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Roi Danton

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Everything posted by Roi Danton

  1. I do agree. The company Egosoft has released StarForce free patches of X2 once it were out longer than 24 months. It's a shame that ED can't offer alternatives. Serveral days have passed now...
  2. Seems you've spend a lot of time for these skins. Nice work!
  3. I wouldn't make the snake as camo with a solid color. It is good as it is. I would take one colour for the bottom side of the aircraft (remove the snake in the "L" file partly) and just leave a (different) snake texture on the side of the air inlets. I would add a color strip at the edges of the upper front part (from radar to wing). I would enhance the transition between "R" and "L" file on the rear (between aileron and elevator) means making it softer. (or - if you don't like my 2nd point - try a connection between the small aerofoil at the bottom rear and your "L" file by editing the "R" file)
  4. Nice shots! :surprise: I'm glad that i only have CF Cards with a total amount of 3GB so I can't take more than thousand pics during travelling. ;) How satisfied you are with your Sony A100? E.g. this photo looks quite blue:
  5. Correct. Some time ago, I've made a package for my skin with the transparent files you are asking for: http://files.takera.net/LockOn/skinTakeraEins/Su33-HideStarAndNumbers.zip Copy the archive's content to TempTextures folder.
  6. Yeah, some hours ago I've stumbled over that tutorial by searching for updatecfg.exe & Walmis. But this file is easy to use - already a mod which uses this file is enough to understand how the updatecfg.exe works.
  7. Thx for this hint, you're right! I've changed it immediately.
  8. For more screenshots, the downloads and a tutorial "How to add your callsign to the skins" see this page: http://bibliothek.takera.net/lomac All skins are ModMan 5 compatible. Install & Play. Thx goes to Valery for the Su-33 template (I've used parts from it) and to Walmis for his updatecfg.exe to ensure full ModMan compatibility.
  9. This loud sound error which overrides all other sounds is also under XP on boards with Realtek in conjunction with Soundblaster Player 5.1. Happens for me in Single- and in Multiplayer sometimes (when i switch between cockpit and external views).
  10. Create normal map support for Lock On and you could reach at least a more detailed texture look, like he has done with the bump map and lights. Good modelling, seems to have taken weeks of work.
  11. Skin mods usually replaces original skins of the aircraft, so you have to select the correct skin for your aircraft. In Lock On you can select the skin you want to use by going into the "Payload" screen (this button does appear in the mission editor). Summary: 1) Install skin, e.g. one for F-15. 2) Go to Mission editor. 3) Add a F-15. 4) Go to payload screen for that F-15. 5) Select correct skin (you see the result immediately).
  12. Good alignment of L and R file, nice job (as it seem in screenshots). Have you added your own weathering to both fins? Looks good.
  13. Mission Time: You can change the time in the coalitions screen or the briefing screen (heed for the clock). If you already have units in your mission then heed their spawntime, too (click on the units symbol and look at the spawntime at the bottom of the screen ... it should be the same the time or earlier then the mission starts). Weather: That is no bug with the density. It is the bad cloud system in Lock On. Don't expect MS Flightsimulator quality weather. But the density slider actually doesn't do nothing. Setting the slider to 1 you have no clouds but with values of 7 or 8 there are many clouds visible.
  14. The drivers are still in an optimization process according to AMD. The power consumption during load is quite high (about 350W for the whole box with overclocked X6800). We can hope that the prices drops and so nVidia has to decrease the prices for 8800GTS, too. Currently the only "pro" for the new AMD/ATi card is the excellent AA quality IMHO (though 8800's is very good, too).
  15. Ha, the settings for the procedurale noise-texture. You're the man of the day, thanks a lot! :thumbup:
  16. Y, that's clear. I'm just dissappointed that increasing the range of the mip-map change for the mountains ground textures doesn't work/seems that it doesn't work. Unfortunately I'm too busy to search for a workaround (maybe it's an easy task and I just don't see this). IF anybody knows how to increase the range of the base mip-map (largest one) for the mountains it would be nice when she/he would post it here.
  17. How you have included the 3dmodel in AE? Which format the 3D model has? Btw, a CGI animation composed in AE I made some month ago for a lecture is located here (modelling, shader, animation, postwork): http://takera.net/intro/
  18. Yes, AA and AF are activated (4xAA, 16xAF). Though the texture doesn't get a higher resolution that way. ;)
  19. Too bad. But well, what worked for you then? ->
  20. I'm not interested in fps, just in image quality. The textures in the distance are really poor. Their quality could easily be increased if the LOD distance would be greater (i think). No, the Radeon9800Pro is just an old card, it was once a mainstream card. :D No, you're right, but i don't think it is b/c of the vid card. Those textures aren't that hard to render. I just need a 10km view range increase of the high LOD ground texture, nothing more. If you could post a screenshot with your custom LOD settings in the mountains, it would be great! So I'll be able to see what quality can be reached (and what not).
  21. I'm using the custom visible Range setting "Screenshots": Camera { current = "Screenshots"; Low { //default values } Medium { //default values } High { //default values } Screenshots { near_clip = 0.2; middle_clip = 4.; far_clip = 200000; structures = {200, 10000}; trees = {200000, 20000}; dynamic = {300, 20000}; objects = {10000, 80000}; mirage = {6000, 30000}; surface = {80000, 160000}; lights = {200, 80000}; lod = 2.; } } ShadowLevel = 3; LightsLevel = 2; MirrorsLevel = 1; TextureLevel = 2; WaterQuality = 3; FogQuality = 1; SceneFile = "High"; ScreenNoise = 0; LandLodDistances { LandDay { L01 = 40000; L12 = 80000; } LandNight { L01 = 20000; L12 = 45000; } Map { //default values } MapAlt { //default values } MapTex { //default values } MFD { //default values } } LandTextureLighting = 1; LandSunFactor = 0.7; OldLandNoise { //default values perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.6; noisemin = 0.1; } NoiseStrip { //default values min = 2095; max = 2505; } ShadowDensity = 0.6; FogParam1 = 12; FogParam2 = 1.1; ObjectFogMultiplier = 0.4; Could you post a screenshot how the mountains look with comparable LOD values on your rig, pls?
  22. E.g. that's the case when you add a skin slot in a meinit.xml to an aircraft that only supports a limited number of skin slots. The "non-supported-slot" won't show any skin texture (part of engine and part of cockpit isn't handled by the "L" and "R" files of the aircraft so you still see them).
  23. I have tested it on a machine with Radeon 9700,9600,X1600 - same issue. Would someone be so kind to test it with his Radeon9xxx?
  24. Is there a chance to have normal or at least Bump maps in BS? Though the texture artist could fake it (more or less) by painting with light and dark colors on edges, bump maps would look awesome on moving aircraft.
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