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Stary

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Everything posted by Stary

  1. yup I haven't modified it, the original Gillg's TFD and HFD are the ones included I think; and to be honest I can't say I encountered those wrongly rotated tiles -but if you have them fixed, feel free to post
  2. thank you Erik
  3. yeah that Kiel canal is my work done for V3 of my Germany mod which of course begged for such work as Rends here is doing
  4. clouds altitude is locked TK only knows where, spend good amount of time trying to pinpoint the entry or ini responsible for that, might be even terrain related; there are some entries for environment system and for terrain data that seem unused in any stock or mod ones, something for me to dig into one day maybe
  5. Kevin, maybe try making these rivers less straignt? Some turns and variations to them would make the layour more realistic
  6. It has this plus that one can use or pass on it Rends Icarus, it's not modified, distance set at stock very far ingame
  7. you shouldn't have doubts, it will be
  8. here's beta of TWPOSTPROCESS.FX shader tweak that enhances bloom on final render pass, and also boosts up general screen contrast a little; during night the rendering seems unchanged, only after dawn and before dusk bloom mod beta.ZIP here's how it looks ingame without SweetFX or HDR wrappers: of course it's beta, the clouds and sky for example are overexposed and require new modified environmentsystem.ini with modified clouds graphics etc edit: given the nature of SF2 HLSL shaders it will work only in Dx10 mode, and I tested it in full-merge installation, July13 level
  9. hoo-hoo-hoo, finally!
  10. I took it Volker but in my case it won't be rady this weekend or next one
  11. that's better than starting from zero I'd say
  12. yes by tweaking postprocess shader! No Sweetfx etc required
  13. You have to deserve it, then several angry men in old fasioned cloaks gather round the table in a secret chamber, do a review of your life and decide wherever give you special moder status or not. Well, more or less. Volker's got a point of course
  14. superb work
  15. HasWater= determines engine check for water presence, HasWater=2 says whole tile is water (usually xxxS1.tga or xxxxS2.tga; depends on tileset anming convention) while HasWater=1 does extra check based on alpha channel (where white=water black=land)
  16. raw SF2 in Dx10, guess what's new in those pics: this overdone one is a straight giveaway:
  17. last time I checked these were in english so stop trolling
  18. mabe we could ask ErikGen for the original Max file of his older cockpit?
  19. what Dave says, I know every wants top flyable plane but sometime due to RL you have to release "as is" or abandon the project completely, as in my view keeping it on HDD for the future equals to
  20. one can tos in older Yankee cockpit
  21. Dave's prostate joke self censored here. Reason of censorship: members' sanity and own safety
  22. Carlo on the bright side we have ErikGen's older Gina and he has a job Maaaybe try asking him about releasing it as it is? Or to pass it to some trusted group like Mirage Factory wizards?
  23. ok, here are all the entries I was able to extract from the dlls back in 2012 using PEExplorer, maybe someone will find someting interesting in there dll strings.zip
  24. No, hm files add extra displacement which is tile based, the engine knows where's water based onalpha channel check. As for crash I have no idea st the moment. To add tile to the terrain editor you can modify the texturelist in notepad or add it via options in Terrain Editor
  25. Maybe to some extend. I remember loong ago I fiddled with the ground objects and had at one point tanks that were hardly destroyable by 20mm cannons. Structure value points or something, can't recollect, t'was around SF2 Exp1 came out. I think lots of stuff in the dlls isn't commonl used in avionics etc, worth peeking into
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