Jump to content

Julhelm

+MODDER
  • Content count

    1,877
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Julhelm

  1. You know, this kinda stuff is way out of touch in 2012. All that looks like is a heightfield with a shader that blends between 3 textures based on Z height and reads the Z normals to put a rock texture on cliffsides. Hardly rocket science when there exists entire tutorials with source files included on how this is done.
  2. Could just use 2048 or 4096 satmap-derived textures and map each part individually. Then we can also have custom bump and spec per tile.
  3. What if you don't use l_ prefix? Can you assign a custom material then?
  4. I ran a contrast and cooling pass on all the cockpit textures to make it look more like the real thing. Your mileage may vary.
  5. It'll probably be over Libya so TK can get away with a single sand texture and noone will complain about lack of trees in Sahara.
  6. That's what I said "usually", d'oh ;) But then again F3 is a Bethsoft release and they tried the "let the modders fix the broken game" model waaaayyy before Cliffs of Dover ever did :D
  7. Well in-app DLC businessmodel and modding are usually mutually exclusive, so go figure. Do remember that when the DLC and autopatcher was introduced, was when all the .lods were magically locked away in objectcat2 all of a sudden.
  8. Because modders are fundamentally a liability. Remember that we are not the target audience.
  9. What we could use is for someone to write a 3rd party cat extractor.
  10. Yeah it's not for us to play with it seems.
  11. Can't find the .fx files anywhere, either. Guess they're locked up too. Anyways the terrain only uses 4 textures so I guess it uses vertex colors or individual blendmaps, but who can say for sure without looking in the shadercode. That ICELAND_DETAIL_MAP texture just modulates the detail texture. Green looks like it is the glaciers so you don't get noisenormal rendered on those. I was looking forward to this new engine but it doesn't seem like it is intended for us to play with.
  12. Really nice! At first I thought that was a giant oilspill on the first pics but then I saw it was very faint Iceland map :D
  13. Or just do what everybody else has done for the past 5 years and get a Speedtree license. Surely less expensive than reinventing the wheel on your own.
  14. And more importantly the ground doesn't even look like it has millions of polys. There are no objects except for on 4 places on the entire terrain. Any tree mod for old terrains still has to render a buttload of polys since each tree = 4 triangles. Yet iceland doesn't have any trees on it yet still has 10x polys drawn? That just screams unoptimized. If it looked better than modded stock desert terrain I could buy the performance hit but it just doesn't. As much as I enjoy the SH-style water and naval combat element I honestly feel he failed to deliver on the terrain. Modders here have set a benchmark for what can be achieved with the old tech so any new tech should look better than that IMHO.
  15. So in other words it's not very optimized at all, since there are now almost no objects at all on the ground.
  16. I had a backup HD but it died.
  17. Wroom! BTW I did a merged install, but have separate mods folder. Works fine so far.
  18. Nice Hornets. You should do that racy blue/white scheme the prototypes had.
  19. Vector Thrust

    Looks cool. Like the artstyle.
  20. Just thought I'd show off the schemes that are done for the bird atm: VF-31 'Tomcatters' VF-84 'Jolly Rogers' VF-111 'Sundowners' VF-161 'Chargers' I want to do at least one USMC as well as another USN scheme. Anyone who has a suggestion for one post a pic of it below!
  21. I see you have cast Resistance to trolling+3
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..