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Stary

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Everything posted by Stary

  1. View File DESERT / ISRAEL2 ground environment update 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. Submitter Stary Submitted 11/26/2008 Category Environmental Mods
  2. Kukulino go and fix your tooth, so you can relax in the evening flying over Israel
  3. Meeedicccc!
  4. Stary

    Projekty

    Signum, masz u mnie plusa za podejście :yes: PM poszedł
  5. Wrench, thanks for info, it's just few days since I came back, hadn't time to test all the little benefits from patching. I'll have to look into the new ini files after updates. I know the seasoned terrain was a feature introduced in FE or it's expansion, I don't know how exactly this works. But it'll take a week or so, don't want to release version I'm not fully satisfied with. Other note, I think I may be able to add specular reflection on the winter terrain to look more like it should, like in Jane's WW2 Fighters. That one had nice soft specular on snow IIRC. Tested with trees in the past, works, looks weird
  6. No screenshots! I'm busy writing readme.txt for it ok, here are some: Note the first two were taken with forced mipmapping of trees/shrubbery causing little blocky look in the distance, but less shimerring, the 3 & 4 are without mipmaps; detailmesh viewdistance is set at 8 I think. I hope, tomorrow I'll upload whole pack, redoing city buildings textures and writing readme now. Trees are correct in size I think
  7. Yes, it's now running in unpatched WOE install, I think the final will be for both old and updated versions (two sepatare inis) @FC: got it!
  8. New, corrected, smaller versions with new higher resolution graphics
  9. Hello! For quite some time now I was bored by standard green of Euope in Wings Over Europe. Of course there are great repaints by Deuces, Brain32 and Max188, but as campaigns takes place not only in late summer... This one was sitting on my HD in very early state for some time now, I did winter and autumn versions of GermanyCE map. I'm not much of a texture painter, so it's based on stock tileset: And here's the winterized version, currently without trees: All trees to be corrected, added and repainted with better textures, im going to introduce GreenHell2 style cities too Generally replacement pack with few better things in it
  10. Surely :yes: go with it, I'll still work on mine
  11. Strange that Bananimal still reports rendering problems, even using some of the fixes posted, I always thought Nvidia is the way to go regarding TW sims. @Bananimal: Picture showing both close trees and far in the back could help us greatly
  12. Something like this? Light/early winter, higher tile resolution. Not a perfect repaint, but has the cold feel in it. With new trees and combined with snow mod, could do the trick.
  13. I'm affraid this is the only method of turning off the white borders known to me as for now. Everytime you fix something, other ugly thing happens. FC, I prefer the soften edged trees like with the default parameters too, but the topic is about way to eliminate the white border around trees. I have tested various combinations of BlendOp= together with rendering flags but no luck so far... Maybe new .fx shader applied to AlphaObjectTextureMaterial could help? nice F-5F BTW.
  14. It's normal 32-bit .tga, created in Photoshop 5. Strange, as using the BlendOp=BLEND_DST_ALPHA eliminates the borders in my case, maybe try it with older, nonedited version to see if it works? I'll do test myself here. I have 8800GT and everything works fine, here's a screensht taken with above settings in patched SFG: Blocky effect in the background created by using mipmaps, here's my settings from the shown israel2 data.ini: [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2 BlendOp=BLEND_DST_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[01].FilterEnabled= should be set to true btw. EDIT: Bananimal, do you happen to have your trees graphics painted on white background? That can give such effect using mipmapped textures.
  15. None that I noticed, but you shauld have following setions set to true: DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE Edit: of course the above apply to [AlphaObjectTextureMaterial] section. @Bananimal: Good news you work on those, I set those to ridiculous heights that time. All my threemods up to Cuba terrain have to big trees. Matter of visuals vs. objects numbers; the time I was working of those I had old computer.
  16. In your terrain _DATA.INI find [AlphaObjectTextureMaterial] and replace BlendOp=BLEND_SRC_ALPHA to BlendOp=BLEND_DST_ALPHA this eliminates the border
  17. Stary

    Projekty

    No az12121, zajefajny efekt nuka! Wypuścisz packa? Pleeeaseeee Interesujący projekt panowie, ciekawy jestem co z tego wyjdzie trzymam kciuki, prawdopodobnie będę majstrował efekt dopalaczy jak ustaliłem z Signum ale kokpit... heh może ten z F-111 albo z Herca (repaint of course), ktoś wie jak "toto" wygląda?
  18. How's the tile number, may I ask? standard, around 60-70? Or bigger? Hedgerows are easy to plant, you know
  19. Me too! Feels like BoB II 2.08...
  20. the spa-town I live in (Krynica-Zdroj) was first recorded in XVI century
  21. Stary

    Obsessions

    Currently: Dead Space! -I re-discovered survival horrors thanks to this title Far Cry 2 -always liked the open, sandbox environments, bad thing it's a little too repeative and no civilains? But great atmospheric surrounding Crysis: Warhead -same as before, but more intense, and Psycho is memorable character
  22. I just love Veltro2K's Vautour:
  23. More ram. 3 GB at least. I have 4GB, 3,25 seen by my XP (Thank you M$!). Good investment for future upgrades. I have same card, no problems so far, running recent titles like Warhead/Far Cry 2/Dead Space at maximum (DX9 mode), good choice
  24. Ops! I think they came back here with me
  25. Kukulino my friend!!! it is I, without CA, who feels incomplete :yes: //topic hijack off @Honza: It's basically repaint, right? because I see the TOD's haven't been updated -they're from february? I'm at work right now, don't have WoE installed here Anyway looks good
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