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Everything posted by Stary
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B Bandy, as I use it in other Thirdwire titles, both Classic Series and SF2 family, for a really loong time, I haven't noticed such improvements. Moreover, in FE it really does reduce framerate as you noticed. On my system, 8400@2,66 ghz, 4GB ram, 8800 GT 512mb, WD 400, Win7, I usually have 40-60 in cruise or small furballs (up to ~12 crates, some flak), drops to low 30ties in very large engagements. With ENB enables it's sometimes unchanges, sometimes low twenties, all settings high or unlimited if possible (except shadows medium, terrain normal) @1280x1024, AAx4 AFx8.
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As far as I know, we can't have real 3D trees or houses. All that's available in TE are the X,Y type crossing planes or simple boxes. Some trials that I did were by placing few types of objects at the exact same location, but it's a workaround far from good. Also I was HEX-checking tods to find some clues about mesh geometry, no luck, no skills. I was asking TK about possibility to use custom 3D meshes for tod objects few times, no reply It's a step back from TK's EAW and it's full 3D custom editable .3DZ ground objects. I think Jan uses the standard types of objects..?
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Sockboy, terrain textures ain't that big problem. The terrains creation itself is the magical thing I have almost no idea about... Surely we all would like more WW1 theaters, but until some with skills takes the task, we'd have only what's available. And, yes, I was trying twice to make terrains myself, it's PIA task, so admire the skilled ones that make them.
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@Panama Red -thanks, will check
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Jan, Only until your Sudetenland work comes out waiting for it impatiently:rolleyes: To make the solidobject type TODs two-sided, like in the destroyed buildings onthe picture, I use these settings for SolidObjectTextureMaterial in terrain_data.ini : [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE <-enables correct solid objects scene sorting AlphaTestEnabled=TRUE <-utilises TGA's alpha channel map, I use TGA files with transparency channel to represent the buildings like with trees CullMode=NO_CULL <-other way you don't see backfaces of the solid mesh 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=0.000000 BlendOp=BLEND_DST_ALPHA <-setting this to BLEND_SRC_ALPHA creates ugly transparent outline around the alpha channel texels NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE @Stratos: "week" means should be up on CombatAce for weekend (so I hope!)
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A6Intruder, I haven't used ModEnabler in a loong time, but sound very reasonable. Where's the most recent version available? Mine is from around late 2006... I think one pack with all seasons and effects, maybe split into two parts for upload purposes. As usual the 2xbigger trees as optional download.
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Yes, all rough tiles replaced with new farmlands, Cambrai only, as Verdun lack these tiles. Clearly visible on the second ("spring") pic, you can see default farm tiles in the bottom left corner, and new farmland to the center
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Malibu, ROF has no seasoning at all. BTW, right now these are 256x256 tiles.
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Hello fellow FE simmers, Here's my current WIP of updating default FE Cambrai and Verdun terrains with new seasonal textures, trees and cities, together with new effects pack. Seasons include early spring, spring, summer, late summer/early fall, fall, early winter with light snow cover, winter. The default empty grass tiles have been replaced with less rectangular fields. Early spring: Spring: Summer: Fall: Late fall: Light winter: Winter: Together with some cities work: And here are some effects, most default will be replaced with new unified versions: When? About a week
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For sure there is I have all three of them, all for different purposes (fun, campaign, bashing )
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OT - What are your favorite Non-flight sim games?
Stary replied to Hellshade's topic in WOFF UE/PE - General Discussion
1) Operation Flashpoint, Arma2 (Arma 1 NOT!) 2) Chrome, Chrome: SpecForce 3) Elder Scrolls/Gothic series 4) SH4 5) the most underrated game ever - Mount&Blade -
Actually, no. You can exit mission, alt=tab to text editor, save ini file, alt-tab. No need to exit the game.
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Why does it sound like a dire need for little flamming thread In other words -how many cockpits/aircraft have you done?
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"Blurry" transition from jungle canopy to sky
Stary replied to stingray77's topic in General Discussion
May be related to VietnamSea_data.ini, which, among other things, sets the way TOD files (trees, buildings) are rendered -there are various visual quality or anomaly results for the same settings depending on game/engine version. Stingray77, could you post here your VietnamSEA_data.ini [AlphaObjectTexture] section? And no, unfortunately, you can't collide with TOD ground objects. TK's quite stubborn about not fixing this. -
AAA - Tracer Visibility and "Wake Up" Time
Stary replied to swambast's topic in Mods/Skinning Discussion
Swambast, open the gundata.ini in guneditor, change the tracer sized and distfactor for guns you desire, and save it as gundata.dat file. Backup original file of course. -
Couple of effects editing questions...
Stary replied to malibu43's topic in Mods/Skinning Discussion
Spectre, are you sure you don't have some additional effect added to your install? Missing referenced tga may cause the square. -
Very nice work Timebandit! I like the angles, the shaking cams, the ligting, the story Two little things -next time try swithing hud display off (ALT+D by default), and your effects (mostly from EE2) seem broken on one important occasion -the attack on fueltanks. If you're indeed using Enhanced Explosions 2, redownload them, I updated the pack once.
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AAA - Tracer Visibility and "Wake Up" Time
Stary replied to swambast's topic in Mods/Skinning Discussion
Swambast, the tracer visibility range is controlled via weaponseditor -it's influenced both by: MaxVisibleDist=4000.000000 <-in meters, value from gundata.ini, specify the visibility range for given gun's tracer and TracerDistFactor=0.002000 <-this one specify how big the tracer will appear in the distance, the round yellowish/green (based on choosen tracer graphics, many possible) "dot" you see from far away; please note, to certain range (I don't know to which exactly) tracer is displayer fully detailed, as a "point" (using the tracer.tga) and streak attached to it (streak -being half of the tracer.tga, stretched to the distance specified in gundata), followed by tracer smoke effect (tracersmokeemitter.ini, very easy to customise via ini edits, may require copying to custom ini file from particlesystem.ini) Since SF2 all the tracers have smaller TracerDistFactor= IIRC (so they look better in distance =smaller) Also the very important is the minimum velocity at which bullets are calculated and displayed, it's on top of bulletobject.ini, [GunData] GunTypeList=GunData.dat <-gundata ini converted by editor BallisticData=G1.dat <-TK's ballistics data, hardcoded ArmingTime=5 <- don't know what this exactly means, maybe for time-fused projectiles MinBulletMach=0.7 <- minimum projectile velocity, below this speed projectile is removed from game world and no longer calculated. I HIGHLY recommend setting this to MinBulletMach=0.3, but requires bit more computing power from CPU. edit: from my experience most deadly AAA are small caliber guns, don't have YAP; also there were some accuracy/blast radius changes regarding flak through WoV patches (I think SP2 patch level flak was deadlier than in v08.30.06) -
1946 runs fine on Se7en evaluation copy build 7100. But I haven't tested it much, just installed and did few missions and quick scenarios. Somewhere under all the mess I have disk with old Open Falcon version I could test, but I guess it differ from Allied Force release. But generally I haven't yet experienced problems with sims in W7 so far, having it as my OS for four months now
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SUPERPATCH 1.32 is now available!
Stary replied to Polovski's topic in WOFF UE/PE - General Discussion
thank you! -
Why oh why!!! Do you remember that video of F-14 being scrapped by buldozer few years back?
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Definitely, he's not cool about sitting there. Too much wind I pressume
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I guess the lenght can be easily changed by shortening particles life time in the effect
