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Stary

+MODDER
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Everything posted by Stary

  1. geee Volker that is the sweetest thing I have seen in long time, coupled with you weapons pack WIPs... you ever get a break man?
  2. yup, also as legal stuff goes from old FS2004/FSX user point of view: back in the days long gone Alphasim models were payware selled through numerous sites but well few years back they started giving them away for free, the older models that were really OLD say Fs2002/CFS2 compatible level so this looks like legit thing
  3. sexy as hell that planes it
  4. can you check if my yearly donation is still going? I can't see that myself I think
  5. excellent! Any chances for Series2 version or should I assume this one works just fine?
  6. there ARE MiG-19 cockpits aviable since 2 or so years... update the pack maybe?
  7. very nice videos re: cockpit -maybe add a bit of shadowing and slight weathering to the textures, right now it looks quite "flat", but anyway job well done
  8. wonder if that part could be applied to clouds shader so we won't have clouds disappearing near the corners of the screen, though I DO realize these are calculated bit differently as these are billboards and when close t othe camera or at very large scale can mess thigns up a bit
  9. Yeah that's it. It's basically to move the distant terrain below in case the terrain uses high-value tile-specific HM maps diplacement, ie. most of my terrains tile/treemods since couple years back. it's basically this line: LowDetailMesh=-100 you can experiment with smaller values like -50 etc depending on the _HM.bmp files diplacemet power for tiles yo ucan check that in the very same terrain data.ini
  10. them crazy Soviets and their cramped MiGs...
  11. excellent find about the solid objects blending! You are definitely up to something
  12. damn mue! I was close to that myself so kudos again for your involvement! I postesd the extended draw range and fading shaders in several of my treemods as I made discoveries but couldn't unti lrecently come up with the correct setings for the A->B fade distance ranges, much appreciated! Oh! It works for buildings too? Can't test at the moment so please verify Mue one more thing I'd like to ask you sir -have you considered tweaking the alphaobject shader so it adds sun position lighting and specular map to diffuse? Then we could have even better looking TODs
  13. those lights will make aiming at them like cheating excellent work!
  14. now that is most interesting find Mue! the shimmering city TODs of mine were driving me crazy for ages now! So big thanks for every and any of your findings!
  15. Yup that sweet little ball droid is real thing. LOTS of good old fashioned practical fx in this as the rumors say, which is great! After the era of post-Phantom Menace green screen everywhere in cinema -say 300, sadly Hobbit, Sin City -in some of those imposed by the selected artistic looks of course; in others I cant say why, I think we can say "thank you" to impact on the industry made by Nolan who is known as a diehard practical fx proponent. I am not suprised JJ choose this as opposed to one George he knows his s**t (yes I WILL defend JJ's new take on movies like Star Trek reboot and Into Darkness till the hell freeze) I do love the new STs and Tie pilots, the new beautiful inverted colours white panels on Tie Fighters, the obviously important bad guy in what looks like advanced ST armour -be it Boba...? as most claim; I personally don't think so, I think they wouldn't reveal Fett in the second trailer/teaser overall, much anticipation and much hope here
  16. have it for few years now, been fiddling with it from time to time but I find it extremaly user unfriendly as the GUI goes, also the freeware content is very very limited when you want to do something own except from say errr naked princess-wizard so to speak
  17. those I do have to find time to finish... busy with RL work now (our game we've been working on is coming very very soon now so all the time is directed towards last time additions and testings) so have had to postpone even the almost finished SF2 stuff. To evaluate more -the Tigercat variants are mostly complete sans small cockpit ini updates/tweaks, the Starfire one is say "OK" as a beta I think but is a bit of a mess inis wise, hope that helps. The terrain repaint I'm cooking is so-so; right now already nice to have but still miles away from the total overhaul that I want it to be
  18. Kevin, could you do option 2? Easier for you and everyone I think to have it as a all-in-one-pack. Awesome work with the lights, I think even my FSX or XP10 lack those
  19. Gerwin's TFD tool can do such things veeery easily, just copy&paste the heightmap part of your desire, be it say 2x2 3x3 etc tile size
  20. Nice try Mattsquatch but it's either my Israel repaint or Desert V4 terrain with Sarcasm 2 beta clouds and I think some of my postprocess shader tweaks applied
  21. my friend those are excellent skins, I want them! You want me to upload the beta pit as it is now, don't you? quite busy with RL work at the moment so can't finish it (or anything else of such kind, really) in the coming days no matter how much I'd want to
  22. Ur learn how to use proper english across these boards ur get ur answers...
  23. let me think, RenderToBrightness=1 in light objects declarations?
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