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Stary

MODDER
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Everything posted by Stary

  1. I searched for the mentioned fix, but no luck so far. Try "mipmaplevel=6" added under [AlphaObjectTextureMaterial], but I really don't remember if it was it, ONLY for DX9 systems: [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL <-try setting to CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA Mipmaplevel=6
  2. Yes, an old bug TK seems not to care. There was fix by Fubar IIRC, posted somewhere. But using the settings I provided with the data, you really shouldn't see the trees through clouds? Forgot to ask -DX9 or 10?
  3. Series2? Blackbird, I don't see them through clouds...
  4. Israel was the best map out of the box so far. It's the lack of custom 3D shapes for .tod ground objects and absence of level of detail for them that makes the terrain so generic. I'd love to make proper Germany mod with all the architecture and variety of objects, but I'm stuck limited to simple boxes for buildings. Check OFF Phase3 cities and forests for comparision. And level of detail=better framerates and higher detail, but you know it better than me already. And after reading today posts by TK on Thirdwire I got impression the new terrain engine won't be much of a breakthrough.
  5. I've seen many posts either on english aviation forums or even polish ones where people were mostly reacting like "that's ugly! not interested", without searching any info about actual features and planes... not exact quote, but gives you general response. On the other side, TK most probably won't affort licensing hires satellite tiles etc, but sticking with rotating tiles technology that go back to times of EAW (1998) is a NOGO (even Oleg's incoming Storm of War rely on hand drawn tiles as I've seen on WIP shots, but it's much better quality and covers much more area per tile. So does WOP and ROF. All use repeating - but not rotating - tiles) Single shot of new terrain engine would explain a lot... and -if any or all above makes no sense, sorry, I had exhausting day
  6. R.I.P Little One
  7. thanks, I spend some time with SP WW2, but will check
  8. Julhelm thanks, will test it! Bandy, the idea behing is to make the look highly saturated and with some kind of odd color correction, not exactly recreacte real life views.
  9. hmm... it works quite ok for me, will check again, I'm trying to make distant landscape blurry, not the models
  10. Win7 Dx10 here, I'll check these settings in Series1 Wings Over Russia install after work
  11. oh, thanks, didn't see any wip of it ENBseries Depth of Field test:
  12. try these Depth Of Field settings: taken in SF2 merged, forced Dx9 mode:
  13. Ravenclaw, what on Earth is this cockpit?!?! Apparently I missed something?
  14. Actually we can tweak sun color to give sort of correction the screen, I was doing some experiments waaay back, son't know if I still have my blueish environment backedup, will search. It was before WOI came out so pretty outdated
  15. Data seems fine, Aggie's mod comes with trees? Didn't know about that...
  16. thanks, I haven't tested release version in gen1
  17. shame all my pennies went for Gaijin less than two weeks ago
  18. soo very true, got my vote! "he's going vertical!"..."eject!eject!eject!"
  19. mmm, the settings I posted? Looks nice
  20. that's being general problem with TK, you never know what he wants. Not allways doing what customers would expect... And I'm with you Julhelm, additional simple postprocess eyecandies would improve the look even further (yes, I love the vignetting)
  21. dsawan make sure you extract this to main mod folder, as it comes with terrains folder for ease of install
  22. looks good I have yet to test it in non-WOR install, ie. WOT
  23. yeah I have plans to make one for Edward's default tileset, or maybe brand new one, time and other projects depending
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