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Stary

MODDER
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Everything posted by Stary

  1. I still have to see what the new patch will bring for us, so yes, testing few things
  2. 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..?
  3. 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
  4. can't you see these are radioactive Chinese experimental bio-weapons? Heating them up would do no good
  5. 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)
  6. hmmm... the same aerosoft that's publisher for Jet Thunder? No good... mixed up publishers, sorry thanks
  7. no problem my friend I noticed loong time ago people tend to avoid mod support topics
  8. 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
  9. 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
  10. have fun! (and send me new MA password, old one doesn't work)
  11. excellent! May I order one in Luftwaffe late '39 dark green? (runs away)
  12. what Flogger and Wrench said... you must put the modified GermanyCE.ini (and GermanyCE_data.ini but based on your screenshot seems to me you did so) in your mods/Terrains/GermanyCE folder, seasons are being picked up depending on mission date
  13. turning off mirrors and reflections may help a lot
  14. I'm a mud-mover myself, but the high alt sky colour issues were obvious... TK got it far better
  15. I wonder, have you guys tried making the shadows darker? those fields are lovely
  16. not to mention the altitude at which space begins in Oleg's world would make some birds astronauts
  17. I wonder if looking into AI data from aircraftobject.ini could be a solution, personally I haven't looked into that -ever. The problem to my understanding is, that gunners, even when not shooting bursts of bullets, be it 50 or 10 projectiles per burst, take resources doing their artificial thinking. I think dumbing them down could be solution
  18. I wonder what these variables in flightengine.ini do: DeltaT=0.016667 MaxDeltaT=0.100 RefreshTime=0.016667 I remember back in 2001-2002, when I was much into Screaming Demons Over Europe, one could set the simulation processing cycles ratio in one .ini file, which resulted in either more physics/data calculations per second or less. Which of course had impact on simulation fidelity and framerates IIRC. You know what im thinking? The way to make the gunners less important in the AI routines
  19. Malibu, you can also set StartTimeCompression= to for example 0.5 (half speed) but after engaging time compression it will return to 1x. I was trying adding MinTimeCompression= to no luck. I'd like to have 0.25 and 0.5 like in Il2
  20. View File Late WW2 Cockpit 3 (A-36 stand-in) As per request, this cockpit is a mix of two cockpits from my "generic cockpits pack". Stand in for A-36 Apache, Saab 21/21R etc. where applicable. Works both in series1 and series2 (preferably) Submitter Stary Submitted 06/07/2011 Category Prop and Helo Cockpits
  21. 301 downloads

    As per request, this cockpit is a mix of two cockpits from my "generic cockpits pack". Stand in for A-36 Apache, Saab 21/21R etc. where applicable. Works both in series1 and series2 (preferably)
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