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Stary

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Everything posted by Stary

  1. Haven't noticed any tearing/ghosting in SF. Never. Occasionaly little in fast shooters and Arma. But it depends on locations etc i guess. Cheap 19'' 8ms.
  2. View File Enhanced Explosions Enhanced Explosions by CA_Stary For SF, WoV and WoE. This mini-pack uses some graphics from my guns_fx, which were in turn based on some .tga files created by Deuces. In this mini-pack you will find some reworked original effects. Since i've switched from close range WW2 and Korea dogfighting to more modern medium range missile engagements (WoE rules!) i started working on some enhancements to stock effects. This is not a complete effect pack (Deuces is best at that), rather an addition. Reworked effects include: Aircraft explosions -with new big hot fireballs and lots of burning parts thrown randomly into air, now ground crashes look more realistic Aircraft fuel fire -new longer fire trail than in original, fueltanks blow, random bursts of fuel Small/medium/large missile air explosions -different from original, now with more intense fireballs, smoke clouds, sparks Small/medium/large bomb effects (beta) -differ by size and look, i'm not fully satisfied with those, but I decided to throw them in. Think of those as of beta Also included are some .tga files from my previous guns_fx pack, as some of the new materials definitions use them Submitter Stary Submitted 06/29/2007 Category Effect Mods
  3. 3,200 downloads

    Enhanced Explosions by CA_Stary For SF, WoV and WoE. This mini-pack uses some graphics from my guns_fx, which were in turn based on some .tga files created by Deuces. In this mini-pack you will find some reworked original effects. Since i've switched from close range WW2 and Korea dogfighting to more modern medium range missile engagements (WoE rules!) i started working on some enhancements to stock effects. This is not a complete effect pack (Deuces is best at that), rather an addition. Reworked effects include: Aircraft explosions -with new big hot fireballs and lots of burning parts thrown randomly into air, now ground crashes look more realistic Aircraft fuel fire -new longer fire trail than in original, fueltanks blow, random bursts of fuel Small/medium/large missile air explosions -different from original, now with more intense fireballs, smoke clouds, sparks Small/medium/large bomb effects (beta) -differ by size and look, i'm not fully satisfied with those, but I decided to throw them in. Think of those as of beta Also included are some .tga files from my previous guns_fx pack, as some of the new materials definitions use them
  4. Everything is working with no problems for me at latest patches. On a scaled updated terrain. Just a minor ini work if i remember correctly.
  5. Welcome Shashman. You can use excellent A-26C cockpit with bombsight by Kesselbrut, aviable here at CA: http://forum.combatace.com/index.php?autom...p;showfile=4078 I personally use it when flying most of medium bombers -that's of course not correct but the bombardier view compensaters for it. And it's quite accurate
  6. I don't have a credit card, so thanks (but YES i do have a bank account:-)). I think we shouldn't blame Edward -it's his (somehow strange) decision to go payware. Excellent as all his yob, of course -but a bit too much for a pure repaint. And so goes all the hypo and waiting away:-( Post Scriptum: My own opinion -too much of payware will kill SF community
  7. I don't say they're bad, most of those are meant to be one-evening relaxators:-) And yes, those shooters based on IIRC Chrome2 engine are looking even good.
  8. Yep 76.IAP-Blackbird, i visit it from time to time. great pics to watch. Bad think is there aren't any non-US planes Main site is at www.uscockpits.com
  9. Hi squid! City Interactive is a polish developer, aiming at budget market -mainly simple action packed arcade flight games, and FPS. They sell copies in Poland in markets for about 3 to 8 dollars (9 to 20 polish zloty) for a title so you see... Nothing special really. They develop using they own engine or licensed ones (ChromE in some of "Terrorist Takedown" series, Unreal in "Redneck Kentucky and the next generation chickens"). I buy some of those rarely just to kill boredoom. They are fun, i admitt -for an hour or so...
  10. Nice work grumpapotamus! If only we had user-friendly tools to populate terrains with such alikes...
  11. So my little blog of pain continues... Thanks to valuable aid by Jorgen "Troll" Toll, i'm getting something Remade HUD frame based on Toll's photos, no more enclosed RGS-2. Rounded up TV screen (replaced with RWR). Also a horizont line is newly learned feature: Most of lights (radar mode, master cautions, ecm, gear, AoA etc.) now work, apart from "over-g" and engine warnings -but textures have now higher priority to me. Spherical working ADI ball is still a mistery to me -no luck now. Also ANALOG_COUNTER gauge format is an undiscovered area. I'm toying now with radar texture, pilot's legs with knee-map: Oops -"hierarchy thing" turned out to be important one: but it's already solved
  12. Mr Troll your informations are a great help for me! I'll apply the hanges when i find some time. And your walkaround is a detailed one
  13. Gux thank you for your corrections! I'll aply them in spare time. Your Gripen and pit looks outstanding btw! Saganuay82 -i'll play with the translator, it's very usefull not only for sim:-) Do not expect any news on this project in a week or so -lot of other things to do in my schedule
  14. Finally i decided to close my pit -build side panels, floor and temporary, misplaced and unoptimized canopy frame. I cracked the whole "MovementType=LIGHT" gauges thing, so i added wheels indicators. I know these are wrongly placed, but are working for now. Also lever works. Hud glass is crappy, but it's an alfa-channeled texture trial. Altitude indicator (in kilometers) works, but needs rescaling. Ball still messed up. I need to spend more time on textures. I've tried editing ortogonal photos but it's unpleasant effect. Gonna render them in max using arrays. I NEED HELP! Anyone has an idea what those three green bastards on left side are for? They ain't wheels indicators i guess? Also HUVUDVARNING lights? As i wrote before i dont know swedish at all. Tried to find info on the web, with no luck. Perheaps someone of you has Viggen's pit layout in english -that would be a great help!
  15. C'mon guys Firefox the Movie is one of my favs! I'd like to have clickable pits, just for pure fun during long flight. Swith off left MFD, switch off right MFD, switch of radar, switch of comms, cut the engine, descent 100 ft, bank 180 deg, pull the seat lever
  16. Yeah it was worth remodelling from scrath. I started playing with needle gauges -first is a clock, working. This is some breakthrough for me-a-cockpit-builder-noob. Needles are now a placeholder until i model and skin them accurately (oryginally these are white-orange ones), clock texture is handdrawn. Yellow ones look cool at night with green nightlight
  17. Nope, no differences in fx/graphics
  18. I'll tell you -cockpit creation is a pain! I added waypoint bearing arrow into it, added to cockpit.ini -and -buahaha my RWR and part of pit (not assigned to anything) started rotating in air otside of canopy. Guess it's hierarchy error i must check
  19. I reworked the radar and HSI (finally working) with a lot more polys. Looking nice now
  20. Here's a part taken from main panel front texture. If someone could verify the text (which i assume is in swedish) or has a good photo of this it would be great -i don't speak swedish at all
  21. I've finally switched from crappy IntelliCAD Sigma to Max9. Results positive: added some handdrawn main (2048x2048) texture on it and finished RGS-2 gunsight from photos... And first ingame shot - Radar and RWR are working:
  22. Kazamashin you're right -i did some search and rgr that. I work on photos of early Draken -based analog layout. Anyone has gunsite frame photos? Don't look at the framing -it's waay unfinished: Edit: Different angle
  23. dwcace: I was thinking about doing some comments about pit building both for myself and others, but it's gonna be after doing some more 3D work next weekend 76.IAP-Blackbird: I'm a bit confused about this picture. I have it b&w in one of my books, but its completely different from pictures i found on the net, and use as reference -completely different layout, no MFD,s and so on... Maybe it's an upgraded avionics version? I'm not an expert, all i know is from books and www. But site from which i have the pictures (www.aircraftresourcecenter.com) says it's Viggen pit. Gonna stick to those -it's for learning things mainly
  24. Thank you wpnssgt! It's just 2 hours work. I'm curious how its gonna end -i intend to slowly (limited time) do the 3D work, but avionics, nodes, ini etc will be a "guess-and-suffer" thing
  25. HI! I just started this today. I'm making this in the purpose of trying things out regarding SFP1 modelling. Dont know if anyone makes cockpit for Viggen so i began this. Donk know how it gonna go (i have a very limited spare time recently) but there are many many great planes deserving own cockpits. I don't know anything about pit building, i'm just educated in 3D modelling -so nothing i can promise A very rude WIP:
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