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Stary

+MODDER
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Everything posted by Stary

  1. Thanks, will check what can be done to easily solve the problem.
  2. Stary

    S-105

    "Is it safe?" Sorry Kukulino, couldn't resist... Think about MIGs while she does it. Helps
  3. Yes, they use filtering and mipmappimg making them less jagged. The settings I podted here and in other topic are my fav now. I thing the green crosses were caused by some mipmaping issues, good it solved now
  4. Looks ok, Wrench do you know if transport plane flights have increased post-patch? I bet it'll serve as transport plane, right? Using the AWACS as transport is the only reasonable thing. Unless one wants 12 in a flight...
  5. Isn't this from Wrench's Hangar?
  6. @Canadair, Panama Red: The reason may be that IIRC one airbase in Israel (Tel Nof or Ben Gurion?) extends over the empty green "airfiels" tiles into farms, placing few farmland-specific objects (trees, bushes) on runway or texiways. The best way would be moving the base a bit... I'll see what can be done about it.
  7. Stary

    S-105

    You did uwrapped the textures..? From my tiny experience in modelling for the series, textures must be unwraped before exporting. I'm waiting for this plane too :yes:
  8. Canadair, you want the no grass version? Or you have trees or bushes placed wrongly too?
  9. Surely I can, temples from Green Hell 2 were about ~20 individual buildings placed one on top of another. I meant the use of .LOD meshes for buildings would be great
  10. Or more complicated meshes than boxes for .tod generation...
  11. We definitely need more modern SAMs...
  12. Just a little... (they don't affect framerates much) EDIT: Autumn version is almost complete, have to make some corrections for Highway Airstrips mod compatibility, and several city borders, and then I'll go with winter one. You know the drill, "2 weeks". I think I'll release them as separate standalone packs. And, yes, all the ground textures are 512x512 versions :yes:
  13. Gr.3 recon: (Forests&farms 2 autumn edition WIP)
  14. First I recommend seting DetailmeshSize=7 or 8 in flightengine.ini, and then in terrain_data.ini set these: [AlphaObjectTextureMaterial] 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_BLEND_TEXTURE_ALPHA <-- this is important, I guess never used before setting Works best with correct sized trees (eg. GH2, Israel2 or default), another benefits is the subtle soft look of trees, slightly different than TW originals
  15. New autumn woodland, all trees correctly sized and set to nicely fade in the distance, I've discovered nice GermanyCE_data.ini settings that reduces the sudden "pop-up" of ground objects: And some more new objects: After finishing the fall version, I'll continue work on the winter. Screens captured in October WOE version.
  16. Ok everyone, try these settings, they give nice soft trees without white outlines of any kind, and slightly fades trees in the distance, looks very naturally [AlphaObjectTextureMaterial] 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 <--- this is important NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE <--- set mipmaps to TRUE for blending to work TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA <--- this is very important! New variable that introduces fading With above I recommend using DetailMeshsize=8 or greater to have the trees fading with distance/wide FOV angle. @Gerwin: the above settings should help you
  17. Thank you my friend, doing my best to bring the comunity high quality environment mods: :yes:
  18. 76.IAP-Blackbird, there are two possible solutions: 1) Try changing the flightengine.ini [GraphicsSettings] as per KB: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 and if you've already did this with no luck, open your Israel 2_data.ini and reduce these values: RenderMeshVertexCount=8192 //4096 RenderMeshIndexCount=12288 //6144 SolidObjectVertexCount=8192 //4096 SolidObjectIndexCount=12288 //6144 AlphaObjectVertexCount=4096 //2048 AlphaObjectIndexCount=6144 //3072 to their original lower values listed after "//" @gerwin: Set your anisotropic filtering to higher level, seems to be mipmapping bug, or please post here a screenshot of such anomaly so I can verify the cause
  19. We can't have more detailed buildings, only simple boxes, Terrain Editor limit I wish I could use simple meshes for them, but
  20. Two notes: Gepards Israel 2 comes with alternative "smooth" HFD heightmap. I strongly recommend using it with this mod. Also there's second version of the Israel 2 data.ini with tile height map set to zero -this eliminates the objects dissapearing in ground, but reduces dunes in desert and some other features given by using high numbers for tile specific heightmaps.
  21. I wanted to give them such effect, thanks! Have you copied the desert1.tod and desert2.tod files from the desert folder? These are different than the Israel2 versions, have no objects on them (apart that short grass).
  22. Uploaded, awaiting approval, I hope I didn't mess anything with files during packing Read the readme for additional info
  23. 1,107 downloads

    DESERT / ISRAEL 2 ground environment update ("tree mod") Should work with any maps using default SFP1/SFG desert tileset in jet titles from the series. In all cases you'll have to use the desert.cat or manually extract and move the tiles from desert.cat to your terrain folder. Not tested with the "desert replacement tileset"! Should work, but objects placement will be slightly incorrect.
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