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Stary

+MODDER
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Everything posted by Stary

  1. Colmack I think I posted some max examle files for some of my old (and crappy) cockpits in modders repository, pretty sure MiG-15 one from 2012 and maybe some other WW2 ones, heck I think the WW2 generic cockpits pack had some max files left in for the very basic learning purposes
  2. hmmm much drama missed I edit: ok not a biggie;what is nice is that TK wrote there that he is open to making more PC games -which, even is similar to these is always welcomed, amirite?
  3. Clearly you never bought a game with actually zero support post launch from developers, talking AAA studios, there are too many a examplesif by "state they are in" you mean lack of aerial refuelling, yeah dream on edit: typo. Supoort is a gravitational phenomena in Oort cloud
  4. 10K for Thirdwire per plane is pretty sane and plausible number -remember that single plane (module) for DCS is around 80K-100K to develop
  5. That attitude is gonna give you and all others SF 2 Exp3 or edit: SF3 in no time for sure sheesh you guys... seems actually no one but me bought it?
  6. nope, all I can say is it is one popular mesh exchange but isn't LOD format
  7. OK guys, this is Unity game -not even Pro edition- so if any of you do know how Unity deployment works you then know it takes a bit of shady at best workarounds to extract data back to core PC format, I won't say I am looking into it at the moment edit: because of course I do not
  8. they are back releasing on PC though
  9. sorry have to disagree with few exceptions, TWs models STILL are looking very good, suprisingly even considering their mileage
  10. I am downloading it ATM, will see but I pretty sure know what to expect so don't think of it as new SF lol
  11. can't you reorder palette in paint program? Or invert the colours? Sorry for late reply been away
  12. is it still in the works or been released?
  13. that green orange looks like inverted -greens should be low areas and the more orange the higher, maybe inversed pallete? It can happen in some paint programs
  14. impressive but I womder how much of the original data is either lost or exagerrated this way -not big issue given my 250m tests were also relying on heavy creativity work with original DEMs
  15. yup PFunk it is in the readme for Kamchatka, wonder what Menrva's method is, mine is so-so heightmap trickery but anyway I'll simply copypaste from readme here: "Extended information, please read carefully! The height mesh: The stock Thirdwire .hfd terrain format uses publictly available DEM (digital elevation model) databases to produce 500 meters vertex spaced terrain meshes with 2000 meters tiles covering them. This is proven, easy to use system but 500 meters is awfully 1999 technology for 2016 systems. Thus given my efforts into NA LOD-based terrains creation stalled due to lack of knowledge and tools I decided to reproduce one of more interesting yet obscure maps available, the Kamchatka Peninsula. The mesh in this download currently uses 250 meters resolution which is twice the density and detail* compared to original terrain. Please note that due to being based on low resolution hfd file output the actual height representation is somewhat off compared to real terrain! Not much and not that it really matters much. "If it looks good it is good" New heightmap was created in several steps which I now describe to help other more advanced terrain modders possibly use this method: First steps -Gerwin's TFDTool and Photoshop: -I used Gerwin's TDF tool to output the heightmap via F9 key -Also created the textures bitmap as a helper file via F7 key -The created file in grayscale is 3000x3000, which corresponds to 500m resolution on 1500000m map (3000/2=1500! Magic!) -Thus I rescaled the file to 6000x6000 pixels, the same with the texture bitmap which I copied to greyscale file for reference -The 6000x6000 or twice the original is the 250m per pixed heightfield file -I filled the blue water areas TFDTool creates with pure black 0,0,0 -Then I spent some time in Photoshop working on several layers and using several brushes and tools to slightly tweak the grayscale height image, mostly to brighten the higher areas and adjust some more interesting places. Mostly blur, stroke tools and some slight wave-y filers to add some detail to now ARTIFICIALLY pumped up resolution (further on this below) -Pro tip: to get rid of any water/shore artifacts is easy way, the so called tsunami waves or coast areas on slopes I selected the texture map layer, selected all water areas (select by pixel color) and created another pure black layer on top of the main height layer, that drops slight shadows around it (2 to 4 pixels black shadow) -this way the heightmap gets toned down for few pixels (two is good value) when near the water areas; think smart not hard as The Ancient One says :P when the heightmap was considered ready I flattened it and converted to 8bit palleted file using the stock Thirdwire terrain editor palette (you can do this palette by exporting any heightmap as bitmap from within the TE and saving it's palette to file, most programs allow palette saving) Second step -Thirdwire Terrain Editor, the 042106 version: so now I had the TE-format palleted 8bit heightmap but to import it without further data loss I needed to adjust the TerrainEditor.ini settings via notepad: -the line that specifies the min-max scale of height present in the file is this line: [bitmapImport] HeightScale=15 <---- this line, by default uses value of 10 MinLandHeight=0 <---- by default 1 experimenting with this value gives you the similar results as using PGUP/PGDN keys when using Gerwin's bmp2tfd tool, basically sets the global vertical scaling of min-max values in file To create new 250m resolution the values at creating new map are as follows: Terrain Map Size: 1500 (km, like original Kamchatka terrain) Texture Tile Resolution: 2000 (meters, like all common SF2 maps and tilesets) Height Field Resolution: 250 (meters, compared to defaul 500 meters) Then if you do have the texturelist loaded yo ushould get new flat terrain with textures filling the areas, just impor t he heightmap from the created 6000x6000 paletted bitmap and save. This is basic procedure, same can be used to create 125 meters resolution terrains (I did so for Korea3 terrain so far) BUT those are unstable and I am still trying to get perfect values in BOTH flightengine.ini and given terrain's _data.ini *now the heihgt information/detail gets lost every time we index the heightmap so one must then increase the HeightScale= value to get more or less proper -OR GOOD LOOKING height values. Also be warned that Gerwin's TFDTool doesn't properly translate non-standard maps (1000 kilometers ones go ok though) that is why the TE hassle That said -the height scale is a bit OFF in this map so if you are a purist complain all you want, I wanted better looking mesh more than geographical accuracy. To have the latter we need to come up with otehr height data sources for denser terrains. I have yet to look into the tools and programs I own what could be of use." hope that helps
  16. Emre, that is indeed memory issue most likely
  17. Oh well. Time to move on. Not talking about SF2 and the likes. Got engaged.

    1. Show previous comments  1 more
    2. JediMaster

      JediMaster

      Sorry to see you go, but happy you were here. My 20th is next year, happy days and good luck!

    3. MigBuster

      MigBuster

      Many belated congrats Stary - Hope it is going well

    4. Stary

      Stary

      still alive mate :P so I think it is going well

  18. it will play like RSR, single submarine sim
  19. that is only true when one is at 0.25 Mbit connection. I couldn't stand having to deal with physical copies nowadays
  20. yup I think there will be some video or screenshots series showing the ingame units at some point as it was with Atlantic Fleet; also, gameplay from player perspective
  21. that's a good one
  22. why would that be? Antisystem warrior much?
  23. meh...
  24. Stary

    Piracy

    edit: nvm fount the locked topic. Bad boy bad!
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