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Stary

MODDER
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Everything posted by Stary

  1. 64 bit W7 and 2009 works on in 32 bit mode here ok @Zoltan bud you might check your display driver properties, I had issues with Dx9 in 64 bit environment but these work for me on ATI
  2. I think we shouldn't ask Erik for another such work in next five years. I'm fine with what we have now
  3. to get rid of white outline on alpha textures make sure the background colour behing the tree part of texture matches the colour of the renderable part like here: on first example from one of my mods the background (black, not-visible part on alpha channel) is close colour-wise to the general tones of the renderable parts (whites in alpha channel) thus won't be noticeable when processed by GPU and rendering engine the second example has orangish colour that will give visible annoying outline at ceratain ranges etc hope that helps post scriptum: if you're planning to go with default layout I did in 2008 complete tremod/citymod for stock desert tiles, series1 section downloads edit: typos, lots of them
  4. I can't recollect but I think I was messing with inclination indeed
  5. What Ianh75 says, Avionics.ini file hold all the well, avionics related data, including both radar data (ranges, modes, display etc) and HUD related informations -but knowing what exactly you want to achieve would help the avionics experts (not me!) help you
  6. Jonathan, let'em be, they're Yanks, what do they know about history
  7. sadly, repaint water parts of ALL water tiles
  8. so Wings Over Flanders Fields has been released... 59.99$? As owner of OFF+Expansion pfft, not interested (but Korea sim on CFS3 engine would be a nice addition for me)

    1. Stary

      Stary

      to be fair amount of work put into models and scenery is jaw dropping

    2. JediMaster

      JediMaster

      I played a Korean War mod for CFS3 years ago, it even had terrain. Very rough, but promising. I forget who did it...

    3. Stary

      Stary

      Groundcrew I think, but that was very beta

  9. Thank you Eric! Especially for water colour, something I did not like since day one of making this set yet missed opportunities to fix it
  10. SupGen you're right it might be old Series1 leftover taht aside I think it has to do that on carrier flight a/c are placed much closer to each other than on runways, thus exagerrating the light effects coming from both afterburners and landing lights
  11. I don't thikn so, bombs right now just "sink" and are removed from game environment followed by simple effect. Heck, there isn't even sound event attached to this
  12. yes LightColor=X,Y,Z represent RGB palette colour of light where: X=red Y=green Z=blue so for example LightColor=1.0,0.0,0.0 would be pure bright red and LightColor=0.0,1.0,0.0 would be green (but for example LightColor=0.0,0.5,0.0 would be dark green, because we use only 0.5 of green colour space)
  13. ok, as much as I avoid the DCS addons THIS I need to buy!
  14. too strong afterburner effect lights and reaching too far away found those in particlesystem.ini (you might have to extract this file from FlightData.cat) [EmitterType031] Name=AfterburnerEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.001500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.40,0.36,0.30 LightRange=5.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=0.00000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.020000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.150000,0.150000,0.150000,0.020000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.040000,0.040000,0.040000,0.012000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=0.520000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.500000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.350000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.035000 TextureMaterial=AfterburnerMaterial [EmitterType032] Name=AfterburnerEmitter2 EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.001500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.40,0.36,0.30 LightRange=5.0 LightSrcOffset=0.0,0.0,0.0 SubLightSourceX=TRUE SubLightSrcDist=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=0.00000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.020000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.150000,0.150000,0.150000,0.020000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.040000,0.040000,0.040000,0.012000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=0.520000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.500000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.350000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.035000 TextureMaterial=AfterburnerMaterial the above are examples for stock afterburner effects, might be more in the particlesystem.ini file (AND some stock planes have custom effects in effect folder IIRC!) many 3rd party aircraft have their own custom afterburner effects stored in mod installation\effects folder, but the same entries control the colour (intensity, RGB percentage values) and range (falloff, in meters) of the light attached to effect Snailman is right, the landing light might be the cause too
  15. Eric, would you be interested in decreased lights ranges for various flak effects? I set them in my Expansion install lower cause right now to me they cause too bright light too far away
  16. as stated those are stand-in cockpits I made for fun but then Flogger decided we'll put them into ths pack BUT making those I sort-of-tried-to-duplicate real existing cockpits layout for Foxbat 25K one is a close call (albeit black)
  17. Stay strong Erik! Keeping my fingers crossed for you!
  18. care to elaborate further?
  19. T-33 or P-80 my ass No one noticed she clearly is a commie! Red shirt is a straight giveaway. Someone rat her to McCarthy! FFS! she's spying our advanced jet fighters in Nevada!
  20. and just as I was searching for higher res than FB one. Thanks!
  21. Stephen, check your terrain's _data.ini and look for these lines: [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.0 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA marked in red are my settings that work ok in various SF2 titles be warned that still alot of alpha-type objects (usually -trees) will render in wrong order but that's the engine's fault and we have to deal with it
  22. sadly all Yak-25 family cockpit are SF2 only
  23. main program installation folder, look for DLC subfolder, there these are latest CAT extractor (thirwirish one) can open them
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