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Stary

+MODDER
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Everything posted by Stary

  1. Would require new object hit effect for all size guns -I'm working on my effects pack update - it will include this effect improved, also without those small orange flashes. I think everyone would agree they are good for jet planes, but not for canvas ones. (also thinking about adding small amount of debris falling off from planes on impact)
  2. Hard-Edge Horizon Haze

    I'm affraid it not related to the detailmeshsize= setting Mike Dora, could you post here your flight engine settings? Also it may be related with the settings in terrain data.ini (example: wwiCambrai_data.ini) : it's on top of the file: [TerrainMesh] TextureThreshold=0.90 LowDetailMeshThreshold=0.80 MedDetailMeshThreshold=0.70 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=16384 //8192 AlphaObjectIndexCount=16384 //12288 these in red limits the maximum displayed mesh size, try doubling these numbers; when you have these low, together with low numbers in flightengine.ini, engine will render the mesh such way (it's if my memory serves me well)
  3. Southside Bucky, two things control this -the most important is setting in Gun Editor, called TracerSize=, specify the lenght of the tracer. Second is the tracer.tga (and unused in FE tracer2.tga, tracer3.tga) that is strethed to the lenght specified in the Gun Editor -by making the round yellow dot smaller, you'll also reduce the lenght of the tracer -see my recent FE effect pack, as it usees this method.
  4. Both pilots from Belarussian Airforce died in the crash, the Airshow spokesman said. RIP Plane creashed in populated area, hope no victims on the ground.
  5. NASA Shuttle Discovery

    Goodspeed. Have a safe return oldie
  6. Many effects are under rework, including the bullet impact effects I wrote this in my previous post the tracer smoke is defined by both TRACERSMOKE.tga and tracersmokeemitter.ini
  7. Have success with the fix? As for the artillery fire effect (used by all AAA guns in game) yes, I doubled the muzzle cloud size, the particles life time was unchanged IIRC. But new, smaller, longer lasting version is in the works, together with updated, more realistic light grey puff hit clouds from onboard guns, and new baloon fire effect, among other things. See attachment for new balloon fire. Now tt falls slowly burning to the ground, much like in should.
  8. @OlPaint01 -we can't have "true 3D" trees I'm affraid. Terrain Editor and engine limitation. I'll try making better shaded textures for them. But these would be still two crossed faces.
  9. Nice. Any way possible to make them appear on second and third flight automatically, without need to hand selecting the paints for squadron? Or would that be possible only by decals -cowl colors as flight numbers?
  10. Quack, you're not a d--k here. I know, and wrote this in readme, not all will like the default for this mod look of the trees. Try the second settings from readme -should look more soft and light. Here's from the included readme: these in red should do it for you , matter of personal preferences edit: I've tried making them semi-transparent (about 75-90 percent) at some point during making it, but I think they don't look that good then. Also remember we're limited by terrain engine, that's basically unchanged since 2002, except water and noise shaders, but I might be wrong, I'm with the series just four years now
  11. 37.JPG

    Nice Yuri. Whose 109 D is it? Also is it in First Eagles or SFP family? Lancaster shoot is nice too.
  12. Sockboy I'm affraid it may be your card related. For long time it's been reported Thirdwire games work better with Nvidia GPUs. You may try older drivers instead. If that doesn't work, the effects you have problems with are: AircraftSmokeEffect.ini LargeFire.ini MediumFire.ini SmallFire.ini the last option would be deleting these files or use other ones available from download section edit: A6Intuder, sockboy, try this attached version of aircraftsmokeeffect.ini, extract to you effects folder
  13. Malibu43, I uploaded fix that may help you with flashing, it's here: http://forum.combatace.com/index.php/topic/45904-stock-terrains-update-and-new-effects-pack/page__st__40__gopid__332593& look for post #49
  14. And here's the fix for Malibu43, that should eliminate the flashing buildings thing. I cannot add post with attachement in files announcement section, instead I post it here. Here's the fix. I can't guarantee it will work, but as cities don't flash, this could do it.
  15. Ouh! I don't have such green one, only dark grey/black one... What cards do you have guys? I'm on Nvidia btw. edit: checked, no problems with color... I'm playing with and without Enbseries plugin, no anomalies.
  16. Try setting the same settings as for AplhaObjectMaterial for [solidObjectMaterial] too.
  17. Thanks to all you guys!

    hear, hear to that! Thank you all involved!
  18. News for August 2009

    It's alive! thank you for update!
  19. Malibu, keep them as a backup if possible! I use new folder names to not overwrite stock tilesets. But if you really run out of hd space delete them
  20. Make sure to set your ground objects and terrain detail to unlimted to have all the city buildings and trees (for screenshot purposes)
  21. New effects pack uploaded too. You can find it in Objects mods download category, not weapons mods -my mistake
  22. V 1.0 uploaded, waiting for a go from moderators. Please read the included readme
  23. GIMP, PAINT SHOP PRO handle color channels fine. Jan is working on his version, I do my own, so more choices. Jan's repaint is going to be 512x512, mine standard resolution.
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