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Stary

MODDER
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Everything posted by Stary

  1. Do335 the FM has been updated by Beffmaister and it makes it quite a good plane in KAW now, gone are the tragic stalls/post stalls behaviours in most of cases and it's really worth checking I'll try merging your hitboxes with that FM
  2. canopy part of GIB painted over? hmmm can't say I have seen such mod around TBH
  3. one of my "to do once" list to be honest, but busy with something other from that era at the moment
  4. Stary

    img00025

    most excellent again!!! looking at Jan Tuma's terrain and treemod I wish again we had real 3D building, that set alone desertes it big time
  5. some summer cruisin' under Korean skies looking again at some old unreleased base objects I made in 2010 for Korea Mod: ohh this one is just like in movies:
  6. what terrain you're talking about guys? Seems I missed something edit: NVM, found it
  7. it does see TGA perfectly in my case
  8. noticed that too, might be related to certain materials/maps setup parameters coded into LOD, ie. has normalmapping, specular etc
  9. yeah I start to think this might be specific to given terrains, as in the version of Terrain Editor to generate the heightflied etc, as I worte earlier, some of the unmodded terrains like Nam or Israel/ME seem to have clouds at sane altitudes but when one adds modded content it moves them up I wonder if Gerwin could crack the HFD data so we could move whole heightmap's "zero" value up or down to cheat the enigne
  10. it's called active camouflage, isn't it more firey prOn
  11. we was a good man RIP
  12. looks good -keep it up! and welcome to the family, the madness is just about to start for you
  13. no it's great JSF, it's just on your terran clouds for whatever reason bahave how these should -adjust the base altitude in regards to environmentsystem.ini entries, while on others are pushed up, a thing I want to change back to old days levels reading you topic JSF, hmm. what patch level are you on?
  14. as stated previously -remove file TWPOSTPROCESS.FX from your Flight folder Tio
  15. any pictures of it in action would be great
  16. that Frisbee is coming nicely! I see Julhelm's fine work Anatomy of the fire -Korean Air War revisited:
  17. I am pretty sure I've seen that movie great pics Sundowner!
  18. you can hide the seat I think via good old INI movement trick, yes? I take the seat is the one modelled in cockpit as the external view usues different model defined elsewhere, so yeah all depends how the model is build ie. is the seat a tandalone mesh linked to other cockpit parts or is it say part of whole consoles + seat + sides + whatnot mesh -LOD Viewer is the tool you'd use in such case
  19. I like it and the what if setting though maybe more blue hue than plan whitey?
  20. one more note -the overall FOV of viewlist by default is a bit much on the binoculars side, I wonder how the size and spped woulf feel if we'd make new viewlist with a bit wider FOV in general, both for default F1 view and external ones, something that has been on my mind for quite a while
  21. tried a bit of that too but no luck so far, I'm not a shaders guys sadly
  22. Stick Min and Max base altitudes seem to be locked since Expansion pack 2 or so which is a big immersion killer (clouds base at 3 to 4 kilometers? hmmm) hmm that IS interesting Russo -might have something to do with you heightmap? as for now-locked clouds altitudes I noticed one odd thing -in several UNMODDED terrains like Vietnam the clouds stay at the more or less original atitude like these were since 2006 SFP1 introduction, BUT in any modded terrain, even if that is new data ini, or targetareas addition or tiles or treemod etc it "pushes" the clouds to the bloody 10-12 thousand feet I spend ALOT of time trying to figure this out, so even made the clouds base altitude at near-zero level to test how clouds would behave to no luck so I forgot about this and left it as apparently it was doi ng nothing -now I see on this particular terrain it does work like used to. Of course I assume you're on the latest patch not some earlier one, RIGHT Russo? as for HDR and to be more specific DCS-style bloom (LOTS of folks were asking me to introduce this!) simply remove the twpostprocess.fx shader to have things back at normal -again I should remind you all this is BETA that was circulating among my friends for few months as a sort of testing- and thus is still "in development" so some occasional oddities might and WILL happen also some might have already noticed I have my own preferred overall direction of SF2 visuals* I pursuit that might be not to everyone's taste so there you have it *I try to make SF2 more look like Wings of Prey as far as general visual mood goes. Why like that? Because I can and it would fit the SF2 survey air combat theme well in my opinion edit: typos -ohhh and wait till I introduce consolish noise all over the place j/k
  23. right but most of folks around that were here when SF2 series started to come out bought it all in a span of a year at least as it was released so the impact wasn't that big then. For new to the series yes, it's a bit of bigger buck but then one can choose the single title he'd prefer -SF2 Euro with Expansion pack 2 having the biggest and most varying planeset and then slowly buy other titles
  24. Gerwins tool has that cool feature where you can copy say 2x2 3x3 4x4 etc part of heightmap and paste it to other place, that might help level the humps also Meu said he's toying with idea of 3D terrain&tile and targetareas editor as far as I remember (in LOD Viewer topic)
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