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Stary

+MODDER
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Everything posted by Stary

  1. Hello. I'm to purchase FE from ThirdWire online store. Do I have to do it by credit card (which i don't possess) or can it be done by PayPal? Or are there other ways?
  2. Stary

    High poly hangar

    From the album: My work

  3. Stary

    small settlement

    From the album: My work

  4. Stary

    Village.jpg

    From the album: My work

  5. Stary

    testing 3d trees.jpg

    From the album: My work

  6. Stary

    small house.jpg

    From the album: My work

  7. Yeah, but mine are those that are placed in terrain folder... In given terrain _TYPES.INI these have variable "use ground object=FALSE" -that means they are not ground objects in the sense sim threats them? Been trying make them GO with no luck.
  8. Unfortunately will be asleep
  9. Hi! I'm playing with hi-poly ground objects replacements lately. The problem is obvious high CPU/GPU usage: To solve it I created three levels of detail for ranges of 7000, 500 and 100 meters. But the problem stated in topic's title is as follow -only the closest LOD shows up. Here's example from new shelterB.ini : [LOD001] Filename=ShelterB.lod Distance=100 [LOD002] Filename=ShelterB_med.lod Distance=500 [LOD003] Filename=ShelterB_low.lod Distance=6000 [shadow] CastShadow=FALSE ShadowLOD= ShadowType=0 ShadowCastDist=0 MaxVisibleDistance=0 ONLY the [LOD001] shows up at the given 100 meters range. Is it that the ground objects don't support lods or am I messing things up? Shadow works, but thrown away as most people dont use it. Have been digging through Knowledge Base with no luck on the matter. Any ideas?
  10. keith by your description of flying sideways and viewpoint corruption I assume you were place in a "no fly zone", or border, in other words at the map edge. It's created to prevent one from flying into the void. Strange as it never happened to me on BoB Grosterrain. Did you do something harmful to campaign or terrain *.ini? Here's one to compensate for this terrible event, and rise your wingmen's morale: Morning Glory Mainly an eye candy. Village made as single object. Very easy to place near your base. Soon to be available.
  11. Seeing these one can forget about Jet Thunder
  12. B Brandy, the hangared Hurri is a BoB target placed in Battle of Britain_targets. For some strange reason collision mesh doesn't work yet. But I think one surely would park inside. Dunno about collision boxes for Vogesen bridges (nice ones), still saving money for First Eagles. Right now, they do have noticeable impact on framerate when three or more on screen. Working on level of detail meshes. And I must mention my processor is fairly old. All this work presented is a part from my planned high definition ground objects replacement. Mostly "WW2/Korea" themed. Cheers
  13. Another quiet day on Hafkinge field... There are 90% ready high poly hangar2.lod replacements. Three versions done. Need colision meshes and some more performance tuning. Will have level of detail. Trees will come in few variants (row, single, group) as placeable objects thru _TARGETS.ini. Those need a bit more work. ShelterA won't have windows as shelterB does. And no, they all propably won't have shadows due to performance (and self shadowing) issues. Tower, barracks and so to be started...
  14. Looks like system overflow. You DO have latest drivers and DirectX installed?
  15. View File Green camouflaged wooden hangars Green camo wooden hangars. By CA_Stary For SFP1 Family This package changes the apperance of default pale grey hangars, shelters and barracks to wooden, dark green roofed ones. Best fits with WW2/Korea time period. Also may be useful for woodland maps. Submitter Stary Submitted 08/13/2007 Category Structures
  16. During the night on Tangmere field some jokers from the Civil Defence Department painted hangar roofs green... In other words -they're ready to download. Cheers for now CA_Stary
  17. 794 downloads

    Green camo wooden hangars. By CA_Stary For SFP1 Family This package changes the apperance of default pale grey hangars, shelters and barracks to wooden, dark green roofed ones. Best fits with WW2/Korea time period. Also may be useful for woodland maps.
  18. Yes, that's true. More info&screens on www.thirdwire.com forum (requires login)
  19. Ok, quick one: Grouping guns: Did it for my own usage -I prefer switching to x4 when in cruel dogfight. Attacking the bombers I switch back to x8. Most kills are engine stops on loners/strugglers. Dorniers are fairly easy to shoot their control surfaces off. Bombers skins: Did some resizing (even to 32x32 single colour) and it gives some fps boost, but larger raids still choppy. Hangars reskins: Testing various skins versions, but it's just a matter of time. Surely will post them. V 0.6:
  20. Speaking of guns and such, I threw away the centerline cannon for 109 long time ago. Also one may find it useful to edit the Hurri's and Spit's guns to have them in a pair of 4. I use it from beginning to conserve ammo, and not to go dry in chaos. 4 Brownings are deadly firepower alone. Anyone knows if such modification is historically correct? Also anyone finds out the stock pale/grey hangars and shelters unfitting into BoB theme? If you're interested I did some retexturing to give those a little more camouflaged/era look: I you are willing to use them, after minor re-touch I'll post them on Combat Ace. And, yes, these are higher res. And harder to spot, if you're brave enough to fly Stuka
  21. Hi! I'd prefer to sacrifice bombers detail to maintian their number in formations. Another thing that brought my attention a while back -anyone here thinks that 110's are waaay to tough to bring down? I usually spit most of my rounds to knock one. Scoring accurate hits into the wings or engines of course. And 109 a bit (but just a bit) to weak? That's just my opinion. Cheers CA_Stary
  22. Ok, problem solved. There is a missing entry in MISSILEOBJECT.INI included with latest Weaponpack (03 Jul 2006). To add mid-air nuke explosion effect when hit, add the following in [AerialNukeEffect] (in BOLD) [AerialNukeEffect] AirBurstEffectName=AerialNukeEffect AirBurstSoundName=Nuclear.wav GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav ObjectHitEffectName=AerialNukeEffect ObjectHitSoundName=Nuclear.wav Now it works as it should. EDIT: anyone gets the nuclear.wav playing? It's not present in Sounds folder
  23. Especially those ARH ones give high AA kill ratio (WIP)
  24. Current Genie is modelled as ARH missile... I'll work on solution to give the same air nuke effect when it hits the target.
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