Jump to content

Stary

+MODDER
  • Content count

    8,481
  • Joined

  • Last visited

  • Days Won

    99

Everything posted by Stary

  1. Forest and Farms, anyone?

    yes, I can do it two ways: making it using generic city TOD set I have on my HD, or little later by doing full tile matching european-oriented, custom graphics set. I think the latter is better option. But I'm busy with something other, default desert, Gepard's Israel2 and Suez terrains need their attention too... @FC: I wish we had collision and damage calculations for TOD files, but TK seems not to care about these
  2. Something im amazed at...

    Yes it is! And I'm proud I am Combat Ace member and contribute to it a little from time to time!
  3. It's an old alpha channel textures bug. Happens on both clouds, trees and some objects (bridges) in your terrain data.ini (example GermanyCE_data.ini) scroll to [AlphaObjectTextureMaterial] and set DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE then a bit lower you may wish to set this : BlendOp=BLEND_DST_ALPHA @Cellinsky -let me say it's perhaps mod of the year IMHO! @C5 thanks for posting, will give it a try
  4. I like the Mig-17 high speed performance limits in Charlie Aces!
  5. Hi Baltika! Sorry for late answer. Best is to copy all grahics (tga files) that come with EE3 into your effects folder (don't worry they are named EE3_ so they wn't overwrite those from WW2 pack) and then add some efects. For start I suggest all "aircraft" effects as they're nicer in EE3, then some explosion effects. Remember to backup effects you overwrite just in case. For the A-bomb, just copy the graphics and nukeexplosoneffect.ini Or simply whole pack tracers and some other goodies from WW2pack will left untouched.
  6. Forest and Farms, anyone?

    Man you beat me! Looks so real! Please post it on Combat Ace!
  7. Another day, another update! THANK YOU KEVIN ! Perfect addition for Baltika's Philippines campaign! And for incoming Burma too.. Edit: I'll take the Jug pit
  8. Georgia moves against separatists

    Here we go again... So far one russian Su-24 shot down, several Georgian APCs destroyed. I hope both sides overestimate the casualties. The movement of russian forces into Georgia outside of Osetia province and the bombardment of Poti civilian port and pipelines is a different story... /Ron Perlman voice on:/ War, war never changes /Ron Perlman voice off/
  9. Usually in given game: WoV -Skyraider from Charlie's Aces mostly, then Scooter or Crusader, mood dependent WoE -A-10 or Harrier WoI -Nesher or Vautour, depending on what I want to blow SFP Gold - Scooter (but I don't play it these days )
  10. So let me be the crash test dummy then...
  11. File Name: Green Hell 2 "shimmering buildings" fix File Submitter: CA_Stary File Submitted: 7 Aug 2008 File Updated: 7 Aug 2008 File Category: Environmental Mods This is a Green Hell 2 quick fix that eliminates the bug with shimmering rooftops on some city tiles caused by two buildings placed one ontop of another. Extract to your VietnamSEA folder, overwrite. Works with any "level of detail" .tod version Sorry, my bad. Click here to download this file
  12. No worry my friend, your opinions you send me earlier were most valuable :yes: Flickering trees you say? Few things you might want t try: on top of the VitnamSEA_data.ini file, try lowering the values in red: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=16384 RenderMeshIndexCount=16384 SolidObjectVertexCount=16384 SolidObjectIndexCount=16384 AlphaObjectVertexCount=16384 AlphaObjectIndexCount=16384 to these values: RenderMeshVertexCount=12288 RenderMeshIndexCount=16384 SolidObjectVertexCount=12288 SolidObjectIndexCount=16384 AlphaObjectVertexCount=12288 AlphaObjectIndexCount=16384 these are numbers from beta I send you (so smart I saved it on HD!) also IF that won't work, again in VietnamSEA_data.ini, under the [AlphaObjectTextureMaterial] section, try changing the line: BlendOp=BLEND_DST_ALPHA to BlendOp=BLEND_SRC_ALPHA less nice but might help If the above doesn't work, drop me a PM
  13. Quick fix uploaded should be approved soon.
  14. Yes, I tracked the "shimmering rooftop" bug. My fault -it's created by tw buildings placed one inside of another, will fix it!
  15. It really is! thanks! I have Wolf's package, never meet this one before in flight
  16. High anizotropy filtering could do the trick. I might aswell upload slightly changed texture... I tracked the bug. It's caused by my mistake in placement -on some city tiles, saeveral buildings were placed one inside another, creating the shimmering effect. In fact it's clipping issues with their rooftops. Will fix it.
  17. City buildings shouldn't shimmer at all... They render in a bit different way (different rendering and texture options, different .tod object types). If you applied the fix for the trees, there shouldn't be any shimmering building left... Some that could shimmer (arcades, gates, some huts) before are in fact... trees used as buildings in clever way: These burned village and decaying ruins above are treated as trees by game, by applying the trees anty-shimmering fix you should eliminate such effect on these too..
  18. Wrench, where one can D/L the original Ki-57?
  19. Why wouldn't it? I run it in heavily moded WoI with all stuff from TW jet sims...
  20. Try applying these settings to your flightengine.ini if you haven't yet: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 It's an old solution from KB for CTDs and low framerates. Also as Mig Buster pointed out, try other (new?) drivers
  21. @jodandawg: it should work, but I don't have Edwards terrain so I don't know if he changd some texturenames. Backup and try. @PIGHUNTA: no, you don't have to install the first Green Hell. Everything needed is here
  22. Hi Emperor Palpatine, The "forests and farms" is for stock, Deuces enhanced, Max188's HighRes versions. Brain32's tileset comes with it's own as Kukulino pointed out, because of completely new trees and forest areas layout.
  23. You'd better not, it's making problems in the serie.
×

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..