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hachBORHSO started following img06560.JPG , img06791.JPG , img06788.JPG and 7 others
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high quality tiles low system requirements. note :I can't create a map by myself due to problems in my personal life, but if there are people who want to make a joint map, they can contact me.(unfortunately, I can't share it because no map is completely finished :/)
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hachBORHSO changed their profile photo
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What If Screenshot Thread.......
hachBORHSO replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
pls this aircraft share for me ? -
this my sf 2 setting please try it : [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=9096 RenderMeshIndexCount=9984 SolidObjectVertexCount=9999 SolidObjectIndexCount=9999 AlphaObjectVertexCount=9992 AlphaObjectIndexCount=9988 [HeightField] DetailScale=10.0 DetailFrequency=10.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 [NormalTextureMaterial] EffectShaderName=terTerrainEffect.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 [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=90.000000 Reflectivity=0.00000 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 [BackgroundMaterial] EffectShaderName=terFarTerrainEffect.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 [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=2.000000 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 [NoiseTexture] Size=121539 MinColor=1007 MaxColor=1055 Frequency=999.7 ResolutionFactor=900.0 StartFadeDistance=9900.0 EndFadeDistance=99990.0
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How to build a 3D tree
hachBORHSO replied to hachBORHSO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
thank you for your answer @Wrench.I've already tried these ways and failed.another problem is that I want to shadow Alpha objects,I select the shadow option in the terrain editor,but I failed to shadow Alpha objects, do you have any suggestions on this ? -
I wanted to share with you the chart setting, which I received nice result. You can write your recommendations for better charting results. \Saved Games\ThirdWire\StrikeFighters2 Europe options.ini : [GraphicsOptions] DisplayDeviceID=0 DisplayWidth=1600 DisplayHeight=900 DisplayDepth=32 AspectRatio=1.777778 AntiAliasing=128 ForceDX9=FALSE ForceVSyncOff=FALSE LensFlare=1 DetailLevel=3 ObjectDetail=3 ObjectTexture=3 CockpitTexture=3 CockpitMirrors=1 CockpitReflection=1 EffectsDetail=3 TerrainDetail=3 TerrainTexture=3 HorizonDistance=3 GroundObjectDensity=3
