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Stary

MODDER
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Everything posted by Stary

  1. known issue, makes use of electro-opticals PIA
  2. Stary

    WIP

    I really can't understand why the main screen, the one new customer sees as first thing in the title! looks like 5 minutes paint.net work of a 2nd grade kid to give credit, paint.net is in fact quite a handy program
  3. Stary

    WIP

    pointing at some small developer..?
  4. Stary

    WIP

    the A-6 one is for meeeee!
  5. no need for them, materials leftovers from my other tests
  6. Stary

    WIP

    2nd it is! IF you plan to release the RSR one too -maybe slightly desaturate the red background, that hurts my eyes (but my eyes are quite... unperfect)
  7. if I were TK I'd buy that Bucc to make stand-alone game around it... just sayin' it's THAT good
  8. Stary

    WIP

    great!
  9. hmm, I have friendly task force showing
  10. blue like in planningmap with grid
  11. the empty ocean one I posted yesterday shows ok in zoomed in view
  12. 500 meters actually, still 25 time the size of NA ones (20 meters as ini says)
  13. lovely shots Yuri! 2nd Raptor shot, one of the best F-22 shots I've seen
  14. same here, happy with it, we wanted better water for ages, now it is here finally, no need to complain for me land... is slightly different thing though
  15. The North Atlantic Drift part of Gulfstream is in fact that blue. As you can see I've included modified colours water files, to no effect sadly
  16. not on stock ones or those in older format terrain editor created, this is new created in max that's why it can have proper mesh name that automatically adds water effect to the mesh
  17. I guess ice caps are separate mesh mapped with tga or dds for transparency, kinda like IL2 forests, sans multiple layers I still haven't figured out how to do more than two materials on ground (iceland_dirt1 and rocks ones)
  18. so far I couldn't make red taskforce show on this particular map, but had no time to get into the ini things so far hovever on the other one that has some small islands and defined airport and one warehouses area (two targetareas total) they showed up perfectly, even with Migs starting and landing from that airfield
  19. if we had the new .fx shaders... you know the rest. Maybe Fubar The Shaders Master will come up with something for older water shader this USGS http://eros.usgs.gov/#/Find_Data/Products_and_Data_Available/gtopo30_info
  20. From my experiments, and this ruins my concepts how this works, the "global" sea that fills the map has to have holes where land meshes are, I thought (and tests proved) that the sea mesh repeats all over, but in NA map in some areas you can see chubks of land hovering ove water with empty holes underneath. Not having the holes in sea mesh causes horrible Z-buffer issues from distance in sea/land transitions. To me, the more time I spend with it, the old engine with reflective animated water could do just fine at the current new engine's state and info available to us (which is none in fact) I use GTOPO 30 DEM, has among other formats grayscale heightmap in it included for given part of the globe. I know GTOPO30 isn't state of the art resolution, but for test work should do just fine
  21. View File Open Ocean test map FOR SF2:North Atlantic ONLY! This is simple open waters map, for testing purposes. Whole map consists only of single 100x100 kilometers plane, repeating self to create 1000x1000 kilometers map. Water file is defined, so are locations of Friendy and Enemy task forces spawn points. I decided NOT to include any test islands so far to keep it clean of any land areas. For testing/evaluation purposes ONLY I've included simple Max files used to created this terrain, one is 1000x1000 KM mesh, the other, used in this map is 100x100 KM on Submitter Stary Submitted 03/20/2012 Category Full Terrains  
  22. interesting part about the slope SZ, I use standard TE exported heightfields from existing maps, but instead green-orange, convert them to grayscale, seems to me this way I can force Max to "see" more detail in the heightmap
  23. yes, but if someone actually read what I wrote earlier, such meshes aren't threated as land by engine, you can fly through them... sheesh why I'm bothering with my experiments? not to mention sea plane has to be different LOD file, not part of the land map, also the chunks have to be exported as individual parts
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