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Stary

MODDER
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Everything posted by Stary

  1. Several days now... All I got on Fab 21 via Facebook: "Our main website should be up, only the forum is currently down to install better anti-SPAM measures to combat the recent increase in SPAM activity there..." doesn't look like such procedure should take week long. I hope they're ok!
  2. Depends on weaponpack one uses, mine has missilefireeffect like most of stock missiles. But if your version uses reduced one, then it's ok
  3. Mike uses the same booster effects as every other Sidewinders except 9X so should work ok... anyway -try the new version I uploaded two posts above
  4. Bumbleebee's Evil Twin! Run! Ok, last shots of A-10A, I promise notice new "missileisflighteffect" of the Maverick I'm tweaking, stock one is way to small and "flat" I'm thinking about deleting the flare as it's soo 1990s
  5. here's updated 23mm effects that are now the same as 30mm, and new, IMO better missile in flight booster effect: extract to EFFECTS folder
  6. I'll check edit: works for me: isn't it boosterless one like 9X? 9X has "BoosterEffectName=ReducedMissileFireEffect" effect without engine booster fire
  7. it's good for mostly montaineous terrains that use these additional _HM files for detailed meshes, note that might be not so for open sea, but as the terrain switches from lower resolution to better one in the distance, hopefully not so obvious.
  8. off to download! Thank you and all involved! (And I just spend few hours finally making decent post-2000 install)
  9. Looks like totally ripped Kung-Fu Panda to me... Me, I still can't get over these twin brothers mascots for Polish-Ukrainian Euro 2012... edit: typo
  10. Unified Effects Pack 1.0 muzzle flashes fix View File This is small fix that reverts the various calibre guns muzzle flashes back to their TW default effects. Unzip to your effects folder, overwrite when asked. Sorry for my mistake Stary Submitter Stary Submitted 02/26/2011 Category Effect Mods
  11. 736 downloads

    This is small fix that reverts the various calibre guns muzzle flashes back to their TW default effects. Unzip to your effects folder, overwrite when asked. Sorry for my mistake Stary
  12. I'm uploading small fix for guns muzzle flashes, small error in naming causes them to be way to big, bright and lasting (shares the same emitters names as their objecthit effects)
  13. here's slightly adjusted version: [Views] DefaultCockpit=A-4B_cockpit.ini CockpitOffsetDist=0.07 LookAroundHeight=0.08 HeadAccelFactor=1.0 HeadRollFactor=0.02 HeadSpringFactor=40.0 HeadDampingFactor=0.75 HeadMoveLimit=0.01
  14. no problem, I have more advanced and needed mods in the works at the moment
  15. not happy with the results so far, dunno something plausible will come out of my tweaks
  16. I test run it in merged (meaning: no fancy stuff beyond 80s) and it's nice! Tried with both stock tiles and mine, both of set have disadventages, stock pink mountains, but better overall tone, mine too green and vivid. Already tweaking my Israel tiles
  17. Thank you guys I should add that good old Enhanced Explosions series, and it's sister-in-law Hollywood Explosions won't be any further evaluated. If I'll have new or tweaked ones, will be for this pack.
  18. Several terrain available, be it stock or 3rd party, use tile-specific heightmap displacement files, distinguished by being black and white 32x32 or 64x64 bitmaps with _HM suffix. Mostly noticeable are several maps by Gepard and Israel update by me. Currently with "standard" terrain data entries using heightmaps with high amount of displacement causes ugly strip of emptiness around the border of high detail terrain mesh, and the farther one not displacing it's mesh. Most noticeable example is modded Israel terrain. To fix this, change this entry in terrain's _data.ini: [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 for example set this value to [HeightOffset] LowDetailMesh=-100 WaterMesh=0.8 this setting "moves" the far terrain mesh down by specified value, thus eliminating the gap caused by _HM files additional terrain movement. When the terrain area closes to viewpoint (or simply: You) the far terrain is replaced by higher resolution global heightmap, with tile-specific additional detail where specified by creator. The above is example of course, generally the value you lower the "far, outer terrain" mesh should be similar to the highest displacement value used by _HM files on the map -refer to texturelist entries in specific terrain data. Values unit seems to be meters? feet?
  19. No, it's linked to amount of coffe one drinks making new mods folder (shudders)
  20. Spinners got his own forum me, I can't wait for "SF2 Good, Working, Nice Props" one
  21. View File Unified Effects Pack 1.0 Unified Effects Pack For Strike Fighters Series 2 version 1.0 26 FEB 2011 This effects pack is a compilation of many effects I did over the years for Strike Fighters and First Eagles series of flight simulators by Thirdwire. Build around "Desert Storm FX Pack beta" released in early 2009, this pack replaces most of the stock effects with new ones, most of them volumeric or "3D" in appearance. Also used are few reworked/tuned down effects from my "Hollywood Explosions" mod, aswell as several never before relased ones. Submitter Stary Submitted 02/26/2011 Category Effect Mods
  22. 3,490 downloads

    Unified Effects Pack For Strike Fighters Series 2 version 1.0 26 FEB 2011 This effects pack is a compilation of many effects I did over the years for Strike Fighters and First Eagles series of flight simulators by Thirdwire. Build around "Desert Storm FX Pack beta" released in early 2009, this pack replaces most of the stock effects with new ones, most of them volumeric or "3D" in appearance. Also used are few reworked/tuned down effects from my "Hollywood Explosions" mod, aswell as several never before relased ones.
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