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Everything posted by Julhelm
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F1 WIP
Julhelm replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Can you show the mapping? -
I'm not excusing anyone. I just want people to be aware there are other factors to the illegal immigration problem than just the illegals. I wish all employers were like Ruggbutt here, but sadly they are not and those who do exploit illegals or unemployed interns or outsource their operations to el cheapo lands are hurting society back home.
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Why? Because a big part of them are cheap f***s who either employ illegals for slavewages or simply ship their entire manufacturing and QA operations overseas to places where labor is cheap and they don't have to worry about pesky things like unions and labor protection laws? Should I just do like the rest of you do and blame the illegals for everything? What about the fact that over hear, in the absence of illegals, they're just systematically taking advantage of unemployment internships instead because they're free labor? As long as you have pricks gleefully taking advantage of this cheap labor they're going to keep coming. Fortify that border all you want, they'll keep smuggling them in by the boatload as long as smuggling in illegals is cheaper than legally hiring employees. Especially since these people never seem to end up in prison where they belong.
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Iron Eagle 3 is the best of them all.
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Blame the f***ing entrepreneurs whose only concern is getting the cheapest labor possible. Illegals wouldn't be a problem if there weren't heaps of unscrupulous capitalist f***s who gleefully take advantage of the illegals and employ them for cheap while shafting ordinary honest folks. As an aside, I don't think it should be so damned difficult to move to another country legally. I mean, it takes at least a year to even get a f***ing visa into the US, while thanks to the EU I can move to the UK or Germany tomorrow and only have to worry about sorting out the tax forms.
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Soviet Bomb pack WIP
Julhelm replied to lindr2's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Are you using a small tiled texture like 128x128 or big highres where everything is mapped separately? If the latter is the case it wouldn't hurt to bake some ambient occlusion in max or xnormal to give some definition to the details. -
Wish List 1-2-3
Julhelm replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
False dilemma. We should be able to have both. After all, SSAO is standard feature in games these days. It is also substantially easier to add compared to gameplay features. -
Wish List 1-2-3
Julhelm replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Depth of Field and Screen Space Ambient Occlusion would be neat. -
SF2 Screenshot Thread
Julhelm replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well I'd want to have a more blueish tone during the night instead of yellow SF moonlight. -
SF2 Screenshot Thread
Julhelm replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Nights are messed up in this game. It'd be nice to have some manner of color correction. -
SF2 Screenshot Thread
Julhelm replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Wish List 1-2-3
Julhelm replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I'd trade the planes for better stock environment. -
Mustang a real treat!
Julhelm replied to dsawan's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Mustang is a high altitude finesse fighter and not turn&burn dogfight shooter plane. -
a warning for anyone on the flight deck
Julhelm replied to ONETINSOLDIER's topic in Military and General Aviation
Damn that is nasty. -
SF2 Screenshot Thread
Julhelm replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Somewhat. It's a combination of tweaked environmentsystem.ini and tweaked post process shader. What I want is to get the lighting more like that of Wings of Prey. The stock lighting is terribly bland. -
SF2 Screenshot Thread
Julhelm replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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SF2 Expansion Pack 1 released
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Acquired. -
North Dakota Tanker
Julhelm replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Oh cool. I'll fix it so it doesn't go black when killed then. -
North Dakota Tanker
Julhelm replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
*Bump* -
View File North Dakota Tanker North Dakota Texaco tanker v1.0 for SF2 This is an attempt at making a better-looking target as compared to the stock cargoship. I think this looks better. Be advised this uses normalmapping and is thus incompatible with versions of the game earlier than february 2010. Works fine in DX9 however though you'll not see any per-pixel lighting. Won't work in 1st gen games so don't even bother. Pictars: Installation: Simply extract the contents of the package into your ground objects folder. It'll overwrite your stock cargoship so that, you know, it'll actually show up in missions. Known Issues: Destroyed model absolutely refuses to show up ingame. However I've included the lod file so any enterprising souls can give it a go. Credits: Model & textures by Nils 'Julhelm' Dücker Disclaimer: You MAY NOT use any part of this package in any payware package or otherwise take credit for it without first consulting me. Any problems post on the combatace boards or mail to NilsD <at> bredband <dot> net Submitter Julhelm Submitted 05/07/2010 Category Cargo and Transports
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670 downloads
North Dakota Texaco tanker v1.0 for SF2 This is an attempt at making a better-looking target as compared to the stock cargoship. I think this looks better. Be advised this uses normalmapping and is thus incompatible with versions of the game earlier than february 2010. Works fine in DX9 however though you'll not see any per-pixel lighting. Won't work in 1st gen games so don't even bother. Pictars: Installation: Simply extract the contents of the package into your ground objects folder. It'll overwrite your stock cargoship so that, you know, it'll actually show up in missions. Known Issues: Destroyed model absolutely refuses to show up ingame. However I've included the lod file so any enterprising souls can give it a go. Credits: Model & textures by Nils 'Julhelm' Dücker Disclaimer: You MAY NOT use any part of this package in any payware package or otherwise take credit for it without first consulting me. Any problems post on the combatace boards or mail to NilsD <at> bredband <dot> net
