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Stary

+MODDER
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Everything posted by Stary

  1. anyone checked how the campaign seasoning works..? if it does
  2. post May patch? Which exe did you use to create stand-alone install? I used Expansion 2 one
  3. yes, I'm tweaking my fog settings, but the above were with default settings, but the above were taken with stock environmentsystem.ini I think
  4. @Wrench: had same situation before, somewhere around Expansion2 release perhaps, so it was there before. Nice btw
  5. from my testing the start month is being picked up randomly and stays that way, testef many rimes by selecting mission, abord select, read date, abort etc -days randomize, month stays the same (and year of course)
  6. It's great patch... autumn terrain is very nice, love the layered fog... shame my sytem has problems with the new graphics at medium again. Side note: Oleg's team responsible for Cliffs of (my) Depression should learn from ROF team how to patch things
  7. I still have to see what the new patch will bring for us, so yes, testing few things
  8. some testing on GH3 Vietnam map, May11: with shader enabled and BlendOp=BLEND_DST_ALPHA, check what happens somewhere at fading point: [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE 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=2.0 //2.000000 BlendOp=BLEND_DST_ALPHA //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_BLEND_TEXTURE_ALPHA shader disabled: [AlphaObjectTextureMaterial] EffectShaderName= //terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE 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=2.0 //2.000000 BlendOp=BLEND_DST_ALPHA //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_BLEND_TEXTURE_ALPHA trees display farther, but aplha channel renders wrongly: edit: this one seems best so far: [AlphaObjectTextureMaterial] EffectShaderName= //terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE 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=2.0 //2.000000 BlendOp=BLEND_SRC_ALPHA //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 //_BLEND_TEXTURE_ALPHA trees render correctly, don't fade, and render far. I have suspiction that DetailMeshSize= in flightengine.ini is taken from first detail setting ([LowDetailOption]) so setting all detailoption DetailMeshSize= to desired distance might do the trick..?
  9. true, disabling the shader disables the fading, but how the heck you were able to not limit the draw distance? you're ussing some older flightengine.ini or environmentsystem.ini? oh, idea, what's your BlendOp= for AlphaObjectMaterial? I used BlendOp=BLEND_DST_ALPHA at some time in my treemods, opposed to standard BlendOp=BLEND_SRC_ALPHA
  10. can't you see these are radioactive Chinese experimental bio-weapons? Heating them up would do no good
  11. Ed, to my untrained eye, some models are eerie similar to IL2 ones... don't want to blackmail anyone (ha! liar me!) but... you never ever make similar shapes identically polygon-wise (->RS Tomahawk)
  12. Word of Warning

    hmmm... the same aerosoft that's publisher for Jet Thunder? No good... mixed up publishers, sorry thanks
  13. no problem my friend I noticed loong time ago people tend to avoid mod support topics
  14. IT'S A BUG tested myself, random date is broken -I had allways April missions in my case, days randomize, month not -the only solution I can think of is to click the mission editor icon and change the date manually
  15. Checking the support topic for this particular mod shows... guess what... suprise, fix for the cows! http://combatace.com/topic/56852-gepards-formosa-strait-visual-update/page__st__20 first post on page
  16. Version 1.0 -first and last I su

    309 downloads

    Generic cockpits pack for WW2 installs (series 1 edition) by Stary June 5th 2011 This pack contains 8 "generic" World War 2 era cockpits for use in WW2 installs. Read the included readme for details on cockpits types and usage guides. This is "Series 1" .LOD format re-export of the cockpits pack I did for SF2 WW2 installs, tested in Wings Over Africa mod by A-Team (Wings Over Europe, October 2008 patch level, Windows7 32&64)
  17. Version

    297 downloads

    As per request, this cockpit is a mix of two cockpits from my "generic cockpits pack". Stand in for A-36 Apache, Saab 21/21R etc. where applicable. Works both in series1 and series2 (preferably)
  18. have fun! (and send me new MA password, old one doesn't work)
  19. excellent! May I order one in Luftwaffe late '39 dark green? (runs away)
  20. what Flogger and Wrench said... you must put the modified GermanyCE.ini (and GermanyCE_data.ini but based on your screenshot seems to me you did so) in your mods/Terrains/GermanyCE folder, seasons are being picked up depending on mission date
  21. turning off mirrors and reflections may help a lot
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