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Stary

+MODDER
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Everything posted by Stary

  1. So... I've started this one back in early 2009, but in the time I completely reworked this one several times. Very little from the original mod remains. This was one of those "PIA for creator" mods It's 512x512 two seasons tileset, treemod for Gepard's excellent Formosa Strait terrain. 512x512 for most compatibility even with older systems. I still have original 1024x1024 templates, so IF someone would like to use those... "wet" season more brownish "dry" season smooth mountains, but it's an option, I like it this way and the included experimental (need more tweaking and testing) clear day ground fog: as a bonus I've included texturelist with my objects definitions for all you willing to make own treemod or experiment (but no per-tile-placement ini files, I'm not THAT generous ) Status: uploaded, waiting for a go
  2. All I can say as a modelling newbie sort of, normalmaps and specular mapping makes huge difference, so it's great news Veltro!
  3. you can leave them at default settings I think, the clipping tweaks were for Series 1 mostly
  4. AGOSTINO I think on the screens shown I had DetailMeshSize set at around 12, 14 or so, and that tweaked slight bluish fog in environmentsystem.ini, and that would be all essential tweaks.
  5. Very nice addition, thank you!
  6. shame TK didn't implemented legacy mode for older meshes, something like LegacyLOD=TRUE in the plane.ini file
  7. That's because by default wind has BaseWindSpeed=5 set in environmentsztem.ini, so putting higher values should add more drift and fluctuations, variables are in [baseWindSection] tab in environmentszstem.ini, to be honest I never messed with them
  8. that's true Fubar, maybe it's prank? Obviously the "there's no wind" was just pretext to show in fact this particular feature/hack/edit/fakery edit: I'm not saying the user in question faked this video, I really wish what I saw was actual in-game implementation, but something tells me if he really made some huge discoveries about EO targetting he'd post his/her/their discoveries either on SHQ or here
  9. My point was modders made progress as the series evolved during the years since SFP1
  10. maybe... but that would mean all the code necessary for better/more realistic EO operations, avionics commands waiting for key binding, everything is there disabled who knows for how long... but with TK no one ever knows what he might have "left" under the hood waiting for discovery/workaround
  11. Malibu, good point, I'm leaning towards sort of invisible targets, but this doesn't explain the custom zoom switching during pointing at the same distance (the runway in the clip, normally EOGR weapons adjust zoom slightly depending on target distance, not in such sudden way) I hope this is not related with TW forums going offline. Ok, where's my tinfoil hat? I think I saw chemtrails today
  12. in the original exporter notes polycount was adviced as below what, 5k?
  13. from video it seems he can control wide/narrow zoom too..?
  14. site is undergoing software updates so as Erik warned, some parts and fetures will be turned off for the time of upgrades
  15. as opposed to hand placed as it is now... I wonder why there's no such thing as reflective water since SF2, I can't imagine Tomcat sim without one. Also tile-specific bumpmapping
  16. What MigBuster said, don't compare single engine early '40s props to '60s or '70s jets in regards to flight behaviour. Wind force is simulated to a degree -even clouds move constantly due to wind but you have either speed sim up waay beyound standard acceletarion settings via flightengine.ini or set hurricane winds in custom mission via txt edits
  17. most interesting... Fake or real, if real I wonder how???
  18. Kevin I have somewhere full inis for TODs I did for OTC treemod, if you want them...
  19. As Wrench above wrote. These will be treated as every other ground/sea object. Check the ships in faboulous Falklands mod
  20. Same here, can't say it's all the planes, but noticed on some too, I think these were all 3rd party
  21. At the beginning (2008) big full scale under the radar mod on my own I had to cut down to several new odd units and small unfinished story... Story revolving around Leonid Alekseyevich Kulik's expedition to examine the Tunguska Event site in 1927... with an unexpected "out of this world" twist later in the late 1940s during Berlin Crisis '49 That Tank... Is mere 100 feet tall. And it takes more than 4 500lbs to put it down... edit: But the K-1 saucer is a beast to fly... and shoot it's blue lasers Quite unstable I'd admit
  22. Might be AAA mod for NF 4 too... Any and ALL weaponspacks changes the effects and aliases in a way, that's why I'll have to do in my update to this pack two wersions -for standard install and with MCGunny's one -in His pack most missiles use "*airexplosion" when hitting ground targets (wchih is some effects I don't like used this particular way) while standard installs use *bombairexplosion, which with my pack works better. Pure visuals 80% of folks don't care about
  23. Given it's pure ini-movement-trick should've some three years ago Kevin. But I have to check in SF2 series how's going (I don't think I had Flagon running in Gen2 yet)
  24. Let's stir the pot a little!! Кулик K-1 Podkamennaya Tunguska :yes:
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