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Katanaa

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  1. Easiest way to open the dds-files imo is to get the nvidia dds-plugin for photoshop. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop The alpha-layer in the texturefile controls the transparency, where black is fully transparant. my A-10C-glass-REFLECT.dds looks like this for example.
  2. Drawing on the canopy even casts shadows inside the cockpit, something I found out when I splashed a bird onto the canopy :)
  3. can recommend trackIR to any flightsimmer that doesnt already have one. once you fly with it, you cant fly without it.. gonna be really awsome to play Black Shark with it :):)
  4. and as ppl say.. how freakin' realistic is it to fly a chopper which cockpit is in a language you cant understand.. i seriously doubt any pilot on this planet does that :P
  5. Yes but what about the time BEFORE you've learned every button in the cockpit, then ya better have your english-russian dictionary around..
  6. I dont really understand how anti-englishcockpit think.. sure, it might be more realistic to have russian text in there.. but come on.. aint learning to pilot the chopper enough, we gotta learn russian too? :P Thats just stupid.. sure, you can memorize russian word and what they mean.. but wth..
  7. Im not that much into helis but from what i've read the AH-64A is 2seated, right? And they're planning to release an apache-sim after Black shark is done (right?) with, probably, the same level of realism as black shark i suppose(?). But.. how are you gonna be able to fly by yourself in a 2man-heli, and do both flying/gunning/whatever? :huh: Or are they gonna do it a coop-game maybe? :) Someone please shed some light on this please, im really confused over here :)
  8. Awsome vid! Looks really sweet when you're flyin' sideways next to the train.. argh, cant wait until i get my hands on this game!
  9. Patched and changed the ratio, and so far it looks like it works! :thumbup: Correct ratio + patch must be the magic combo, because just one of the changes didnt work for me before :o Gonna do some more testing to be sure it works 100%, thanks for the help :) Btw, if i wanna add my old pilot from 1.01 (got backup on the 1.01-folder), can i just overwrite the new PilotLogBook\Pilots.xml with the old one? Dont wanna play thru the first two A-10 missions in the champaign again.. i had to restart once already last time i installed the patch, and if i keep playing them all the bloody time im afraid i will loose interest in the game, and that cant happen! :P Remember when i played mission2.. had like 1 Shilka left to kill, i even had a saved game where i was flying right against it at pretty short distance.. but as soon as i got past the magic line, it disapeared.. was so annoying.. sat for an hour or two tried to kill it.. clusterbombs didnt do anything against it, and my gatlinggun wasnt any good when i couldnt get the location of the Shilka until i saw a SAM-missile popup from nowhere :P Again, thanks for the help :) edit: hm, 1.02 seems to be slightly bugged. if i use the zoom in and then zoom out-commands, then the zoom gets stuck.. no biggie tho, hardly use them. and have they changed the warningsounds in 1.02? (on the A10 at least)
  10. added some specs and stuff.. would be awsome if i could get rid of this problem. ordered TrackIR yesterday.. but whats the deal with looking around if you dont got anything to look at ;)
  11. Hi, I've got a very annoying problem in Lock On. When i get close to landunits, or zoom in in my cockpit, the units disapear. Not only their nametag, but their model too, which makes them almost impossible to kill :( When changing cameraview to an enemy land unit, and i rotate the cameraview, at an certain angle it just disapears, and i can only see the shadow on the ground :/ Pic of the problem http://img224.imageshack.us/img224/2245/lockonbugha4.jpg Anyone experienced something similiar? Patches didn't solve the problem, felt like they only made it worse. Thanks for all help i can get :) Edit: System specs: Core 2 Duo E6600 2 GB RAM (CSM2X1024A-6400) Sapphire X1900XT (with latest drivers (7.1)) Dx Version: 9.0c (4.09.0000.0904) Samsung 225BW Atm im running Lock On 1.01, as i said, patching only seemed to make the problem even worse. graphics.cfg start_position = {-61, 1.2, -70}; start_position = {-180, 10.2, 630}; start_position = {-153.5, 0.1, 438}; start_position = {-60, 0.2, -60}; start_position = {0, 0.2, 0}; PlugIns { Renderer = "DXRenderer.dll"; Plugin1 = "MitkaGraphics.dll"; Plugin2 = "ZweiBlau.dll"; Plugin3 = "AVIMaker.dll"; Plugin4 = "Weather.dll"; GrEffects = "Effects.dll"; Plugin5 = "RenderEffects.dll"; } DisplayMode { resolution = {1024, 768}; bpp = 32; fullscreen = 1; aspect = 1.333333373; Interface { resolution = {1024, 768}; bpp = 32; fullscreen = 1; } Simulation { resolution = {1680, 1050}; bpp = 32; fullscreen = 1; aspect = 1.333333373; } } SurfaceMaterials { file = ".\\Bazar\\Graphics\\Materials\\mfd.lma"; file = ".\\Bazar\\Graphics\\Materials\\map.lma"; file = ".\\Bazar\\Graphics\\Materials\\infrared.lma"; FixedPipeline { file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } SWPipelineNoFog { file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } SWPipeline { file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma"; } SWPipeline { file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } } Precaching { around_camera = 100000; around_objects = 10000; around_types = {"world", "point"}; preload_types = {"map"}; } TexturePaths { path = ".\\Bazar\\TempTextures\\"; path = ".\\Bazar\\Effects\\WaterNormals\\"; path = ".\\Bazar\\TestTextures\\"; } ModelDescriptions = ".\\Bazar\\ModelLOD.txt"; ModelPaths { path = ".\\Bazar\\World\\Shapes\\"; path = ".\\Bazar\\Terrain\\Structures\\High\\"; } Camera { current = "High"; Low { near_clip = 4; far_clip = 60000; structures = {30, 2000}; trees = {60000, 3000}; dynamic = {300, 20000}; objects = {3000, 40000}; mirage = {3000, 10000}; surface = {10000, 50000}; lights = {50, 10000}; lod = 0.7; } Medium { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {40, 5000}; trees = {100000, 6000}; dynamic = {300, 20000}; objects = {3000, 50000}; mirage = {3000, 15000}; surface = {14000, 80000}; lights = {100, 30000}; lod = 1; } High { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {200, 10000}; trees = {200000, 20000}; dynamic = {300, 20000}; objects = {5000, 80000}; mirage = {5000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; lod = 1.5; } } ShadowLevel = 2; LightsLevel = 2; MirrorsLevel = 1; TextureLevel = 2; WaterQuality = 1; FogQuality = 1; SceneFile = "Medium"; TextureCollections { highFolder = ".\\Bazar\\TempTextures\\"; Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds"; Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds"; summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds"; summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds"; Collection2 = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds"; Collection3 = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds"; Collection4 = ".\\Bazar\\World\\WorldTexturesTGA.cdds"; Collection5 = ".\\Bazar\\World\\WorldTexturesBMP.cdds"; Collection11 = ".\\Bazar\\World\\WorldTexturesBMP1.cdds"; Collection6 = ".\\Bazar\\World\\ShipTexturesBMP.cdds"; Collection7 = ".\\Bazar\\World\\ShipTexturesTGA.cdds"; Collection8 = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds"; Collection9 = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds"; Collection10 = ".\\Bazar\\Effects\\effects.cdds"; } bSummer = 1; RenderStates { Folder = ".\\Bazar\\Graphics\\"; Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg"; DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin"; } MaterialAliasFile { GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma"; GF3 = ".\\materials_TT.lma"; GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma"; } landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2"; BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn"; roads { road = ".\\Bazar\\Terrain\\Roads\\roads.rn2"; road = ".\\Bazar\\Terrain\\Roads\\rails.rn2"; } superficial { file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup"; map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup"; map = ".\\Bazar\\Terrain\\Map\\map_lep.sup"; map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup"; map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup"; map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_en.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.sup"; } ru { map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup"; } LandLodDistances { LandDay { L01 = 10000; L12 = 40000; } LandNight { L01 = 8000; L12 = 15000; } Map { L01 = 16000; L12 = 50000; L23 = 100000; L34 = 200000; L45 = 400000; } MapAlt { L01 = 16000; L12 = 50000; L23 = 100000; L34 = 200000; L45 = 400000; } MapTex { L01 = 16000; L12 = 50000; L23 = 100000; L34 = 200000; L45 = 400000; } MFD { L01 = 10000; L12 = 25000; } } LModelFiles { lmf = ".\\Bazar\\Terrain\\Structures\\model.lm"; lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm"; } LandTextureLighting = 1; LandSunFactor = 0.7; OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.6; noisemin = 0.1; } NoiseStrip { min = 2095; max = 2505; } ScreenshotQuality = 90; ScreenshotExt = "jpg"; EffectOptions = 3; Exhaust = 0; ShadowDensity = 0.6; PilotName = "No"; FogParam1 = 12; FogParam2 = 1.1; CivilianRoutes = ".\\Bazar\\Routes\\"; PilotNames = 0;
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