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Stary

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Everything posted by Stary

  1. Let me see, how many times in FE flight of enemy bombers you're after magically desappear after crossing magic script line, with you on their six 500 yards away? Happened to me during the semihistorical Fokker DVII intercept. On 1st campaign flight I was tasked with protecting friendly baloon, that once again magically appeared in from of me few hundrets meters away, so did flight of enemy fighters. Refly, SHIFT+F2 key check. They weren't there before. Spawn when you reach preset point in space. The very same mission -secondary objective is strafing enemy trucks column -after few passes I decided I'll try the physics, ramming into one of the trucks -whole column of trucks disappeared, with just my Fokker wreckage smoking on the road. F5 key check -there's nothing moving nowhere. Don't get me wrong, this sim has potential, I'm happy I have it, but FM and DM aside it's empty scripted world revolving around player's objectives. And speaking of DM -once you get used to, it's also something wrong with it (dive from few hundred meters, crash into grass, you'll see), and such collisions and airframe parts physics were 10 years ago in SDOE, I checked yesterday with ArgonV's WW1 pack. edit: CK -not impressed by the work done so far. But with time and progress may turn nice, but will have that Sturmovik feel to it for me. Never liked the IL2 series. Can't specify exactly why. So for me it's FE for modding and relax, OFF for accurate campaigns and feel, about ROF time will tell.
  2. I like Pup. Actually, my most successful, longest lasting pilot was flying Pup. Bloody german flak...
  3. particlesystem.ini...? or Effects folder if you have some custom ones installed
  4. Looks VERY good Jan! I like the variations in seasoning much! OT: been playing Rise of Flight for few hours now... That game has issues, too mny to list them I think heavily modded FE will do enough (or OFF of course )
  5. Happy Birthday Soulfreak!
  6. Hi, Searching for some CFS3 ETO expansion info I tried to access Combatfs dot com earlier today, and it says it's down. Also something about database being hacked. Anyone have problems or is it just me? Sorry if it's wrong forum to ask if so, Mods please move
  7. The problem is, TK once again changed something in the textures with alpha channel (transparency) rendering in new series. Was working ok in older titles and First Eagles. Try these settings [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL 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=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE or these: [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL 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_DST_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE
  8. X RAY try this: AlphaTestEnabled=FALSE change to AlphaTestEnabled=TRUE should work ok
  9. X RAY, Could you post here [AlphaObjectTextureMaterial] section from your VietnamSEA_data.ini? looks like it's the settings, also make sure you use C5's fixed data for SF2V
  10. Excellent news! I like the immortal switch for quickies. Can't wait to see the updated scenery too
  11. interesting Monty, how's the accuracy modelled given you use missiles as projectiles?
  12. Works without problems, just use the fix from Column5 forum
  13. I think I've seen this rarely since SF2.
  14. Not hijacking the topic. Just to let you guys know, default Cambrai tileset will get an update: usual trees and city stuff "Two weeks"
  15. No, it doesn't matter. The terrain HFD file is the one that holds the elevation data. The black&white usually 8bit _hm.bmp files are used to 1) draw the ground radar image of the tile (so you have nice rivers and mountains rendered on scope in GM mode) 2) bump the tile by the amount specified in terrain data.ini: [Texture086] Filename=germanyG-RivS3.TGA HasWater=2 HeightMap=germanyG-RivS3_hm.BMP <- name of the _hm file to use HeightMapScale=10.000000 <- amount Color=0.328488,0.374616,0.260325 SolidObjectTexture=TEROBJECT_HOUSES1.BMP AlphaObjectTexture=TER_NEWTREES1.TGA
  16. [HeightField] DetailScale=20.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 these values apply to the ground shader normalmap noise you see from below MaxHeight=, DetailScale= is the multiply factor of the noisenormal.bmp and waternormal.bmp normalmaps mapped on the tiles. [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.8 these apply to the far low res terrain mesh IIRC, prevents that ugly water triangles among other things
  17. Malibu is right I think. Heightmap resolution and the use of _hm.bmp files for extra amount of detail; clearly visible on Israel2 by Gepard
  18. Galileoscope looks like a good investment for start given the price. Thanks for info Sarge. edit: but the shipping price is a downer
  19. LOMAC Nevada is just a repaint of parts of the southern map, at least so it says on the web. Once, over a year ago, testing the then new Gepard's Taiwan map, I had quick CAP over China, just to find out large enemy flight lined up on taxiways. Man, I tell ya, going guns on these poor Flankers before they took of was so memorable moment! Then we had low level furball over the OPFOR base with those that finally managed to take off, with green tracers from ground defences all around us, one finally got me Amazing! Yesterday, flying FE, my Alb's engine was hit by that Nupe, but I cut the throttle, and managed to land with small engine fire, without spreading to whole airframe. Survived. Captured.
  20. That's bad news Daniel! We hope to hear from you soon!
  21. Looks great. One thing only -the aerodromes shouldn't stick out from the surrounding fields that much IMO. But it's subjective.
  22. 1)Will the engine support dynamic scalable level of detail, like first OFP? Meaning in intense battle the scene complexity and render distance would eventually decrease to maintain specific user-preset desired framerate? 2) Will it incorporate integrated mission editor? 3) How moddable would it be? Is it designed with user-made addons in mind?
  23. Soissons? Closest to this location on maps
  24. OH S**T! poor woman
  25. SolidObjectMaterial settings, set AlphaTestEnabled=TRUE, otherwise you won't see aplha channel in tga files (used by me in some cases to enhance the solid objects shapes) EDIT: being more specific it's: [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE <- this line is important, when set to false, skips checking for alpha channel CullMode=CLOCKWISE LightEnabled=TRUE UseLightLevel=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_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA
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