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Everything posted by Stary
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Version 1.0
747 downloads
Baltic region HR tileset v1.0 for SF2 March 2012 patch-level April 1st 2012 optional tiles, ground TOD objects for "The Scandinavian Front MOD" by JonathanRL or stand-alone Sweden map by gillg Hats off to both of you for your efforts guys! ------------------------------------------------------------------------------------------GAMEPLAY NOTE: Due to large amount of ground objects per tile (around 800-1100+ per single tile) it's highly recommended to use ObjectsFade=TRUE statement in options.ini to increase ingame framerates Also, due to my crappy slow internet connection, I removed from the initial upload two seasons (thaw and light snow) which eventually will be uploaded later ------------------------------------------------------------------------------------------ This mod assumes one has at least installed and tested Sweden map by gillg, more preferably stand-alone TSF mod folder with one of JonathanRL&Team's Scandinavian mods, which includes the Sweden map in them too. Installation: To install unpack this archive and copy or move the content of Baltic Tileset to your Terrains folder, overwrite when asked. !!!Be warned, due to 1024x1024 textures and large TOD files, the map takes some time to load at first run!!! Stary -
yeah, it's a real bugger yet I guess few good days worth of coding to fix it
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the negative values are as I suppose, well to start fog behing the camera so to speak, to make it densier at the viewpoint; think of a white-black gradient carpet for example, white being full fog -you start with pure black normally, getting more and more white as you look forward, but with negative values you move forward and find yourself somewhere in the grey zone in the middle of it. I couldn't make simplier and more lame explanation, forgive me
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simple: very unperfect graphic engine that becomes dumb as brick when it comes to alpha-channel based objects rendering ontop of alpha-channel based objects with fog thrown in; secondly poor handling of the shadows in fog is a known issue too
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6 is 6 meters, you'd need to set StartClear= to 6000.0 to match DetailMeshSize=6 also notice that overcast uses negative values for fog distance I've been trying this yesterday for Sweden tileset as it apparently seems that fog has impact on the fading of trees, notice when having objectsFade=true, in overcast trees fade even closer to POV
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that's how Thirdwire should have made it look like out of the box Kout
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thank you
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I knew it's a set up no one would post it in Pub, would run to SF2 section screaming, also not on this day
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Ravenclaws_007's new Block25 cockpit, new modified sky colour and clouds sizes/shapes for SARCASM 1.2, almost done TSF tileset (buildings yet to be repainted) and Jules' new Raptor pit: it's good to be SF afficionado despite all the flaws post scriptum: I take back what I wrote about TK breaking TODs rendering, it was my error to use old entries
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too early April Fools guys, easy btw last pic, that bridge in the background does look familiar, ain't?
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All hail Falcon! heck even the background looks like my area, must finally go outside and check if there are chicks lying around in the snow
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ban him! it used to be good, honest, male-friendy sexist place
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nice one Spinners! some more modern day flying over Baltic states: side note: OF COURSE TK (specially?) fu**** up the way TOD objects are rendering post March2012 (NA.exe) and other older format map shaders for land and water too, so using my good old proven settings messes things up. Sheesh
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and it will have DRAGONS!!!!!!!!!!!! http://na.worldofwarplanes.com/media/show/137/ too early April's Fools
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You can't use Series2 stuff in Series1, period. Especially from North Atlantic, geez think for a second people!
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Kevin first and foremost I'd wait for a patch... secondly, do not panic, we'll find a workaround or fix, tell you it must be something simple... nations start dates for example? Remember using old ww-2/Korea specific files in new installments is not the good thing sometimes, as some of the files we used to have are years old -WW2 ini stuff!
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simply it sets how far in kilometers (Detailmeshsize=16 equals kilometers) trees and buildings, or TOD objects as they are popularly called, start to show, I think that the value is in kilometers anyway, but remember that TOD files cover whole tile which in standard SF maps is 2x2 kilometers so whole TOD shows even if one puts non power of 2 number (example: DetailMeshSize=7 will still render 8 kilometers range as whole 2x2 TOD object will load) Falcon, the actual density of objects, or more correctly the amount of placed objects that are rendered before cutting their numbers is set by entries in given terrain's _data.ini entries: [TerrainMesh] (...) SolidObjectVertexCount=16384 SolidObjectIndexCount=16384 AlphaObjectVertexCount=16384 AlphaObjectIndexCount=16384 I assume these are numbers of objects and poly numbers as hold in video memory, so on heavily populated maps like Taiwan you can try to doubling these values, when the engine hits the set limitation it skips given objects (or rather, parts of TOD file) from showing on tile I hope that makes sense
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.EXE Files For SF2, SF2 Europe, Vietnam, and North Atlantic
Stary replied to Hazen75's topic in General Discussion
Allso OD (Darius) Spectre-with-numbers "modern warfare" compilations etc -
nust be ini entry somewhere as all TW titles timeframe starts in 1956 by default (expansion packs that is), if so easy to fix Kevin
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still good old 5:4 1280x1024 here
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.EXE Files For SF2, SF2 Europe, Vietnam, and North Atlantic
Stary replied to Hazen75's topic in General Discussion
Yes Dave that's what I think he's looking for, all-in-one installs..? -
sorry, missed the thread, what Dave said all along guys (thanks bro!)
