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Stary

+MODDER
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Everything posted by Stary

  1. So, next TMF weapons pack is going to have them? These from older Bunyaps packs were by master Deuces (from his EffectPack 3 IIRC), and still look good, the only ones newer being nukes (either mine or Lexx's)
  2. So, aircraft fire, aircraft explosion, various bomb-related effects and countermeasures are working. No nukes. That's partially good news. KillerBee PMd me, seems he has nukes working. edit: Killerbee, maybe there are different versions of Dx10 installed on them? So the ones that aren't up to date don't use shaders and refuese to display effects properly? And what cards are these?
  3. Right now I'm rewriting Enhanced Explosions 3 emitters to use shaders (whole three types of them), -but- as I'm running XP with DX9c here, I can't guarantee full success. After finishing I'll post the updated emitters in new topic for those running DX10 for testing. I do have plans toying with Windows 7 RC and DX10 sometime next week, must backup a lot of stuff before making new partitions and clean install PIA.
  4. That's what I had in mind, some color corrections, nothing more, but look nicer IMO. Something more? In Strike Fighters 5 perhaps
  5. They were added in May 2006 patch... I mean the textures seem slightly reworked, but i'd chave to compare them side by side. Also the new lighting system and new environment system causes better look of the ground I think.
  6. I'll skip Wolverine (never liked the X-Men thing), out of curiousity will watch the new Star Trek, but Terminator stories allways were one of my favourite ones. Men struggling with own deadly creations. OT: Damn, I miss the violent, dark, soo convincing sci-fi movies of the 80s... they don't make such films anymore. New ones have something cartoonish about them. Can't say what exactly. The CG sets maybe? Exagerrated effects? Bad casting most cases? And what the hell happened to Alien and Predator!!? They killed THE monsters! They killed them!
  7. (repeating self again and again) new terrain engine
  8. I'll have to look into this, thanks Brain32. Don't have much free time recently I'm afraid. DX10 card running on DX9 And, yes, I'm another one migrating to the new series. Reasons obvious.
  9. SF2 -stock SFP1 map, I haven't noticed anything new related to ground textures, objects etc SF2:Vietnam -I think the textures have been slightly modified , anyway look better than in WoV The ground clutter seems unchanged, but treemods work w/o problems after little tweaking. I assume the 4-seasons mod for WOE would work in SF2:Europe just fine. The new cockpits (and I could buy the new series for them alone) are superior to anything we've seen fr the series. Planes are TMF quality
  10. The new effect shaders introduced in SF2 family are currently disabled, recently TK wrote about it on Thirdwire forums, sorry, don't have the link to quote him. The old particlesystem.ini doesn't work in new series (my case at least)
  11. Happy Birthday Don
  12. Creating famous architectural objects wouldn't be that hard, ok, maybe hard, but very time consuming. The PIA would be creating close to real life major roads, urban areas (with many, many custom city textures and .tod files) and rivers layout etc. @Brain32
  13. GH2 (and 4-seasons WOE) in general causes more display errors on my system when combined with Widesky clouds than with stock environmentsystem. Reason unknown, maybe simply the smaller amount of cloud particles in default system
  14. I think the ones from winter season should work just fine, but require renaming of tods from GermanyCE naming format to EAW one. Not to mention the need to include new trees textures pointers in terrain data.ini Also there are some nice in Ansons (?) Norway terrain
  15. I was helping Wrench with the EAW-based version, an around 1950 rebuild but we ran into serious problems, which, without texturelist.ini used to build it originally in Terrain Editor, prevented us from sealing the "leaks" (as I call these) in ground textures set -the white or randomly swapping tiles all over the place, also something with the water on waterless areas, weird
  16. Setting render in order option for cloud material in environmentsystem.ini isn't a good idea, but you propably noticed that by now (very weird transparency effects at clouds borders). It's an old bug, that TK fixed in WOI and post 06' patches, it also causes trees to render through canopy glass IIRC. Sadly I never found solution for 06-level installs
  17. Cool shots Stick! Love the third one
  18. Added, You can find me as Przemek Starkiewicz, Poland
  19. There's another setting one might consider using -so far no problems with clouds (Widesky), but causes trees to render one-sided, not that easy to notice at quick test, but you've been warned (changed is the Z-buffer offset from 2 to 1) [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE 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=1 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 edit: still buggy on broken weather, i think the older settings malibu43 posted are the best solution so far, or the 4-seasons blending ones if you can stand the slight rendering anomalies ( time for a really updated graphics engine, TK?)
  20. malibu43, that should always work, but also creates the little ugly transparent outlines around the trees (I have and hate those) right? and slows slightly the framerate. The nice thing is there aren't displaying in wrong order anymore too. Frankly, there are so many versions of the alphaobjecttexturematerial settings in various versions of my treemods, I'd have to sit down and rework them all to best settings. But the ones with trees blending in distance (ie. included in 4 seasons GermanyCE) is my favorite now because of that soft look of canopies, and lack of shimmering
  21. there's no new Vietnam terrain in the works now, none that I know about AFAIK there's Korean one by Wrench and Brain32, but on hold for quite a long time
  22. It's the clouds rendering though trees nasty bug, I've been trying to get rid of it for NF4 4-seasons terrain without luck so far. It has something to do with the ZBufferOffset= in terrain data ini, but after trying several combinations for both alphaobjecttexture together with clouds material in environmentsystem I wasn't able to come with good, working solution yet.
  23. Trigger event, or lack of, is the answer.
  24. Right now it's not possible , or I'm a newbie
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