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Stary

MODDER
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Everything posted by Stary

  1. Very smart move if you ask me. High chances are most of new users will end upgrading to standard edition and buying additional planes/bundles/fieldkits anyway after the free version. Cliffs of Dover should do the same... that way less people would possibly buy that POS (piece of software of course )
  2. for stock Paran/Dhimari Desert search no further: http://combatace.com/files/file/10681-updated-default-sf2-terrain-by-piecemeal-v-12/ Why new Israel tileset? SOmethings wrong with mine? I LOVE the fading trees Pfunk... but the locked distance makes most of my mods quite useless
  3. worked for me minutes ago, fighter sweep, I was able to view all nearby AAA units and planes
  4. sometimes it works, sometimes don't, my suspicin is depending on target range -if the target is far way BVR it doesn't is my observation
  5. they should do especially the older ones which had no shaders specifiec or deliberately disabled
  6. do not unquote the A-36 position, but copy it to Position= , the other way you might end up having two position= definitions, which might corrupt the plane. Also, the upload has preset for Re.2002, I forgot to mention this
  7. same for campaigns IIRC, target areas for STRIKE sorties (Edward's Solomons years ago)
  8. anyone checked how the campaign seasoning works..? if it does
  9. post May patch? Which exe did you use to create stand-alone install? I used Expansion 2 one
  10. yes, I'm tweaking my fog settings, but the above were with default settings, but the above were taken with stock environmentsystem.ini I think
  11. @Wrench: had same situation before, somewhere around Expansion2 release perhaps, so it was there before. Nice btw
  12. I have problems in Korea install too
  13. from my testing the start month is being picked up randomly and stays that way, testef many rimes by selecting mission, abord select, read date, abort etc -days randomize, month stays the same (and year of course)
  14. It's great patch... autumn terrain is very nice, love the layered fog... shame my sytem has problems with the new graphics at medium again. Side note: Oleg's team responsible for Cliffs of (my) Depression should learn from ROF team how to patch things
  15. I still have to see what the new patch will bring for us, so yes, testing few things
  16. some testing on GH3 Vietnam map, May11: with shader enabled and BlendOp=BLEND_DST_ALPHA, check what happens somewhere at fading point: [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.0 //2.000000 BlendOp=BLEND_DST_ALPHA //BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA shader disabled: [AlphaObjectTextureMaterial] EffectShaderName= //terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.0 //2.000000 BlendOp=BLEND_DST_ALPHA //BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA trees display farther, but aplha channel renders wrongly: edit: this one seems best so far: [AlphaObjectTextureMaterial] EffectShaderName= //terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.0 //2.000000 BlendOp=BLEND_SRC_ALPHA //BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE //_BLEND_TEXTURE_ALPHA trees render correctly, don't fade, and render far. I have suspiction that DetailMeshSize= in flightengine.ini is taken from first detail setting ([LowDetailOption]) so setting all detailoption DetailMeshSize= to desired distance might do the trick..?
  17. true, disabling the shader disables the fading, but how the heck you were able to not limit the draw distance? you're ussing some older flightengine.ini or environmentsystem.ini? oh, idea, what's your BlendOp= for AlphaObjectMaterial? I used BlendOp=BLEND_DST_ALPHA at some time in my treemods, opposed to standard BlendOp=BLEND_SRC_ALPHA
  18. can't you see these are radioactive Chinese experimental bio-weapons? Heating them up would do no good
  19. Ed, to my untrained eye, some models are eerie similar to IL2 ones... don't want to blackmail anyone (ha! liar me!) but... you never ever make similar shapes identically polygon-wise (->RS Tomahawk)
  20. hmmm... the same aerosoft that's publisher for Jet Thunder? No good... mixed up publishers, sorry thanks
  21. no problem my friend I noticed loong time ago people tend to avoid mod support topics
  22. IT'S A BUG tested myself, random date is broken -I had allways April missions in my case, days randomize, month not -the only solution I can think of is to click the mission editor icon and change the date manually
  23. Checking the support topic for this particular mod shows... guess what... suprise, fix for the cows! http://combatace.com/topic/56852-gepards-formosa-strait-visual-update/page__st__20 first post on page
  24. yep, looks awesome Eric!
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