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Stary

+MODDER
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Everything posted by Stary

  1. X RAY try this: AlphaTestEnabled=FALSE change to AlphaTestEnabled=TRUE should work ok
  2. 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
  3. Excellent news! I like the immortal switch for quickies. Can't wait to see the updated scenery too
  4. interesting Monty, how's the accuracy modelled given you use missiles as projectiles?
  5. Works without problems, just use the fix from Column5 forum
  6. I think I've seen this rarely since SF2.
  7. Not hijacking the topic. Just to let you guys know, default Cambrai tileset will get an update: usual trees and city stuff "Two weeks"
  8. 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
  9. [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
  10. 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
  11. Galileoscope looks like a good investment for start given the price. Thanks for info Sarge. edit: but the shipping price is a downer
  12. 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.
  13. That's bad news Daniel! We hope to hear from you soon!
  14. Looks great. One thing only -the aerodromes shouldn't stick out from the surrounding fields that much IMO. But it's subjective.
  15. 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?
  16. Soissons? Closest to this location on maps
  17. OH S**T! poor woman
  18. 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
  19. I forgot we can limit the nations to specific area, thanks Fubar!
  20. Don't think so... everything that is in cat will be used by default
  21. There was LOD, and many other formats viewer some time ago called UMCV if my memory works ok today. you could load and view the models, not only simple shapes, and not every one was loading.
  22. Of course UAVs should replace pilots! Moreover, the military should give us, the Professional Flightsimmers, the access and jobs to fly them by remote from our homes! So obvious, really. j/k Seriously, hell no. But matter of time I think (20-50 years)
  23. Thold ya it's some ini edit hard to tell based on low res pics
  24. Maybe color, shapes and objects placement are from GH2, but it's still unnoticeable. High res pics would help a lot
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