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Posted

How could I know which ones are included to avoid conflict and redundancy?

 

 

Use JSGME only for installing mods. It will warn you when one mod has conflicting files with another. You just need to read the message then dive within that mod folder and take a look at the files. See which version is better or suits your needs then choose what mod to install and what not to. You can also mix mods if you are careful enough.

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Posted

Really love the new 8k noise tiles thank you Mustang. Only one that has an issue is Spring in that you can see the seams at times - this is with a noise1 = 1.0. I don't know if you can do anything to fix it or not but thought you might want to know.

 

Anyway only other suggestion is perhaps you might think about making the noise1 tiles a separate smaller download? Otherwise you have to pull down 700mb to get 300 odd.

 

Thank you again for your great work.

 

Cheers,

Stonehouse

Posted
Use JSGME only for installing mods. It will warn you when one mod has conflicting files with another. You just need to read the message then dive within that mod folder and take a look at the files. See which version is better or suits your needs then choose what mod to install and what not to. You can also mix mods if you are careful enough.

 

Thanks Zaelu, been doing just that. World is lookin pretty good these days.

A Co, 229th AHB, 1st Cav Div

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Posted (edited)

I have a 2nd set of 8192 res textures ready to go, i think these ones are the best ones yet - these look amazing at low and high altitudes

 

RB29bn0.png

 

a5ZFewr.png

 

Anyway only other suggestion is perhaps you might think about making the noise1 tiles a separate smaller download? Otherwise you have to pull down 700mb to get 300 odd.

 

Thank you again for your great work.

 

Cheers,

Stonehouse

 

I may consider making a separate download package containing just the noise textures at some point.

 

P.S: i have taken down the previous 8k textures for now and replaced with newer ones.

Edited by Mustang
Posted

Gentlemen, any reason why "high.lua" file cant be incorporated in the JSGME package?

A Co, 229th AHB, 1st Cav Div

ASUS Prime Z370-A MB, Intel Core i7 8700K 5.0GHz OC'd, RTX 3090, 32GB DDR4, 1TB SSD, Win 10

Samsung 65" 4K Curved Display (Oculus Rift occaisionally), Track IR5, VoiceAttack, Baur's BRD-N Cyclic base/Virpil T-50CM Grip, UH-1h Collective by Microhelis & OE-XAM Pedals. JetSeat & SimShaker for Aviators.

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Posted
Thanks Mustang, getting them now. I noticed that the winter noise 1 was actually 4k in both the old and new download? Was that correct?

 

Ah yes i'll look into this, I've mainly been focusing on the spring, summer and autumn textures.

Posted

Does the "high .LUA" file edit go in SAVED GAMES directory??

If it does then I'm guessing JSGME is a no go.

A Co, 229th AHB, 1st Cav Div

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Samsung 65" 4K Curved Display (Oculus Rift occaisionally), Track IR5, VoiceAttack, Baur's BRD-N Cyclic base/Virpil T-50CM Grip, UH-1h Collective by Microhelis & OE-XAM Pedals. JetSeat & SimShaker for Aviators.

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Posted

You can do a JSGME for the saved game area as well, just need to set up a separate shortcut to work from that directory is all and work it as a separate program. Though the issue at hand is the High.lua file, and that should be able to be updated from the normal JSGME in the DCS World folder.

 

It should be under the sub-folder structure of: _MODS\*Mod_Name_Folder*\Config\terrain

Posted
You can do a JSGME for the saved game area as well, just need to set up a separate shortcut to work from that directory is all and work it as a separate program. Though the issue at hand is the High.lua file, and that should be able to be updated from the normal JSGME in the DCS World folder.

 

It should be under the sub-folder structure of: _MODS\*Mod_Name_Folder*\Config\terrain

 

Got it.

Thanks loads.

A Co, 229th AHB, 1st Cav Div

ASUS Prime Z370-A MB, Intel Core i7 8700K 5.0GHz OC'd, RTX 3090, 32GB DDR4, 1TB SSD, Win 10

Samsung 65" 4K Curved Display (Oculus Rift occaisionally), Track IR5, VoiceAttack, Baur's BRD-N Cyclic base/Virpil T-50CM Grip, UH-1h Collective by Microhelis & OE-XAM Pedals. JetSeat & SimShaker for Aviators.

JUST CHOPPERS

 

Posted

Amazing, the critique I would give is the fake trees within the textures. Other than that looks amazing

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted
Amazing, the critique I would give is the fake trees within the textures. Other than that looks amazing

 

+1

Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC )

 

 

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Posted (edited)

I've been testing out a new method of handling the terrain textures, i have deleted the 'noise_mount.tga.dds' from Landtextures.zip folder and injected my own versions of this file into all the seasons zips so they have their own unique effect at higher elevations, i also have changed some parameters in High.lua so the noise_mount.tga.dds displays differently (lines 40 and 41)

 

noise1top = 200.0;

noise1bottom = 180.0;

 

the results are very pleasing and very natural looking

 

D7LXJ4R.png

 

i've uploaded this version now for testing (vfstextures_8k_set4.rar) i have included the specially edited High.lua within the the package - it is very important that this file is used to get the desired effect.

 

http://www.mediafire.com/download/53awo64n4700cpb/vfstextures_8k_set4.rar

Edited by Mustang
Posted

Hi Mustang,

Looks very nice indeed. I am using Ultra High with the more visibility mod and those two lines are 2500 and 2000 currently in my Ultrahigh.lua. Is it the values themselves that are important or the ratio of top to bottom? ie 200 to 180 is 1.1111111 so wondered if I went 2500 to 2250 whether I will get similar sorts of results. I can check myself later when I get home from work but I guess I just was wondering how the numbers for those two parameters worked?

 

Thanks,

Stonehouse

Posted (edited)
Hi Mustang,

Looks very nice indeed. I am using Ultra High with the more visibility mod and those two lines are 2500 and 2000 currently in my Ultrahigh.lua. Is it the values themselves that are important or the ratio of top to bottom? ie 200 to 180 is 1.1111111 so wondered if I went 2500 to 2250 whether I will get similar sorts of results. I can check myself later when I get home from work but I guess I just was wondering how the numbers for those two parameters worked?

 

Thanks,

Stonehouse

 

Those numbers are the altitude in meters in which the transition from the noise1.bmp.dds switches to the mountain cap texture, i have set them lower so they start closer to the ground and not 2500 meters up.

 

edit: forgot to add, there are two sets of parameters for this for a good reason, example

 

noise1top = 200.0;

noise1bottom = 180.0;

 

180 is the point for the change to the mountain texture and 200 is the end of the switch, the 20m gap inbetween allows for a decent blending from one texture to another - if you set it both to 200 or 180 you will see a very sudden switch resulting in an ugly looking seam, not good :)

Edited by Mustang
Posted

Just flew a training mission on this new terrain Mustang. Wow by far the best yet and performance is perfect!! Gives such a great illusion to varied terrain.

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted

Your mod should be merged with Barteks redone cultivated fields. I did it myself, looks great except that the colouring is a bit different. All in all great work. Together with your sky mod, this is the best I have seen DCS look.

Posted
Amazing, the critique I would give is the fake trees within the textures. Other than that looks amazing

 

I don't think of them as trees, but as bushes, wild vegetation and undergrowth. They look so "small" anyways that I still find it believeable. Have a look at Georgian satelite imagery if you haven not already. It is quite lush and green.

Posted

Same here after flying more with these textures I totally agree. They are some nice bushes lol. Give a good breakup of back ground

I7 4770k @ 4.6, sli 980 evga oc edition, ssdx2, Sony 55 inch edid hack nvidia 3dvision. Volair sim pit, DK2 Oculus Rift.

Posted
Your mod should be merged with Barteks redone cultivated fields. I did it myself, looks great except that the colouring is a bit different. All in all great work. Together with your sky mod, this is the best I have seen DCS look.

 

:thumbup::thumbup::thumbup:

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