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Everything posted by Stary
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RIP maybe they wanted to do emergency landing on that dirt road?
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as no one is going to say that, forget me for breaking the rule by saing something positive about Capun's -it's nice model, his stuff improves
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Chinese territorial claims
Stary replied to Ice Man's topic in Mission & Campaign Building Discussion
excellent -
is hiding the W10 update (so it displays as grey on the list) sufficient? I don't know how it's called on english version of W7, "hiding" might be not the best word
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YS Flight has more -do we want to drown in YSFlight quality* models here too? Serious question... *which on it's own is lovely when you consider specific and adorable old school art direction of YSF
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it's ini workaround I think but can't say for sure from top of myhead, so yeah could be to an extend -I guess you refer to the pilot's reactions to turns etc?
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Chinese territorial claims
Stary replied to Ice Man's topic in Mission & Campaign Building Discussion
sure, can be tedious but when you know what causes some mismatches it's much easier later (hint: bucket tool ) -
that's some really ugly plane there
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Chinese territorial claims
Stary replied to Ice Man's topic in Mission & Campaign Building Discussion
Kferge make sure the alpha layer on the water tiles matches colour/intensity of the water tiles in tileset you use (this case GH3.5) otehrwise your tiles will stand out as their specular/glossines will differ. Also some of these atolls could have smoother blue shallows to deeper sea transitions in diffuse -
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can't say which one is the best suited, personal preferences have a role here
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yes it was gravitational oddities, but not really suprised as the idea was there for decades as for photography other than radar measurements I am not sure if there will be enough light that many AU away
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no worries, been digging through the posts backpages after 4 months of almost absence
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Chinese territorial claims
Stary replied to Ice Man's topic in Mission & Campaign Building Discussion
be it slow work, matters the results are very appealing and drawing attention Kferge! -
not buying it I mean nice as allways -or even better- but too sturdy airframe for 40.. make it 1936 pursuit aircraft Spinner and we're good
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that said I must admit it the newest Spitfire cockpit shot is gorgeous
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in SF2 right? Because these won't work in Series 1. Have you properly added these cockpits to the particular aircrafts? The "G" is for the new KAW "G" model, be sure to have it too
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found it
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can't say I understand you clearly
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Mue I might phrased it bit misleadingly but I think the engine populates the tiles with the TOD objects on the fly when the scene limits allow so -the terrains in the old pre NA format have statements about the maximum numbers of possible TOD objects spawned around player in the terrqain's _DATA.INI: example here: SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 in my treemods I usually up these values twice or more as the draw ranges are now increased (via FLIGHTENGINE.INI DetailMeshSize= statements) to draw the TODs further away (thanks for your shaders too!) BUT when I lowered these values to zero I got no TOD objects, when it was small amounts only some of the meshes displayed on given corresponding tile. So I think the sim engine treats the TOD as more of objects data pool it uses to spawn the individual trees or buildings (or more accurately solidobjects and alphaobjects) on the given underlying tile, NOT as a single object- that also would make impossible to have the TODs populate slopes of any angle other than 0 degree of course. What is the biggest unknown for me, and your data seems to indicate is possible is if the TODs can have real 3D vertices orientation, meaning allowing more complex shapes than cubic/box ones (that can be done with 2.5D engine) As for "chance" value I do use it in some of my treemods for some buildings I for example don't want to spawn on every single tile in case that would create too obvious patterns. Say a barn near the field and such. That entry makes minimal usage though. Sorry Mue if I didn't make myself clear, am bit sleepy today
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Why are building roofs flat ? (stupid question)
Stary replied to jeanba's topic in Mods & Skinning Discussion
Excellent Mue, please do! Back to jeanba question -yes, sadly the Thirdwire Terrain Editor allows the user to create just the box type of "buildings" -feasible for Middle East for sure but as far as other regions go -man I was mailing TK politely about making new types of TOD objects since early 2008 or so, and not a single time of any reply, that's how the man is sadly. IF Mue makes us custom shapes TOD objects generator -this architect here (that admit it, was scoring pretty low on the urban planning studies) would be MORE than happy! Making more believable cityscapes using multiple blocks of houses shapes is something I want since I started modding the terrain visuals 8 years ago! Heck, EAW had it better (not to mention the trees were collidable...) -
yup seen it, the problem here is the effect was tailored to match the fast moving jet it emitts from so the fire will look certainly odd when applied to ground targets
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that looks actually pretty pretty! Nice job!
