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Stary

+MODDER
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Everything posted by Stary

  1. File Name: DESERT / ISRAEL2 ground environment update File Submitter: CA_Stary File Submitted: 26 Nov 2008 File Category: Environmental Mods DESERT / ISRAEL 2 ground environment update ("tree mod") Should work with any maps using default SFP1/SFG desert tileset in jet titles from the series. In all cases you'll have to use the desert.cat or manually extract and move the tiles from desert.cat to your terrain folder. Not tested with the "desert replacement tileset"! Should work, but objects placement will be slightly incorrect. Click here to download this file
  2. the problem with nukes is also on effects design level -Lexx did his fanastic! work on those, but his version requires lot of ini editing to get them displaying correctly (clipping issues). Mine version from EE3 is hm... ugly, and resource hungry. Also they're somewhat poorly implemented in the Game Engine (not the aerial versions, these are ok for me) Anyway they aren't my personal favourite means of destruction. (IF only somebody could make real torpedos for bunch of us WW2 guys... )
  3. It was soo cool and easy in Advandec Tactical Fighters back in 1996... Placing mooses on Kurile map. There are tons of planes and some nice terrains available for us thanks to Modders. But without mission editor most of time spent by lot of members here is flying random CAP or intercept (ie. against four Mig-17s armed with two FAB-100 each...) with a predictable pattern: you reach waypoint, Red Crown reports bogeys, you wingman reports bandits, four sparrows later mission complete. Or am i wrong? So, yes, it would be mission editor Hey, TK! It's 2008!
  4. Ok, I think this should solve the problem: Panama Red was right, it's the Sde Dov airfield extending into "kibuz.bmp" tile, causing the few palms to appear on ramp and runway runway. So, here's an updated .TOD file for this particular tile with those nasty three or four plants moved back: Just drop into your terrain/Israel2 folder and overwrite.
  5. 3D Viewport integrated MISSION EDITOR and terrain/target areas editor Lol Realistic ground and sea operations/combat More A2G, EO modes/FLIR Full ejection and chute sequences AWACSswitchablecrewpositionsmanningallgunsonbombersbombsightsrealswitchableMFDsLORANlabsDIANEnewterrainengineandsoon Ok, I'm really happy with what we have now
  6. Here's a topic covering the shimmering issues: http://forum.combatace.com/index.php?showt...t=0&start=0 Remember, search button is your friend :yes: (so is the KB)
  7. Thanks, will check what can be done to easily solve the problem.
  8. S-105

    "Is it safe?" Sorry Kukulino, couldn't resist... Think about MIGs while she does it. Helps
  9. Yes, they use filtering and mipmappimg making them less jagged. The settings I podted here and in other topic are my fav now. I thing the green crosses were caused by some mipmaping issues, good it solved now
  10. Looks ok, Wrench do you know if transport plane flights have increased post-patch? I bet it'll serve as transport plane, right? Using the AWACS as transport is the only reasonable thing. Unless one wants 12 in a flight...
  11. Isn't this from Wrench's Hangar?
  12. @Canadair, Panama Red: The reason may be that IIRC one airbase in Israel (Tel Nof or Ben Gurion?) extends over the empty green "airfiels" tiles into farms, placing few farmland-specific objects (trees, bushes) on runway or texiways. The best way would be moving the base a bit... I'll see what can be done about it.
  13. S-105

    You did uwrapped the textures..? From my tiny experience in modelling for the series, textures must be unwraped before exporting. I'm waiting for this plane too :yes:
  14. Canadair, you want the no grass version? Or you have trees or bushes placed wrongly too?
  15. Surely I can, temples from Green Hell 2 were about ~20 individual buildings placed one on top of another. I meant the use of .LOD meshes for buildings would be great
  16. Or more complicated meshes than boxes for .tod generation...
  17. We definitely need more modern SAMs...
  18. Just a little... (they don't affect framerates much) EDIT: Autumn version is almost complete, have to make some corrections for Highway Airstrips mod compatibility, and several city borders, and then I'll go with winter one. You know the drill, "2 weeks". I think I'll release them as separate standalone packs. And, yes, all the ground textures are 512x512 versions :yes:
  19. Gr.3 recon: (Forests&farms 2 autumn edition WIP)
  20. First I recommend seting DetailmeshSize=7 or 8 in flightengine.ini, and then in terrain_data.ini set these: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL 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=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA <-- this is important, I guess never used before setting Works best with correct sized trees (eg. GH2, Israel2 or default), another benefits is the subtle soft look of trees, slightly different than TW originals
  21. New autumn woodland, all trees correctly sized and set to nicely fade in the distance, I've discovered nice GermanyCE_data.ini settings that reduces the sudden "pop-up" of ground objects: And some more new objects: After finishing the fall version, I'll continue work on the winter. Screens captured in October WOE version.
  22. Ok everyone, try these settings, they give nice soft trees without white outlines of any kind, and slightly fades trees in the distance, looks very naturally [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL 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=2.000000 BlendOp=BLEND_SRC_ALPHA <--- this is important NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE <--- set mipmaps to TRUE for blending to work TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA <--- this is very important! New variable that introduces fading With above I recommend using DetailMeshsize=8 or greater to have the trees fading with distance/wide FOV angle. @Gerwin: the above settings should help you
  23. CA-Stary tree mod

    Thank you my friend, doing my best to bring the comunity high quality environment mods: :yes:
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