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Stary

MODDER
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Everything posted by Stary

  1. I'll mail it to you Sir, shoot me adress via PM -but in "a week" if that's not a problem Zur
  2. But it sounds like... You know, best modders here work on it, leave them do their job and don't count the rivets.
  3. Taz, to remind you, you were kicked out from the "Mig Alley" Team, you know for what that was, posts like these will do you no good... "If the New additions are not the most accurate aircraft in the history of Strike Fighters it will not be my fault" -posts like this... sit down, STFU, or make your own, will you?
  4. Stary

    God Forbid

    There is no thing as "God" as we perceive, there's He, Mighty Spaghetti Monster, praise His appendages be!
  5. I allways back up, force of habit. Used to CDs, then DVDs, for two years now with 300 2.5" and 250 3.5" externals, unimportant stuff (read: Pron) goes onto DVDs. @Zur: I have your original complete Pogo .Max file archieved if you want it
  6. My WD drive died two days ago, writing from second home from secondary rarely plugged "zombie invasion" system "far far away". Lucky, I'm kind of "too many backups to find the right one" guy so everything should be back to normal in a week or so (in the spa town I live in, not much of computer stores, mineral water, yesss) Lost few WIP things but nothing mayor sans my SF:Israel, Korea and SF2:Merged and FE2 installs, rebuilding that would be So fellas, plug in the secdrives, backup! Stary oh, browsing through pendrives I lost my unified effects update and fragmentation mod wip edit: Fargo is ok, so is the pit
  7. yes, Jan11 that is, full merged. I bought O-1 from Overkill recently, and so far have no problems with it, BUT I haven't flown all the variants so far
  8. Diego's O-1G over Taiwan and revamped G.91Y by EricGen
  9. Seems there's bug in particlesystem that prevents certain types of emitters having particle spawn time larger than 1 second -the emitters I use to create the lightnings mostly, I tried setting them to about once every 15, 20 seconds, but no luck. Anyway, as I wrote in readme, it's more of a test than functioning mod
  10. because it's BETA thunderstorm, that in fact never was intended for regular use...
  11. I remember the heat blur one you send me long time ago, and yes, it never worked. I wonder what's stops TK from adding such quite simple shaders to the series that was created to utilize shaders and Dx10 calls... Reflection/refraction goes back to what, Dx8?
  12. it's for terrain heightmap, might have use for higher resolution (less than 500meters DEM) terrains (aplly to FE/FE2 sims)
  13. Stary

    ..............

    horrible news Falcon, may His soul rest in pace!
  14. Flies and looks great! Thank you and Monty of course. One question, where one can find AVhistory's guns and effects? I downloaded them loong time ago, but can't find them in my archives.
  15. Thank you my friend, learning how to decal today Monty_CZ/Ndicki's fabulous G10, get them while they're hot:
  16. excellent skin for excellent stock model, highly recommended!
  17. that's clever! non-manouvering IRMs, I would never think of it (but I'm not from weapons department)
  18. My little Fargo and me
  19. YES! YESSSS! Ndicki, have you solved the WGr issue?
  20. Hello Agaphe, I was trying to tweak the water shader, without luck, so I dropped it. If you want better water look, search for Fubar's waternormal and shader tweaks, these should be somewhere, also these were included in one of big mods (Operation Desert Storm?) anyway I think recent Iran-Iraq terrain has it included
  21. nothing good will ever come out of this if we continue on this subject...
  22. This is going to ruin my day
  23. true Kevin, this sets the number of maximum number of TOD objects indexed by the terrain engine, in most of my terrainmods (those with dense trees coverage) I tend to higher these values to have more trees rendered both per tile and on screen -if the limit is reached, terain editor cuts down the number of TOD objects loaded and displayed. Generally, SolidObjects are those "autogen" indestructable houses (solid=not using alpha channel to render their transparency, usually bitmaps), while AlphaObjects are the trees (Alpha=utilising alpha channel to set transparency of texels, targa files) (with some exceptions in some mods, several of mine aswell as Jan Tuma's FE one uses in fact alpha-channel for houses to achieve more "complex" shapes) TileToHeightGridRatio=4 -means single tile (in SF series) covers 4x4 grid of terrain mesh -2000x2000 meters in lenght tile has in it 16x 500x500 meters lenght mesh resolution, I think I DONT make myself clear here..?
  24. surely they are
  25. make sure to add to your gun data EffectClassName=Gau8Effects the name is up to you, it must be the same as new class added by you to bulletobject.ini
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