Jump to content

Stary

+MODDER
  • Content count

    8,481
  • Joined

  • Last visited

  • Days Won

    99

Everything posted by Stary

  1. Perhaps I zomed out slightly before taking that shot, model is correct
  2. New Forum Software Announcement

    Excuse my silly question Erik, but would one be able to upload files to mods database during the transfer, or is it better to wait until the upgrade process is over?
  3. Russ, what Dave said, it's automatically selected by engine based on mission time
  4. F2 is the simplier solution IMO also, when flying with high FOV setting (over 90-100 deg) your performance may decrease as more objects are shown on screen.
  5. Malibu, Yes I was, but that mod is on temporary hold. Have few other stopped in the pipe too. But the 1024x1024 WOE/SF2E repaint is not abandonned yet, just no release date i could promise currently. So "it's in the works", Combat Ace's 11th Commandment apply. Edit: the 1024x1024 repaint for 4seasons took me soo long, as when I encountered terrible tile borders matching errors (those bloody roads and rivers!) I decided to redo most of the textures to prevent further bugs. Currently have other modding priorities. And "older, uglier" 512x512 4seasons is there to go with
  6. @Stratos -I was thinking about adding them in cities, maybe on fields too... the problem is on airfields is they could sometimes stuck into hangars or parked airplanes, depending on given aerodrome's layout. Will try. @Emp_Palpatine: Just do it. Install Peter's FM's. Fly Laton's planes. It's whole new simulation then Good news I discovered (hidden in the environmentsystem.dll) nice new AlphaObjectMaterial settings that creates almost no anomalies and renders trees nicely as seen on this Vogesen picture (yes, Vogesen works with this mod now, I'll post the necessary Vogesen_data.ini with this mod): So almost no anomalies and nice soft trees And for those that don't have it, here's picture from Rise Of Flight I took few days ago, seems some forest borders missing, as does the "gameplay"... (ok, the ROF engine is faaar superior) Back to work...
  7. B Bandy, as I use it in other Thirdwire titles, both Classic Series and SF2 family, for a really loong time, I haven't noticed such improvements. Moreover, in FE it really does reduce framerate as you noticed. On my system, 8400@2,66 ghz, 4GB ram, 8800 GT 512mb, WD 400, Win7, I usually have 40-60 in cruise or small furballs (up to ~12 crates, some flak), drops to low 30ties in very large engagements. With ENB enables it's sometimes unchanges, sometimes low twenties, all settings high or unlimited if possible (except shadows medium, terrain normal) @1280x1024, AAx4 AFx8.
  8. Fantastic new terrains?

    As far as I know, we can't have real 3D trees or houses. All that's available in TE are the X,Y type crossing planes or simple boxes. Some trials that I did were by placing few types of objects at the exact same location, but it's a workaround far from good. Also I was HEX-checking tods to find some clues about mesh geometry, no luck, no skills. I was asking TK about possibility to use custom 3D meshes for tod objects few times, no reply It's a step back from TK's EAW and it's full 3D custom editable .3DZ ground objects. I think Jan uses the standard types of objects..?
  9. Sockboy, terrain textures ain't that big problem. The terrains creation itself is the magical thing I have almost no idea about... Surely we all would like more WW1 theaters, but until some with skills takes the task, we'd have only what's available. And, yes, I was trying twice to make terrains myself, it's PIA task, so admire the skilled ones that make them.
  10. @Panama Red -thanks, will check
  11. Jan, Only until your Sudetenland work comes out waiting for it impatiently:rolleyes: To make the solidobject type TODs two-sided, like in the destroyed buildings onthe picture, I use these settings for SolidObjectTextureMaterial in terrain_data.ini : [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE <-enables correct solid objects scene sorting AlphaTestEnabled=TRUE <-utilises TGA's alpha channel map, I use TGA files with transparency channel to represent the buildings like with trees CullMode=NO_CULL <-other way you don't see backfaces of the solid mesh 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=0.000000 BlendOp=BLEND_DST_ALPHA <-setting this to BLEND_SRC_ALPHA creates ugly transparent outline around the alpha channel texels NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE @Stratos: "week" means should be up on CombatAce for weekend (so I hope!)
  12. A6Intruder, I haven't used ModEnabler in a loong time, but sound very reasonable. Where's the most recent version available? Mine is from around late 2006... I think one pack with all seasons and effects, maybe split into two parts for upload purposes. As usual the 2xbigger trees as optional download.
  13. Yes, all rough tiles replaced with new farmlands, Cambrai only, as Verdun lack these tiles. Clearly visible on the second ("spring") pic, you can see default farm tiles in the bottom left corner, and new farmland to the center
  14. Malibu, ROF has no seasoning at all. BTW, right now these are 256x256 tiles.
  15. FE Vs OFF

    For sure there is I have all three of them, all for different purposes (fun, campaign, bashing )
  16. 1) Operation Flashpoint, Arma2 (Arma 1 NOT!) 2) Chrome, Chrome: SpecForce 3) Elder Scrolls/Gothic series 4) SH4 5) the most underrated game ever - Mount&Blade
  17. Blue smoke problem

    Actually, no. You can exit mission, alt=tab to text editor, save ini file, alt-tab. No need to exit the game.
  18. FE Vs OFF

    Why does it sound like a dire need for little flamming thread In other words -how many cockpits/aircraft have you done?
  19. May be related to VietnamSea_data.ini, which, among other things, sets the way TOD files (trees, buildings) are rendered -there are various visual quality or anomaly results for the same settings depending on game/engine version. Stingray77, could you post here your VietnamSEA_data.ini [AlphaObjectTexture] section? And no, unfortunately, you can't collide with TOD ground objects. TK's quite stubborn about not fixing this.
  20. Swambast, open the gundata.ini in guneditor, change the tracer sized and distfactor for guns you desire, and save it as gundata.dat file. Backup original file of course.
  21. Spectre, are you sure you don't have some additional effect added to your install? Missing referenced tga may cause the square.
  22. Very nice work Timebandit! I like the angles, the shaking cams, the ligting, the story Two little things -next time try swithing hud display off (ALT+D by default), and your effects (mostly from EE2) seem broken on one important occasion -the attack on fueltanks. If you're indeed using Enhanced Explosions 2, redownload them, I updated the pack once.
  23. Swambast, the tracer visibility range is controlled via weaponseditor -it's influenced both by: MaxVisibleDist=4000.000000 <-in meters, value from gundata.ini, specify the visibility range for given gun's tracer and TracerDistFactor=0.002000 <-this one specify how big the tracer will appear in the distance, the round yellowish/green (based on choosen tracer graphics, many possible) "dot" you see from far away; please note, to certain range (I don't know to which exactly) tracer is displayer fully detailed, as a "point" (using the tracer.tga) and streak attached to it (streak -being half of the tracer.tga, stretched to the distance specified in gundata), followed by tracer smoke effect (tracersmokeemitter.ini, very easy to customise via ini edits, may require copying to custom ini file from particlesystem.ini) Since SF2 all the tracers have smaller TracerDistFactor= IIRC (so they look better in distance =smaller) Also the very important is the minimum velocity at which bullets are calculated and displayed, it's on top of bulletobject.ini, [GunData] GunTypeList=GunData.dat <-gundata ini converted by editor BallisticData=G1.dat <-TK's ballistics data, hardcoded ArmingTime=5 <- don't know what this exactly means, maybe for time-fused projectiles MinBulletMach=0.7 <- minimum projectile velocity, below this speed projectile is removed from game world and no longer calculated. I HIGHLY recommend setting this to MinBulletMach=0.3, but requires bit more computing power from CPU. edit: from my experience most deadly AAA are small caliber guns, don't have YAP; also there were some accuracy/blast radius changes regarding flak through WoV patches (I think SP2 patch level flak was deadlier than in v08.30.06)
  24. 1946 runs fine on Se7en evaluation copy build 7100. But I haven't tested it much, just installed and did few missions and quick scenarios. Somewhere under all the mess I have disk with old Open Falcon version I could test, but I guess it differ from Allied Force release. But generally I haven't yet experienced problems with sims in W7 so far, having it as my OS for four months now
×

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..