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ouky1991

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Everything posted by ouky1991

  1. First page edited with new version + some fixes
  2. Haven't checked it out yet, but big thanks for making the Marianas WWII free for all!
  3. Thanks for the info, I'll have a look Edit: Strange, it looks normal for me, a bit darker due to the gamma, but not THAT blue. Try to re-download the mod and deactivate any other mod and reshade, etc. and see if it still looks like that. Looks like this on my side:
  4. Dude, I don't get what you're about. You can just delete those two extra texture zip files and see for yourself the textures of the fields will get darker
  5. This is not just gamma edit though. Some of the fields textures are completely different mate. More than superfluous? Devour feculence
  6. Noticed something similar, going to another page like settings for example and back to main menu solved it. Or it could just take a bit of time to appear on itself maybe?
  7. A "late summer look" for Cold War Germany map. Works best with gamma setting around 2.2, depending on your display. In case you prefer brighter surface, increase surface gamma in "Mods\terrains\GermanyColdWar\shadingOptions.lua" (currently 0.7, original value is 0.78). Same can be done for trees and objects (buildings) Download Link Probably breaks IC Update 03.07.2025 - v2 - Simplified the mod, only increased brightness of existing textures instead of swapping them - Fixed missing wheat textures
  8. I hope Barthek doesn't mind. Here are edited textures, keep in mind I'm also using his "OPTIONAL SNOWLESS WINTER / LATE AUTUMN" mod, (see the first page) as AUTUMN textures. So the autumn textures provided here are meant for his snowless option, wheather you use it for winter or autumn. Either way you need to manually extract content of CloseupTexturesSpring.zip folder from his mod, then overwrite the fields textures from this post and compress back to zip folder called CloseupTexturesSpring.zip. Repeat this for the rest of seasons and that should do it. CloseupTexturesAutumn.zip CloseupTexturesSpring.zip CloseupTexturesSummer.zip
  9. Got this masterpiece today and so far I think it's the best map in DCS. I have been a bit critical of the other maps by these guys in past, mainly the colors seemed off, but this one hits the nail. Thank you UGRA, great job!
  10. Affirmative It's a sickness, I know...
  11. I'm considering this iconic plane, but I wonder about the .lua encryption, is it for the 3D model only? Are we gonna have access to the main folder containing textures, scripts for HUD modding etc?
  12. New version added to the first page, tried to make it as close to the previous one as possible. Currently there's a small problem with F-16's HMD, when zoomed out to maximum, the cross at the center disappears. The HMD symbology is tied to the HUD symbology and for some reason can't be edited the same way as F-18's HMD. Workaround is to increase "stroke_fuzziness" in StrokesDefs.lua from 0.32 to something over 0.4 (vanilla value is 0.6)
  13. OK. They've definitely changed something about how the HUD renders, I'll rework this in the future
  14. There were always two colors, but the difference should be barely noticeable. It's possible they've changed the way it's rendered on the glass. You can fix it by lowering the first and third number in the material lua to something like this materials["HUD"] = {2, 255, 15, 70} materials["FONT_DED"] = {121, 255, 19, 255} -- {251, 220, 0, 255} materials["FONT_PFLD"] = {121, 255, 19, 255} -- {251, 220, 0, 255} materials["MASK_MATERIAL_PURPLE"] = {255, 0, 255, 30} materials["MFD_BACKGROUND"] = {0, 0, 0, 255} materials["MFD_FONT_BKGND_WHITE"] = {255, 255, 255, 255} materials["LMFD_MATERIAL"] = {255, 255, 255, 255} -- Default color for all MFDs materials["RMFD_MATERIAL"] = materials["LMFD_MATERIAL"] -- Default color for all MFDs materials["MFD_BLACK"] = {0, 0, 0, 255} materials["TGP_STBY_BLACK"] = {0, 0, 0, 255} materials["TGP_STBY_DGRAY"] = {5, 5, 5, 255} local HUD_mat = materials["HUD"] materials["HUD_GREEN_FOV"] = {HUD_mat[0], HUD_mat[1], HUD_mat[2], 100} -- used for FOV lens render materials["UHF_RADIO"] = {179, 198, 85, 255} materials["UHF_RADIO_CHANNEL_MAP"] = {0, 0, 0, 250} materials["EHSI_BACKGROUND"] = {0, 0, 0, 255} materials["EHSI_BLACK"] = {0, 0, 0, 255} materials["EHSI_WHITE"] = {255, 255, 255, 255} materials["EHSI_GRAY"] = {200, 200, 200, 255} materials["EHSI_RED"] = {255, 0, 0, 255} materials["EHSI_BLUE"] = { 23, 140, 255, 255} materials["EHSI_YELLOW"] = {255, 255, 100, 255} materials["EHSI_GOLD"] = {255, 250, 173, 255} materials["RWR_STROKE"] = {0, 255, 0, 230} materials["CMDS_GREEN"] = {5, 255, 25, 999} -- HMD materials["HMD_SYMBOLOGY_MATERIAL"] = {2, 255, 20, 255}
  15. OK updated the game. Nothing in the materials was changed. so it should still work, my .lua file is the same as above. Are you using any other mod that changes colors of symbology parhaps? If you still see the same problem try lovering some of the numbers to something like this: MDG_materials[MDG_SELF_IDS.HUD] = {2, 255, 15, 70} --MDG_materials[MDG_SELF_IDS.HUD] = {5, 255, 76, 400} -- {94, 202, 0, 255} -- MDI original -- {57, 224, 32, 255} -- MDI test -- {69, 224, 45, 255} -- MDI test 2 --MDG_materials[MDG_SELF_IDS.LMDI] = {94, 202, 0, 255} -- MDI original MDG_materials[MDG_SELF_IDS.LMDI] = {94, 202, 0, 350} -- MDI original MDG_materials[MDG_SELF_IDS.RMDI] = MDG_materials[MDG_SELF_IDS.LMDI] MDG_materials[MDG_SELF_IDS.HI] = {5, 255, 30, 999} -- MDI original
  16. Sorry man, still didn't find time to update, What exactly isn't working?
  17. Hi I haven't checked last update of DCS, but it worked normally before. I'll have a look
  18. I was guessing something like 100gigs, but over 200? Thats one huge map. We really need some improvements to the updater, so it's capable just adding the new parts of the map and not re-downloading the whole thing each time new stuff is added. I cant imagine downloading over 200 gigs everytime they add 10 airfileds
  19. I tried to make something similar to the early tests Barthek posted some time ago and edited some of his textures. Not as good but I kinda like it
  20. I wonder how many people see it this way. I on the other hand think mission editor is practically the best thing about DCS, I can't imagine having to count on other people for content. ME gives you infinite amount of possibilities and it's not that complicated to learn. This new feature seems like a good start, but I agree with others that at this point it has very limited use. Hopefully we'll get more options soon, like including the whole aircraft state and advanced waypoint support, then it would be a complete game changer. Either way, work on core is very much appreciated!
  21. We can only guess at this point. Normandy, which is done by same team and the same tech is 43GB. This seems something over twice in the size, but since it's not sat textures it can't be easily deduced. I'd say no more than 100GB, either way it'll be smaller than comparable sat texture maps.
  22. A different level, but because it's completely different environment that needs a different approach. Its makes sense to use texture tiles in part of the world that's almost entirely fields with some town/cities in between. Kola, SA and Afghanistan have a lots of mountains and uninhabited places, it would look more like Caucasus with repetitive texture tiles if those maps would be done the same way as Fulda Gap. Or they would have to be something like 1TB each to match the same texture quality as tiles. I'm convinced they chose the best possible way to do those maps. That being said, it certainly must take far more time to make this type of heavily populated map compared to sat textures with a few tiles here and there. It seems they've done brilliant job, can't wait so see this.
  23. Yeah, I'm sold
  24. This looks pretty epic, my SSD is ready!
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