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Stary

+MODDER
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Everything posted by Stary

  1. Guys, do not underestimate the wisdom of these two worlds: BACK UP I did today 2 DVDs backup (only TW downloads and my own work), as my computer booted strangely this morning 4GB Kingston pendrive backups on regular week shedules
  2. Move away from your computer room. Now! Lock it! There's something evil there... I think, that's something with the Armourdave's cockpit -it's hi-poly, detailed one. Maybe this causes some texture corruption on your card..? Give it another try -revert to that cockpit, but try playing without canopy reflections
  3. I guess it's in final progress, kukulino will tell you more
  4. Canadair, Don't get me wrong -but my mods seem to be disliked by your computer (remember pinky-blue WoE trees?) seriously, what's your system?
  5. MajorLee had great tutorial on his Aerodrome about step-by-step introduction to terrain making, but we'll have to wait until his new site is up and running... Maybe something in knowledge base, but I couldn't find anything yet (it was a quick search thou)
  6. I think color defines the pixel color when exporting tile layout to bmp file under TE. Values are good old R,G,B, where 1.0=255 indexed Working slowly on polish-czechoslovakia-ukrainian map, will test, but try yourself by setting to: Color=1.0,0.0,0.0 should give red spots in TE output for given tile (or I'm wrong, it's leftover from EAW terrain engine?)
  7. Lexx, check if you defined the SolidObjectTexture= AlphaObjectTexture= in _data.ini without it solids will show up white, and alpha wont at all PS. Increased the DetailMeshSize= , but geting hole in the ground now... any fix for this, you seem to succeded setting it at 10
  8. Discovered HAL Marut today, has nice P-80 cockpit -for early MiG-15 maybe...? That reworked Boopidoo's Flagon pit for Su-7 looks awesome
  9. Thanks 76.IAP-Blackbird, Had nice furball in WoE this evening, cockpit fits superb!
  10. Sundowner Maybe try to get rid of the water shader? I know it's not used on medium settings, but who knows? [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE set to UseEffectShader=FALSE or comment both lines out Edit: I see Deuces lurking -maybe he will help
  11. Is this topic still alive? I'm getting back into soviet fighters thanks to "Charlie Aces" campaign by Rhugouvi, flying MiG-19S Will have to finish that SE office repaint
  12. I'll try to recreate such errors in my install, then to find solutions. Water set on High I assume? Does not happen on "medium" water quality? And you're not using Vista with it's walkarounds to make sim work? And what environment mods? I'm running out of ideas quickly
  13. Welcome aboard, norman As you have fast modern card, I'd suggest to maximize your anisotropic filtering, and enabling full trilinear if you have options to do so, this should reguce the texture shimmering wilco: that's quite funny on their side...
  14. I'm having with same error with DetailMeshSize=8 It's something with clipping distance in flightengine.ini but I don't remember what Lexx_Luthor told he set it to 10 Lexx where are you when we need you?
  15. yes, it's because I had to change rendering parameters for alpha-type objects, otherways, they'll be messed up (distant trees rendered in front of close ones, trees visible thru clouds, you got the picture
  16. yes you're right, odd is I have checked data and everything is fine on my side. What is YGBSM mod?
  17. Such texture swapping happens when texture listed in vietnamsea_data.ini ain't present, from what I know, YAP terrain adds several new textures to the terrain, and mine data is for standard terrain only. You should PM wilco, he has rewritten vietnamsea_data.ini to use YAP terrain textures and mine TODs for his YAP install, seems to run OK for him (check the top of this page) Or wilco could you post your rewritten ini for YAP users to safe them work? Just an idea
  18. Surely :yes: It's easy to slightly decrease the number of trees by simple ini edit: By doing so, you'll increase FPS without noticeable visual quality change Open vietnamsea_data.ini at the very top of it you have: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=4096 //2048 AlphaObjectIndexCount=6144 //3072 Change these numbers to original values: AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 (I doubled these values to show more than 256 objects placed in .tod files)
  19. Surely Canadair, anyone knows what's the reason behind gumpy's nad lamanai's water anomalies?
  20. hmm... this is wicked. Everything "should" be working. You installed all files from my mod? could you show me your vietnamsea_data.ini ? EDIT: I assume default version, not YAP, patched to the latest, v08.30.06?
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