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Everything posted by Stary
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DCS Nevada bundle and update
Stary replied to MigBuster's topic in Digital Combat Simulator Series General Discussion
The first bundle makes much more sense to me, the A-10 one not so -
Steve, first please check your email, I have found something you asked me of ages ago second, I think it's the simple answer I am affraid -engine limitation -it doesn't seem to do checks on collisions/bounding boxes between non-aircraft objects, so you can have literally ships moving through hangars with no effect seen it myself on badly set up Cuba terrain; alas "we have to live with it" as for the objects the most obvious answer is remodel them the way you want in Max; if you do not have acess to core max file (say it's stock models) then I can't think of any way to solve it @Wrench: Oh man, FA stacking was awesome!
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Interesting read, thanks MiGBuster
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No I do not ofc punk was reference to that adorable lad on the picture
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Strike Fighters 2 Screenshots
Stary replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
might be another SF2 development breakthrough is few hours of work and ingame confirmation of format governing rules away... and yeah this one is the SF2NA LOD_BASED version so goal is to have this work with reflective moving water and three things: 1) I scrapped the old format tests I posted yesterday -too many issues, instead focused on making test map in SF2NA LOD format 2) I am aware right now it looks more like 2001 era USAF graphics -I will try to add specularity and possibly normalmapping :yes: 3) I'll post more when and if I do more testing and confirm some suspicions. Hard to do with locked LODs and shaders -
Strike Fighters 2 Screenshots
Stary replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Missed me much you old farts? Satellite coverage proof of concept in the TFD/HFD format because when I got no reply from TK regarding the new terrain engine format I mumbled to myself "why not the other way" as almost nothing prevents us to have TFD from one map and HFD from the other in the same terrain -
bought myself World Composer... would love to use it as SF2 LOD format tool IF I FUCKING HAD A CLUE from the grumpy TK
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go buy it guys, it's what it is now but I have strong believ it will grow into something bigger
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and there I was on previous version scretching my head how to set up wheel zoom... good they added it now
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Combat Air Patrol 2: Early Access June 6 2016
Stary replied to MigBuster's topic in General Flight Sim News
I really want this one to grow up into something bigger guys so yeah Erik, let's invite them it say I! It's interesting to say the least at the current EA iteration; I DO like the feel of flying it has, lots of that comes from unusal -but very working for me- camera transitions, head movement, novelty view system. Water looks gorgeous, the way it shines, some really neat work on specularity there as for AA/AG modes it's now more like SF on easy than FC2 but I think the guy's main priority is upping it a bit -also interestingly he seem not to want to poor DCS impostor but more lite sim -which is fantastic for me as I have not touched DCS and the modules (I spend upwards 250 bucks on by now) in ages for reasons that have alot with the fact fying 50s Migs over modern Georgia va A-10s ain't fun and not the fact I never landed my 21Bis in one piece, like totally guys -
Hadn't big hopes for something more complex than diffuse so yeah understood. Atlasing is fine as it is the most elegant way to keep texture data and something I had to learn myself. So in this example it's obviously more than one LOD object per tile which means you have sort of placement tool already made that reads LOD format (no suprise given you know the format better than anyone here) and can output it to TOD as per your placing. Neat already even if some more user friendly tool is thing of the future Mue
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dude you did it! Ok, so to clarify some things: the trees would STILL be best placed via TE as that allows (combined with Moffiki Autoclicker!) well over 1000 trees per tile -been there done that. In case Mue would give us editor to copypaste rotate and merge full chunks of objects, no issue there. Also we could have better trees that way. Sadly, I am pretty sure collidable TODs -or more importantly level of detail- are beyond our possibilities without the code rewrites. Custom 3D TODs (something I was whining about since 2008) would be excellent to populate city tiles with user made blocks of buildings -remember how I did Green Hell large "buildings" that were in fact whole cityblocks? I did so back then as I was pretty (wrongly) sure we'll have custom TODs added by The Man in Series 2 -ohh well... naive me I wonder how the technical side is done -Mue seeing as this is my hangars there, you did so with raw Max files or LOD ones? I take some translator you developed to output vertex positions and atlas mapping was used. I also think the basic diffuse is possible but no extra opacity, specular or self illumination? One more thing re trees on runway- this is indeed due to some runways being placed on transitional tiles -say grass to fields or grass to forests ones- where the trees spawn on runways/aprons/whathaveyou LOD meshes -the simpler way would be to move whole airbase by coulpe hundred meters -something I have yet to do for JRL's TSF2 mega terrain overhaul but lack the time due to RL work. Kevin's airbase specific tiles are good option to a degree as these on the other hand leave a bit too much of empty extra space around bases to my own aesthetics ofc. And yes the ini files are for TEW usage only -BUT can be swapped, copypased etc to speed up the TODs development to a degree as I have done many a times
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problem Korea 3
Stary replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
let me guess, you installed something wrong. The _data.ini must be older one? If you use my tileset fro mfew months back, use the data ini from it -
Verdun - Got it when it came out
Stary replied to UK_Widowmaker's topic in WOFF UE/PE - General Discussion
few months back when I was into it was still buggy yet intriguing. What was good back then little of newbie players that would go all by themselves ruining the team's efforts -
Do335, while you rise certain valid points, the fact it's 6-7 years old has nothing to do with usability and possible gain in quality fixes would bring I wonder how much could be done via shaders alone, thining abvout the HUD issues etc
