Jump to content

Stary

+MODDER
  • Content count

    8,481
  • Joined

  • Last visited

  • Days Won

    99

Everything posted by Stary

  1. File Name: Unified Effects Pack 1.0 File Submitter: Stary File Submitted: 26 February 2011 File Category: SF2 Series Add On Objects Unified Effects Pack For Strike Fighters Series 2 version 1.0 26 FEB 2011 This effects pack is a compilation of many effects I did over the years for Strike Fighters and First Eagles series of flight simulators by Thirdwire. Build around "Desert Storm FX Pack beta" released in early 2009, this pack replaces most of the stock effects with new ones, most of them volumeric or "3D" in appearance. Also used are few reworked/tuned down effects from my "Hollywood Explosions" mod, aswell as several never before relased ones. Click here to download this file
  2. I've uploaded independent update that brings some new effects and corrects some that I didn't like, pending approval
  3. Great shots Gustav! Love the last one with Scooter
  4. By the way I'm doing some experiments with reflector sight that uses avionicss70.dll for WW2 planes...
  5. interesting Russo, I'm thinking about making switchable Soviet, Japanese gauges graphics for those. Luftwaffe ones are whole different story sadly (way different gauge meshes)
  6. Few gauges issues I have to term with, then it will be ready
  7. when I decide it's ready, not sooner SH
  8. I hope the "generic" concept doesn't bother you that much?
  9. Red River feedback

    I hope so, used to in original Flashpoint anyway
  10. these have sort of damage models too...
  11. Red River feedback

    Have yet to encounter PLA in the campaign, and tried one of the quick mission with waves of enemies (the one with Chinook insertion), nice but right, the friendly AI... edit: I really really enjoyed Bad Company 2, to my own surprise in fact
  12. I noticed them Brain, working on some cockpits as we speak, I have the outside fuselage/canopy mesh rendering without culling, so it must be this, I tried messing with these clipping settings to no avail. Only workable solution was to disable ShownFromCockpit entries in the aircraft I put my test work into. With all the popular terrain/weather/treemods available is it so hard for TK to finally have a look at the alpha materials/z-buffer conflict? (as usual NOT being negative, the workable code for fading is something I allways wanted, but I'm trying to move the gddamn rendering a bit further past few evenings without luck. Checking the TerObjectAlpha.fx shader line by line, experimenting, nothing so far)
  13. I'm worried that this might be the permanent, untweakable TK's "solution" that solves the trees vs. clouds materials rendering bugs...
  14. improvements over P3 are clearly visible Pol, love the new cockpits any word on FM and DM improvements? (and please do something about the tracers )
  15. it works for both XP and Vista and 7 (the latter preferably) BUT you'll get much better performance and certain eyecandy features like normal and specular mapping for aircraft, better lightning and effects with Dx10 shaders with Vista and 7
  16. 2011 Worldwide Threat Levels

    soo true Dave
  17. 2011 Worldwide Threat Levels

    priceless!!! love the Scots and Spanish ones
  18. one can try porting to series2 himself -the biggies are weapons needing new folders structure and data,some FMs might be off too, terrains work without problems so far (testing this bit by bit now)
  19. True Gr.Viper I noticed this also, buildings already "faded away" but their shadows are still rendered with ugly flicker
  20. now that's a find Brain32 ok, anyone found that "apply loadout to whole squadron" button yet? j/k
  21. right Kevin, SF2 also, my bad
  22. yes they fade the same way as trees IMO, I'm scratching my head trying to make them fade at longer (at least x2) distance instead. I like this fading, I just HATE anything that pop-up be it 2 or 12 kilometers away
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..