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Stary

MODDER
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Everything posted by Stary

  1. Stary

    Introduction

    Welcome GunnySonics! Enjoy your stay! If you have any doubts regarding Strike Fighters, mods installation, creation or usage, a lot of questions can be answered by reading the Knowledge Base: http://combatace.com/forum/268-thirdwire-sf2-series-knowledge-base/ And yes, it's a Mecca (and yes, I remember ZX "coffin" too)
  2. It's an old mod for Vietnam I never released, basically simple treemod, with some textures paintwork.
  3. Merry Christmas!
  4. those cockpit pics are few levels of quality above P3 ones (which was the only thing slightly underdeveloped for me)
  5. and I was bitching about lacks of actual war going on in the wishlist thread flying mission in this install I'm never sure I'll come back Guys, this is even better than Series1 version
  6. tried instant action, and two single missions -what a blast! You perfected already legendary mod
  7. me wants more
  8. as far as I tested it doesn't hit GPU or CPU, as it adds nothing, just basically increases already implemented effect @SidDogg -I wish I knew how to overlay such effect, frankly I have no experience in this area, just learning on my own mistakes
  9. only with effects set at unlimited, high setting doesn't enable this
  10. forcing the colour correction variables too high creates conflicts with other shaders used in scene, specially during sunrise, sunset (conflict with ENVSUN.fx I guess)
  11. Here are my tweaks of TWPOSTPROCESS.FX shader, that gives more visible* WOP-style vignetting effect, and slight color correction, the screenshot hasn't been modified in any way: here's the file, drop the Twpostprocess.fx into your modfolder/Flight/ also I included other variants in their respective folders, various "strenghts" (or more correctly fading levels) of vignette effect, also with overexposured curves variant, aswell as another modification that gives somewhat "old film" postprocess as seen here: This post process effect is available only in Dx10 mode, with effects set to unlimited in options menu. Feel free to experiment. *the very, very slight screen vignetting is present in SF2 series, I noticed this fact only after TK brought that to my attention Have fun Stary post scriptum: @Julhelm: I remember you were experimenting on higher bloom for horizont, PM me please, lost the file
  12. it's void of universe, you got it upside down
  13. the parked aircrafts are also controlled by misssion editor, you can even disable them at all regardless of graphics settings
  14. Small, limited tod work is already almost done, together with my never released, old Vietnamsea tileset. The "standard" stock Vietnam tiles are quite true to real life of Timor or Celebes, as uncle Google says:
  15. And me, with free Sunday evening, got broken connection. Twice I think every member on board and their sister in law downloads this
  16. from my experience, yes, the targets display distance is defined by object detail IIRC
  17. how about some postproces vignette? modified TW shader, still tweaking
  18. now THAT is a surprise
  19. I didn't know we have ejection seat with vcd mod around... I'm still trying to figure out what in the world was that rocket shown in the (very well filmed and cool to watch) shootdown scene? you know, something that looks like hellfire, but opens it's top to show Mars-type mini rockets pod?
  20. I noticed that when my burning Hunter with rocketpods under it's wings started to break apart, the pods fired few rockets on their own before wing tore off that's some nice small detail
  21. he still can drop those tanks to create bigger heat signature and break lock from following IR missiles. Oh wait, wrong movie
  22. the distance at which .TOD objects (trees and those indestructable box houses) show at, default for HIGH is 3 tiles, for Unlimited it's 4 tiles, it's not strictly related to the visibility of "target type" objects (meaning: hangars, barracks, sam sites etc), which have their own mesh visibility settings set via recpective ini settings, one with mid-range system can easily double the values without sacrifying performance, from my experience 12 is the maximun allowable that doesn't result in possible crash to desktop at 70% mission loading; take into consideration that it's very depending of terrain in use and mods applied, as stock ones have small amounts of trees and houses placed per tile, custom ones may have dense coverage (Green Hell2, Formosa repaint etc.)
  23. I'm pretty sure next patch will be out in several days, not that big deal for me. The only thing I can't believe is how they misssed the air starts (which, as stated before, I don't use most of my time). Also I'm sure the prop issue could be handled by TK in other way without the need of reexporting 300+ models, process that's prone to further errors (as seen on Kurnass pic). And true Julhelm, I know a thing or two about gremlins increased activity around deadline time...
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