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Stary

+MODDER
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Everything posted by Stary

  1. surely we can do it, but I had plan specifically for a backseater-only ride -for shit and giggles
  2. touchy subject Wilches, I'd share your knowledge more carefully if I were you. as Kevin said Insky was kicked out of here for the very same reason, albeit they also ripped some 3rd party models IIRC
  3. these nned their empty green spaces on targas repainted cause now at certain graphics card's settings these bright green outlines are very noticeable
  4. actually I am testing HUD projected radar at the moment Il2CF as for making cockpits -it really isn't walk in the park, trust me, I work on 23 BN one for almost a year
  5. Beautiful! Any chance of SF2 ones and 4:5 ratio too?
  6. very good video AAR Beach, and the voice-over was audible enough (good for you I didn't choose Niedźwiadek Koralgol nickname hehe) as for framerates, as I'm also on 2008 (but constantly upgraded) rig, the complexity and amount of ground targets Eburger&Malibu added causes some slowdowns but that's IMO sowtware-side bottleneck, especially thanks to SAMs and flak detection programming
  7. yes, that's how we do them -sadly. then TE outputs the mesh via it's wizardry; cracking the wizardry part is my dream texture coordinates are percents or the texture to use, 0,0 being top left 1,1 bottom right, every surface of box (4+top) can have different part assigned or share the same
  8. I'd just tone down the bumpmaps and increase their resolution
  9. that looks suprisingly nice, and the planeset is also interesting, I really want hi-definition P-47
  10. simple, very simple -radar screen mesh consists of many small planes merged into one object and mapped, this way one can see what's behind the "radar display" through the spaces between these parts
  11. cities don't have to be flat kevin, just the parts of single-tile related objects, say 4x4 objects for single tile, as I think at 1000 km standard maps lowest heightmap (the global one) resolution is 500 meters, then you can make meshes that have parts "buried" in the flat terrain like basement stone walls etc that could be shown on sloped areas
  12. exactly, MapClass= defines type of TOD object 0=SolidObject 1=AlphaObject that's why these have their own separate entries in terrain's _data.ini and respective shaders Gerwin, fact that you have found edges positions of polygons via HEX -you're godlike man! The parts you have no idea what represent -this might be the data (texture coordinates) for polygons mapping of defined (again, via terrain's _data.ini) textures, separate for mapClass=0 and =1, engine allows them to be individual for every TOD-related tile this gives us hope one day we might have 3D Max to TOD converter... something I'd kill sick blind puppy for (not literally... maybe not)
  13. there's your radar-on-HUD workaround, it's so simple it will give you seizures
  14. been there done that... in 2007, for Battle of Britain, albeit as whole villages, Baltika's campaign had them, some pics I think are still in my gallery The problem is, you'd have to make lots of levels of detail not to kill system (quite easy) and place them as taretareas on the tiles -bigger problem as both it's PITA and has impact on framerate; I think target areas have more impact on the engine that the objects meshes themselves
  15. tell me that Centurion! :sick: coping/ grouping objects would be BIG yes especiall for city TODs population
  16. no, it's only for the North Vietnam, but you can copy to South Vietnam the VietnamSEA_data.ini from GH 3.5 and rename it to match the name of the south_vietnam_terrain_name _data.ini and overwrite (backup first of course!) -can't tell exact name, away from gaming system I think there are no extra textures introduced in Southern Vietnam terrain so all should be ok
  17. the shed to the left is too big compared to vessels, please whoever made it, scale it down. Also that waternarmal gives tremendous framerate drop, please consider making it lower resolution
  18. use Gerwin's TW's one is obsolete! (Combat Ace members: not right in the head)
  19. good you have it sorted in the future I strongly recommend reading our "Strike Fighters Knowledge Base" -it covers alot of issues and answers tonnes of questions novice used might have regarding installing mods, setting up etc
  20. newtiger5

    yup, that's it man!
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