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Everything posted by Stary
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thank you, will try
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I'm considering buying few planes during the current planes-sale, but as I haven't yet reinstalled ROF after system reinstall, here's my question: I have full (program files folder) ROF folder on my backup drive (as it was before reinstalling 7) -is it possible to install ROF from DVD and then simply copy and overwrite the files using my backup install..? I don't fancy redownloading whole updates given my uber-slow internets and as I have some limited free time during easterns...
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cool Wrench @Farmer: great #1 & #3 shots!
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Beach, those AARs are very well done, very enjoyable to read, and thanks for putting more light onto SF2 series for larger crowd
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Happy Birthday Yuri!
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View File Optional desert to mountains tiles for Piecemeal's Desert3 Update v1.2 terrain This little modification is my tweak to several textures from "ODS" Iraq/Piecemeal's Desert3 terrains. Created with "Updated Default SF2 Terrain by Piecemeal V 1.2" in mind, this pack changes the look of desert-to-mountain transitions tiles, making them much more sloped rocks thus standing out from surrounding sands. Tile-specific heightmap files (_HM) used to achieve more detailed mesh displacement. Matter of one's preferences, it's one of those not necessary optional mods ;) All the transition textures are based on work by Deuces for original ODS terrain, further used in Piecemeal's Desert3 update of stock SF2 Parani/Dhimari map. Submitter Stary Submitted 04/21/2011 Category Tilesets for Terrains
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Version 1.0 -first and last I su
377 downloads
This little modification is my tweak to several textures from "ODS" Iraq/Piecemeal's Desert3 terrains. Created with "Updated Default SF2 Terrain by Piecemeal V 1.2" in mind, this pack changes the look of desert-to-mountain transitions tiles, making them much more sloped rocks thus standing out from surrounding sands. Tile-specific heightmap files (_HM) used to achieve more detailed mesh displacement. Matter of one's preferences, it's one of those not necessary optional mods ;) All the transition textures are based on work by Deuces for original ODS terrain, further used in Piecemeal's Desert3 update of stock SF2 Parani/Dhimari map. -
The newest HSFX is 5.01, stand alone for 4.10.1m, BUT Ultra Pack 3.0 is sheduled for next week or so... having two installs, one UP 2.01 the other HSFX 5.01, I tend to fly UP one more, matter of more visual mods that makes the maps and effects attractive and up to todays standards
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Great! captured motion in the still shot!
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Dave have had too much Cuban tabacco for too long...
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The way these are build, nope -either you have "Unified Effect Pack" or older "Enchanced {3}/Hollywood explosions" BeachAV8R you can try to install older packs ontop of the newer ones (I.e. Holywood Explosions on top of Unified Effects Pack) but there's highest propability of things going wrong... my advice would be: install unified effects pack, ontop of it install Hollywood explosions and try... most of the effects from Unified effects pack would be overwritten by their older versions, but, you might achieve the desired looks (hint: go on with Unified Effects Packs, it's simply better) edit: typo
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Lovely! May I suggest using Julhelm's tanker as replacement? Stock ones look dated compared to the planes and scenery
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Thanks FM, have concepts for few more (SF2:I)
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clarification: depends on how given emitter is acivated -i.e. once, or under specific conditions etc (emitter type very dependant), those that are activated once, most propably will be erased from the "game world" once maximum visibility distance is reached (in simple words)
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true, most of emitters at last those that are "HOLD_EMITTER" type, doesn't apply to smoke or ship stacks, as these are permanently scenery object linked
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BeachAV8R, by default the setting is enclosed in particlesystem.ini file, in the appropriate effect section -but this step requires understanding of the particlesystem.ini structure, best to leave it unmodded! However, there are 3rd party effects packs that have the effect of burning vehicles tweaked, here's example from my Unified Effects Pack (sorry, posting full ini file): [EffectType001] Name=VehicleFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=VehicleSmokeEmitter Element[01].StartTime=2.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=600.000000 ,-this value sets the duration of effect (in fact: smoke partices emitter) values are in seconds, this gives 10 minutes of smoke emitting Element[01].EjectTimeDeviation=0.100000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=VehicleFireSparksEmitter Element[02].StartTime=1.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=600.000000 Element[02].EjectTimeDeviation=0.100000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=VehicleSmoke2Emitter Element[03].StartTime=0.25 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1 Element[03].EjectTimeDeviation=0.100000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=VehicleExplosionFlashEmitter Element[04].StartTime=0.1 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=VehicleHitSparksEmitter Element[05].StartTime=0.1 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 [EmitterType001] Name=VehicleSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=16000.000000 EmissionRate=0.1 //0.05 EmissionVolume=1.00000,1.00000,-5.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=02.5 Randomness=0.5 //0.2 RadialVelocityDeviation=0.250000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50 //1000.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=16 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-13.00000 //-14 ParticleRandomness=0.000000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.40000,0.4000,0.40000,0.950000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.300000,0.3000,0.3000,0.750000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.20000,0.20000,0.2000,0.50000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.10000,0.10000,0.10000,0.300000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.10000,0.10000,0.10000,0.1500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.010000,0.010000,0.010000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=5.0 //2.0 ParticleSizeEnd=35 BaseSizeDeviation=0.1 PositionHeightOffset=8.0 TextureMaterial=VehicleSmokeMaterial [EmitterType002] Name=VehicleFireSparksEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.025 //0.05 ee 2 EmissionVolume=0.00000,0.00000,-10.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,15.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=0.5 RadialVelocityDeviation=0.250000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50.0 //500.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.5 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-1.00000 ParticleRandomness=0.01 //0.3000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.90000,0.8000,0.80000,0.70000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.500000,0.4000,0.4000,0.50000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.30000,0.20000,0.2000,0.30000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.28000,0.20000,0.20000,0.1500000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.20000,0.150000,0.150000,0.500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.150000,0.1000,0.10000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=4.00000 ParticleSizeEnd=5 BaseSizeDeviation=0.01 TextureMaterial=VehicleFireMaterial [EmitterType003] Name=VehicleSmoke2Emitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=16000.000000 EmissionRate=0.005 //0.001 LifeTime=0.025 //0.05 EmissionVolume=5,5,2 //5,5,0 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=5 Randomness=0.2 RadialVelocityDeviation=0.0 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=16 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-14.00000 ParticleRandomness=0.000000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.70000,0.7000,0.70000,0.950000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.500000,0.5000,0.5000,0.750000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.40000,0.40000,0.4000,0.50000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.30000,0.30000,0.30000,0.300000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.20000,0.20000,0.20000,0.1500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.010000,0.010000,0.010000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=15 //5.0 ParticleSizeEnd=35 //20 ok BaseSizeDeviation=0.1 PositionHeightOffset=10 ZeroVelocityZ=TRUE TextureMaterial=VehicleSmokeFireMaterial [EmitterType004] Name=VehicleExplosionFlashEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.0400000 MaxVisibleDistance=12000.000000 EmissionRate=0.01000 EmissionVolume=1.10000,1.10000,1.10000 EmissionVelocityTableType=CONSTANT EmissionVelocity=10.000000,10.000000,10.000000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.2 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.200000 ParticleDragFactor=3.000000 ParticleInheritence=0.700000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.40000,0.400000,0.000000 ParticleColor[02].Time=0.300000 ParticleColor[02].Value=0.250000,0.25000,0.200000,0.000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.100000,0.08000,0.010000,0.000000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.00000,0.000000,0.000000 ParticleSizeStart=0.3 ParticleSizeEnd=4.0 BaseSizeDeviation=0.2 TextureMaterial=VehicleFireMaterial [EmitterType005] Name=VehicleHitSparksEmitter EffectLevel=2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.3 MaxVisibleDistance=2000.000000 PositiveZOnly=TRUE EmissionRate=0.0400 EmissionVolume=0.00000,0.00000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=200.000000,200.000000,200.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=3000.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=3 //5.0 ParticleLifeTimeDeviation=1.0000 ParticleWeight=0.00000 ParticleRandomness=0.050000 ParticleDragFactor=1.20000 ParticleInheritence=0.0050000 ParticleColorTableType=LINEAR ParticleColorStart=1.0000,0.5000,0.5000,0.9000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.5000 ParticleSizeEnd=0.2000000 BaseSizeDeviation=0.1 TextureMaterial=VehicleFireMaterial [VehicleSmokeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=KAW_smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleFireMaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 RenderToBrightness=TRUE BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=KAW_FIRE.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleSmokeFireMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=KAW_smokefire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE edit: the effect file is named "VehicleFireEffect.ini" in 3rd party packs (not all fx packs have it included!)
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(When it all ended)
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oh, well then, I did not recognized my own work... Am I a bit too young to have memory issues? (been few years since I fiddled with it) yes, add the Hot Dog stand, that certainly would mislead imperialist spies
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They are clearly building orphanage in the middle of the jungle, can't you see it? Wrench, placement is master! Do you plan to use smaller or bigger trees? I think I see GH2 tods..? @Dave: in "real sim environment", with the Eburger's/Malibu's Air and Ground War Expansion, with their uber-awesome flak, it's even scarier
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last one, I promise
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ask Wrench, The about creating terrain-specific environmentsystems, he had made it working in the past for several terrains IIRC
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ummm, I totally forgot about those..? Honestly I don't remember if I made and released the smaller variant
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so today, no -there's only one type of percitipation used in game, be it rain, snow or corn flakes -we'd need new or updated one to have different types -BUT -every terrain can have it's own environmentsystem.ini specified via given terrain's _data.ini -so I think it's possible to have global environmentsystem.ini for most seasons with rain specified, and for winter season (in the winter subfolder) different one with snowfall effect specified for this only season. But it's been loong time since I was doing experiments with more variable weather, around SF1 oct2008 patch level
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yes, that's very nice video -reminds me when I set a tanks vs tanks scenario in Janes' WW2 Fighters, at that time (around 2001) that was something spectacular watcing the tanks fighting the thing with CoD videos, I'd like clear statement when a video is recorded using Fraps or other capturing soft, and when using build-in video tools that renders the track at full detail vide the "fake" promotional videos before release
