aviation and taking forever to program A2A refueling. Don't agree it's pointless? Re-read the moddable titles spanning 50 years of aviation bit and let your mushy mushy and presumably yummy yummy brains do the thinking there Aces, done *I hope we can agree FC2 is similar but better in avionics modelling but sucks as far as FM goes, aye? -
SF 4.33 idea for the Admins...
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Kevin that piracy issue is pointless when you can spend 10 seconds on search engine to dig up ALL DCS modules models ripped to common 3D formats, no strange 90% of the content is on russian sites... ok back on topic, say the engine would be 100.000 dollars -I am pretty sure we could find 200 folks paying 500 bucks each for the effort (that excluding those strange delusional folks like me who would pay all their monies to get it) let's face it dear afficionados -SF2 is more dead than Nefertiti as far as development goes and TK clearly has no intentions to change that. He doesn't even release more AI packs even having alot of great unique assets for the mobiles built -
as I am one of those who immensely enjoyed Clover (and the viral campaign months before it's release) that CLOVERFIELD fade in is intriguing to say the least plus, do I see Mary Elizabeth Winstead in there? Yup, just checked it's her. Movies in general need more of Winstead is all I am saying... might be a good twists flick
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Sarcasm 2.0 Beta By Stary
Stary replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
hmmm try removing the postprocessshader named TWPOSTPROCESS.FX from your flight folder (either rename it to say xTWPOSTPROCESS.FX or move to some other place) and check how it looks -
Specular, glossiness and reflection to fakepilots?
Stary replied to stuntman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
maybe by texture definition in it's data.ini? Like in airplanes textures? That assumed you ask about existing fakepilot meshes not the new one you work on, as then it's via Max's material's settings -
yup GOG has it and I think Steam will do so too given the older Falcons are on Steam already
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Shells of Fury 1914 is an odd but somehow interesting title if you're into WW1 submarines
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Incoming Weapon Custom View
Stary replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
might be neat feature! -
how about World of Warships then? Steel Ocean I must try some more
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Israeli Swifts
Stary replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
that's DATs right? Feels liek new model not the older one? -
Calling any modders! haha!
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I think someone ages ago dug into hex-editing of LODs to change specularity on meshes would be cool if Mue could do sort of extension to his LOD-viewer that could allow us to do so as for the pit -yeah pretty much, the mesh isn't the problem, the modelling and setting up of (faked) modern MFDs is the biggest PIA -
Modding airplanes for DCS?
Stary replied to Stratos's topic in Digital Combat Simulator Series General Discussion
found this site https://www.digitalcombatsimulator.com/en/files/?CREATED_BY=rsvnpilot&set_filter=Y&PER_PAGE=20 has some thirdparty cockpits for Migs..? -
Calling any modders! haha!
Stary replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Spud it's the one on TS? -
Exactly, have them and the people who complain about AF's UI seem to never have played those. Which is sad as those are titles with some potential but killed by insane decisions from start
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3d Modelers: Request for 3W Exporter Gen1 3DS Max 2009
Stary replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
for others that might have similar issues: Thirdwire page has all in downloads archives I think -
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nothing bad with that if we want the genre to progress mate I have no problem with EA model, in fact I have alot of the EA titles I don't even play anymore lol only thing I have problem with, as with any other titles recently is the "well, wait a bit longer as we add VR to it" -this isn't that valid given the current VR/ORift numbers among the users, I'd liek to have a survey how many simmers use Track IR in fact