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Stary

+MODDER
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Everything posted by Stary

  1. A Thank You To Erik

    Thank you Erik!
  2. I used to backup to both DVDs and backup partition, but as whole HDD died, I'm left with DVD backups only, so smart I made these too edit: Dzięki CIACHO
  3. Happy Birthday Zur

    Wszystkiego Najlepszego Zur! :fans:
  4. That's for sure! There are a lot of interesting pre-WW2 planes on the other site, but most of them have poorly finished models (in fact ported from free sources)
  5. Looks VERY good But instead of showing them from time to time, are you going to release them at some point? j/k bro very good models, whole dozen of propheads here (including you and me) would be interested, that's for sure. And now that AVHistory guys are closer and closer with FM tools... only good things can happen Looks VERY good But instead of showing them from time to time, are you going to release them at some point? j/k bro very good models, whole dozen of propheads here (including you and me) would be interested, that's for sure. And now that AVHistory guys are closer and closer with FM tools... only good things can happen
  6. Here's additional info I also posted in the "Using Custom Effects in SF2" thread in Knowledge Base: Small note regarding shaders types. if you want to upgrade particular "custom" effect to SF2 standard, and are not sure which shader should apply to what material, here's simple rule I use: -for the "volumeric" emitters like smoke, groundmist, dust, dirt or debris types of particles use the EffectShaderName=effectLightLevel.fx (generally, materials that have BlendOp=BLEND_SRC_ALPHA particle blending option) -for the fire, explosion, light, flash, flare, streak and so on use EffectShaderName=twColor1.fx (materials that have BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC) I know this doesn't cover all the possible materials types, the most common, but should point one in the right direction
  7. Small note regarding shaders types. if you want to upgrade particular effect to SF2 standard, and are not sure which shader should apply to what material, here's simple rule I use: -for the "volumeric" emitters like smoke, groundmist, dust, dirt or debris types of particles use the EffectShaderName=effectLightLevel.fx (generally, materials that have BlendOp=BLEND_SRC_ALPHA particle blending option) -for the fire, explosion, light, flash, flare, streak and so on use EffectShaderName=twColor1.fx (materials that have BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC) I know this doesn't cover all the possible materials types, the most common, but should point one in the right direction (I hope I won't angry moderators by posting it in KB)
  8. So, next TMF weapons pack is going to have them? These from older Bunyaps packs were by master Deuces (from his EffectPack 3 IIRC), and still look good, the only ones newer being nukes (either mine or Lexx's)
  9. So, aircraft fire, aircraft explosion, various bomb-related effects and countermeasures are working. No nukes. That's partially good news. KillerBee PMd me, seems he has nukes working. edit: Killerbee, maybe there are different versions of Dx10 installed on them? So the ones that aren't up to date don't use shaders and refuese to display effects properly? And what cards are these?
  10. Right now I'm rewriting Enhanced Explosions 3 emitters to use shaders (whole three types of them), -but- as I'm running XP with DX9c here, I can't guarantee full success. After finishing I'll post the updated emitters in new topic for those running DX10 for testing. I do have plans toying with Windows 7 RC and DX10 sometime next week, must backup a lot of stuff before making new partitions and clean install PIA.
  11. That's what I had in mind, some color corrections, nothing more, but look nicer IMO. Something more? In Strike Fighters 5 perhaps
  12. They were added in May 2006 patch... I mean the textures seem slightly reworked, but i'd chave to compare them side by side. Also the new lighting system and new environment system causes better look of the ground I think.
  13. Terminator Salvation (4 min trailer)

    I'll skip Wolverine (never liked the X-Men thing), out of curiousity will watch the new Star Trek, but Terminator stories allways were one of my favourite ones. Men struggling with own deadly creations. OT: Damn, I miss the violent, dark, soo convincing sci-fi movies of the 80s... they don't make such films anymore. New ones have something cartoonish about them. Can't say what exactly. The CG sets maybe? Exagerrated effects? Bad casting most cases? And what the hell happened to Alien and Predator!!? They killed THE monsters! They killed them!
  14. (repeating self again and again) new terrain engine
  15. I'll have to look into this, thanks Brain32. Don't have much free time recently I'm afraid. DX10 card running on DX9 And, yes, I'm another one migrating to the new series. Reasons obvious.
  16. SF2 -stock SFP1 map, I haven't noticed anything new related to ground textures, objects etc SF2:Vietnam -I think the textures have been slightly modified , anyway look better than in WoV The ground clutter seems unchanged, but treemods work w/o problems after little tweaking. I assume the 4-seasons mod for WOE would work in SF2:Europe just fine. The new cockpits (and I could buy the new series for them alone) are superior to anything we've seen fr the series. Planes are TMF quality
  17. The new effect shaders introduced in SF2 family are currently disabled, recently TK wrote about it on Thirdwire forums, sorry, don't have the link to quote him. The old particlesystem.ini doesn't work in new series (my case at least)
  18. Happy Birthday Column5 and Crab_02

    Happy Birthday Don
  19. Creating famous architectural objects wouldn't be that hard, ok, maybe hard, but very time consuming. The PIA would be creating close to real life major roads, urban areas (with many, many custom city textures and .tod files) and rivers layout etc. @Brain32
  20. GH2 (and 4-seasons WOE) in general causes more display errors on my system when combined with Widesky clouds than with stock environmentsystem. Reason unknown, maybe simply the smaller amount of cloud particles in default system
  21. I think the ones from winter season should work just fine, but require renaming of tods from GermanyCE naming format to EAW one. Not to mention the need to include new trees textures pointers in terrain data.ini Also there are some nice in Ansons (?) Norway terrain
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