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Barthek

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Everything posted by Barthek

  1. No promises but I'll see what I can do about it. Some pics from higher altitude:
  2. VIVID NORMANDY 2.0 by Barthek Hello, I am happy to present to you the newest mod from the "VIVID" series - VIVID NORMANDY 2.0. It has been in development since the release of the map. I spent many hours trying to find the best solution to make the textures look more authentic and diversified. I am aware that this iteration is not perfect and most likely contains some bugs here and there but hopefully, it will give Normandy and the UK a fresh new look. Beaware that this is just a summer set of textures - other seasons will come along a bit later. I need some extra time to fly a couple of WW2 missions to test the textures in action. I will surely make some changes to this version in the near future, so expect some patches in the upcoming days. Until then - I am leaving you with some screenshots and, of course, the download link. And I am looking forward to reading some feedback! Have fun, Barthek DOWNLOAD LINK: HERE INSTALLATION GUIDE 1. If you're using any Normandy terrain mods, please deactivate them to avoid potential complications. 2. Download the MOD in JSGME-ready format using the download link. 3. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 4. Activate the mod in JSGME. VIVID NORMANDY 2.0 DRY SUMMER by Barthek The DRY SUMMER version differs significantly from the normal one. To ensure better blending between close and distant textures, I had to take the so-called "clipmaps" into account. Those files are quite heavy (about 9 GB), so I didn't include them in the MOD. You will have to edit them on your own which means the installation process will be slightly different this time. Follow the instructions carefully and you won't get lost! I hope this new version will meet your expectations! As always, I am looking forward to reading some feedback! Barthek DOWNLOAD LINK: HERE INSTALLATION GUIDE 1. If you're using any Normandy terrain mods (even mine), please deactivate them to avoid potential complications. EDITING CLIPMAPS: 2. Navigate to "DCS World OpenBeta\Mods\terrains\Normandy\clipmaps\ and make a backup copy of the "colortexture" folder. You can add "_backup" to its name. 3. Open the original "colortexture" folder, you will see the following: 4. Copy the content from "1m(spring)" and paste inside the "1m" folder. Overwrite all files when asked to. 5. Repeat step 4 for "4m", "16m" and "64m" folders (copy the content of their "spring" equivalents and paste it inside them respectively). 6. Download the MOD in JSGME-ready format using the download link: HERE 7. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 8. Activate the mod in JSGME. HAVE FUN! LEGACY VERSION GTM:NORMANDY: DOWNLOAD LINK: HERE INSTALLATION GUIDE 1. If you're using any Normandy terrain mods, please deactivate them to avoid potential complications. 2. Download the MOD in JSGME-ready format using the download link. 3. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 4. Activate the mod in JSGME.
  3. Amazing job, thank you so much for your effort!
  4. Voodooo Magic :). Thanks, Taz. I would probably waste a lot of time trying to find the solution to that problem.
  5. Great to hear that! Enjoy! :thumbup:
  6. Now that is interesting. I've just checked it really quickly and there are markings on my side - take a look: https://imgur.com/a/eN6dcre. Did you have other mods installed before activating this one?
  7. Great pics, Razbam! Could you please shed some light on what has changed since these pics were shown on your facebook fanpage on July 30th:
  8. Sorry to hear that, why is that so? Thank you all for your possitive comments! They keep us, modders, up and running! :smilewink:
  9. The first post has been updated with the release version of the mod. Enjoy! :)
  10. Keep it coming! The model looks great and I can't wait to see it complete.
  11. Some early pics of autumn.
  12. That's gonna look awesome in the sim!
  13. I'll try to do my best! :)
  14. I will have to ask you for a little bit more patience. I want to release the mod as a complete package this time. Should take me one more week or so to work on autumn and winter. ;)
  15. Another update. Summer and spring textures are almost ready, require some small tweaks. SUMMER SPRING MORE SCREENSHOTS: https://imgur.com/a/HL6uFgX
  16. Further changes. IMHO, it's getting its shape nicely. :) And more: https://imgur.com/a/3v6gjCS
  17. Trees are lookin' great! :thumbup: I know how much effort it costs to alter them. Hats off!
  18. I've been tinkering with trees too when working on my ground textures. The problem is that the forests and trees in urban areas use the same textures but a different shading. Hence - if you darken the forests, the trees in cities and villages will be much darker. The key is to find a good balance between them.
  19. Looks great! Thanks for your effort! :)
  20. Some early preview shots of spring. I am not happy with the current colour balance, so what you see here is surely not the final version. It will require more testing.
  21. Great map, however, this video only proves my earlier concerns regarding trees - the way they are rendered. It kills the immersion, especially when flying at dusk or dawn. Looks artificial.
  22. Great map! I cannot wait to test it. What concerns me, however, are the trees. Due to the lack of darker texture under the trees (the terrain under trees is always a few tones darker than the trees themselves, but not on the video), they will be popping out at the horizon in an unnatural way. It will be even more visible while zooming the view in and out. Mark my words. :)
  23. Hello, when using the AI A2G Dispatching scripts, my SEAD / BAI flights rarely return to their bases. Instead, after completing the task (destroying SAMs, other vehicles), they head towards their homebases, start gaining altitude with dramatically high pitch angle and finally, the pilots eject from their aircraft. Has anyone ever stumbled upon the same problem? Here's the script: Recce_Red = SET_GROUP:New():FilterPrefixes( "RECCE" ):FilterStart() Detection_Red = DETECTION_AREAS:New( Recce_Red, 10000 ) A2G_Red = AI_A2G_DISPATCHER:New(Detection_Red) A2G_Red:SetTacticalDisplay( true ) DefenseCoordinate = GROUP:FindByName( "COMMAND" ):GetCoordinate() A2G_Red:AddDefenseCoordinate( "Defense Point", DefenseCoordinate ) A2G_Red:SetDefenseRadius( 200000 ) A2G_Red:SetDefenseReactivityHigh() A2G_Red:SetSquadron( "SQ-1", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "A2G_DEFENSE_SEAD1", "A2G_DEFENSE_SEAD2" }, 100 ) A2G_Red:SetSquadronSead( "SQ-1" ) --[minimalna predkosc, maksymalna predkosc, minimalna wysokosc, maksymalna wysokosc] A2G_Red:SetSquadronTakeoffFromParkingHot( "SQ-1" ) A2G_Red:SetSquadronLandingAtRunway( "SQ-1" ) A2G_Red:SetSquadronOverhead( "SQ-1", 0.15 ) --A2G_Red:SetSquadronLandingNearAirbase A2G_Red:SetSquadron( "SQ-2", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "A2G_DEFENSE_BAI1", "A2G_DEFENSE_BAI2" }, 100 ) A2G_Red:SetSquadronBai( "SQ-2" ) --[minimalna predkosc, maksymalna predkosc, minimalna wysokosc, maksymalna wysokosc] A2G_Red:SetSquadronTakeoffFromParkingHot( "SQ-2" ) A2G_Red:SetSquadronLandingAtRunway( "SQ-2" ) A2G_Red:SetSquadronOverhead( "SQ-2", 0.20 ) Thanks in advance! Barthek
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