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Julhelm

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Everything posted by Julhelm

  1. How does that last one look if you have a greenish (WOP) tint to it instead of the blue? As it is now I get a pronounced night feeling from the blue. Also, it is too bad the post process isn't terrain specific. Then we could have colder tints for arctic/winter settings and warmer for summer/desert.
  2. Ok, I've been testing these out and the "old film" one is by far the most WOP-like one. Can't say I care much for the blue tint - brown or green is definitely the way to go as far as general color correction goes.
  3. Funny that you posted VF-161 Phantoms as I was painting that very scheme:
  4. I'm also starting to wonder what's so new about the new terrain engine. Talk about wasted effort if the terrain looks as bland as it does now.
  5. Do the normalmaps work on them if they are terrainobjects as well? I know they do on regular groundobjects. Pity about the porting issues :( On the subject of porting, though: Can Piecemeal's excellent Desert3 airbases be ported easily to say, GermanyCE or DBS?
  6. How do I go about doing this in the easiest way? Can I simply substitute things in the _Types and _Targets files with say things from Piecemeal's Desert3 terrain? I'd really like to hunt tanks over the excellent Jan Tuma tiles. Oh, and I have some factories in a max file that I'd like to turn into terrain objects, but have no clue how to do so. If anybody feels up to the task, you can download the max scene using the link below: http://www.ducker.se/files/Refinery.rar
  7. I don't know what problem there is with the AFX other than that the AIM-120's sometimes refuse to fire.
  8. What about creating the entire airgroup with crew etc as a single weapon and add that to a launcher situated at the origin of the carrier?
  9. He's also probably been crunching like mad the last days before the holidays. I know we were at my studio and believe you me some bugs are bound to slip by when you have to contend with things like texture compression being broken 2 hours before your deadline.
  10. At least he patches his games, unlike certain other developers (Ubisoft I'm looking at you).
  11. All we gotta do now is pester TK into providing us with support for a scripted linear campaign.
  12. My A/F-24 and especially my North Dakota tanker. It replaces the stock cargoship with a much nicer model. Also F4D Skyray if you like teh early jets.
  13. Nice work! Will this carrier mod work in campaigns as well? Also, Diego, could I make use of your deck crew for my soviet carrier? Would save me having to make my own :)
  14. At work rendering a CG trailer

    1. JediMaster

      JediMaster

      Does it have wheels or is it a CG up-on-blocks-in-the-yard trailer?

  15. For those who haven't checked this out yet: And yes, the game really does look that good.
  16. I have to +1 here what an awesome game this is. The flightmodeling is top notch and the gameplay is just the right balance between realism and fun.
  17. No. I'll be updating this in the weekend to weed out the bugs.
  18. I think we have most of the necessary theaters already. In the original game it's: Mauretania <- Some africa themed map. Peru <- hmm Turkey <- Anatolia map? Egypt <- Libya or IsraelME Alaska <- DBS Quebec <- dunno about this San Fransisco Bay <- Socal map? Grand Canyon <- dunno either Germany <- GermanyCE Rhode Island <- hmm The actual maps in the game are significantly smaller than those in SF too I believe. Besides, making new maps and so is overkill IMO. My idea was simply to recreate the missions themselves, which are relatively simple but very challenging, using what we have available.
  19. How about recreating the Strike Commander missions? It just so happens to be I have the Strike Commander Playtester's Guide in my possession which has excellent diagrams and walkthroughs for every mission in the game. I could easily scan it to a pdf in case someone is interested.
  20. I'll give it a go on my end when I get home today.
  21. Btw, I just went through the data ini trying to find anything and I noticed the CG had some offset to it, so I changed this back to 0,0,0 to match the models CG, and the tipping over problem seems to have stopped. Give this data ini a go and see if it works for you too. If so, I'll update the download: AFX_DATA.rar
  22. What is the animation problem? I don't see anything on my end. I know about the turning to the left thing. No idea why as all engine/gear values match on both sides.
  23. It uses the sounds from the F-22 IIRC.
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