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Stary

MODDER
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Everything posted by Stary

  1. Can you make it happen on the Ark Royal too? seriously, can you make it happen on the Ark Royal too?
  2. yes, all the Vietnam*.tod files
  3. I wonder if the crew and planes on deck aren't separate object(s) with the same route and speed, not new carrier model with them modelled as part of Think smarter, not harder
  4. Don't forget Gunny's weaponpack http://combatace.com/files/file/10602-mgunnys-ordnance-shop-ii-for-sf2/
  5. geez that's sweet guys!
  6. Terrains... One of the best terrains IMO is Formosa (Taiwan) by Gepard, even better with new tileset (by me) and additional fixes by Wrench also try East Africa/Madagascar Oh, and of course The Range for delivery training In fact every terrain by Wrench is worth a try too
  7. I think I nailed the bastard. It's definitely the type of shader related. Today I was tweaking aircraftsmokeeffect for MigAlley proposed effectspack, and in this effect has in it dark cloud of smoke similar to flak one but smaller at start of smoketrail emission. The new emitter uses "standard" smoke texture, and as such uses effectLightLevel.fx shader. And it didn't show up (man I blasted dozen MIGs in the testing process without any luck) until I changed aliased shader to effectFire.fx, voila, works like a charm! BUT to make things more confusing many other effects/materials have the effectLightLevel.fx shader applied AND show just fine..? I guess it has something to do with particlesystem.ini references -some effects that don't use new materials (effect material defines particle .tga graphics, type of shader applied and type of particle vs. particle blending method among other less important things) and don't have new ones defined in their ini files, go back to particlesystem.ini and read materials descriptions from there. I must look into particlesystem... segment by segment, even line by line
  8. Panthers in the snow Sabres too
  9. I recognized my settings that fella didn't last long...
  10. sadly, I see a lot of aerial nuclear explosions in the background... oh wait, быть солнце... just a bit overexposed, but looks good
  11. Not my fx work, stock smokestack effect now looks that way, another effects related oddity since last patch release I'll have to make _hms for those tiles and we'll see and I had hope you won't
  12. Sir, and you guess is..?
  13. Terrain mesh, tiling and targetareas are being worked on by Wrench, current tileset is a placeholder until I finish this one, remember it's WIP so many things regarding overall colour palette etc WILL change, notice the introduction of subtle tile specific height displacement (_HM files)
  14. here completely opposite
  15. Kevin, vehicle fire effect working just fine, tested modified version of Holywood Explosions (the one posted in MA forum), but the smoke from wrecks is a nogo for me. There are few other oddities Piecemeal listed
  16. I think you reach the maximum altitude set for view, there's a line in flightengine.ini [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=80000.0 MinHeight=1.0 MaxHeight=35000.0 try adjusting this one in red, me myself never had a need to test it
  17. My burning planes work fine, what does not work is the smoke that used to rise from plane debris (the one introduced in SF2:E) on the ground, just the flames. Generally I have suspicion somethings wrong with the shaders since the ExpPack2 (missing effects using one kind of shader, transparent prop meshes)
  18. true, seems there are some problems with effects, not only modded packs but also default ones. Wrench discovered lack of smokestack effect on the chimneys, I have no smoke from burning planewrecks, just the fire
  19. giving IL2 1946 yet another chance... this time with UP 2.01

    1. Show previous comments  1 more
    2. Slartibartfast

      Slartibartfast

      Don't worry neither do I which reminds me I need to load it onto my new PC...

    3. Stary

      Stary

      easy, just had to add them to Quicks\QMBMaps.ini -comes with Ultra Pack 2.01...

    4. Slartibartfast

      Slartibartfast

      So simple... aaarrrggghhh.... Thanks

  20. I want completely new simulation engine backward compatible with current formats. With WOP/Apache Assault/HAWX level of graphics and sounds. Oh, and a cookie What would be awesome would be sort of real SDK kit. Open Plane rings any bells?
  21. Glowing Amraams' video, as well as Mystic Puma's are ones of the best around
  22. ianh755, easier than that would be to turn off the HUD information prior to taking a screenshot, to do so press twice ALT+D by default
  23. Spectre8750, as you use my tileset and treemod, I'd suggest you stick with the default two season (dry, wet) as the additional ones aren't in fact needed for this area
  24. Stary

    Before I Buy It

    There's EVERYTHING wrong with that title, what they released was in fact early beta of it... total waste of money
  25. ok, try simply installing the pack again, it works for me, also try this in unmodded terrain, as modded one may have changes in targets _types.ini (in example destroyed effects references)
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