Sorry, can you point to the correct link? Perhaps I am blind because of the 4.33 overdose, but I can not see that dll overthere, only the x86 one.:roll:
–-> Nevermind: I finally understood: http://www.softth.net/downloads/SoftTH208balpha_x64.zip
Sorry, can you point to the correct link? Perhaps I am blind because of the 4.33 overdose, but I can not see that dll overthere, only the x86 one.:roll:
–-> Nevermind: I finally understood: http://www.softth.net/downloads/SoftTH208balpha_x64.zip
Thank you, neystratiou. The file you posted is the same I pointed to, and it is working too. The problem in Gioia is gone. But the problem, as I see it, is that people that want to install Balkans is only aware of the base install + hotfix1. I think it is needed to modify the download post to reflect the new fix. That could be 3 to 4 minutes. Or else, release a new balkans version, but that could be 3 to 4 falcon weeks… and that’s OK.
For a long time, I was of the opinion that X1 was related to fog. What else could be? That was how it was named in the comments to the code. It was nice the effect we saw then in Falcon, like these pictures:
But Lukas dived in the files and showed us the subtle uses that X1 had, related more to tint.
Now I don’t see anymore fog effects like those depicted before. Why it is that? Is it related to code? I remember a problem in SP3 where objects were being rendered over the fog. I fear that this problem lead to a deactivation of the code related and a loss of a cool (IMHO) effect, that added to the realism.
We are flying from Gioia del Colle and experiencing this bug repeatedly. It happens when we take the right side of the taxiway. Left side is working OK. 16L B gate.
Perhaps base model is not correct, it seems texture is not perfect.
Edit: OK, I’ve found that RAM22 addressed this question here, but AFAIK this fix is not included in the official Download Links post, so the problem remains for all the people that as me are trying to fly from Gioia over standard files (original + hotfix1)
I believe it was Lukas that brought to my attention that our theaters use the Sinusoidal projection which creates a problem for my data set. I need to convert the projection into the mentioned one but have not figured out how I’m going to do it yet. I have QGIS and plan on looking up how to convert from wgs84 to sinusoidal; once I figure that out, I’ll be able to extract the srtm data from the TIFF I made in QGIS and will be able to put it into the raw for TE to use.
The ‘dem2terrain projection’ was discussed years ago. It was written in these posts:
http://tactical.nekromantix.com/forum/viewtopic.php?f=12&t=20922&start=40
I wrote in 2007 in PMC Tactical Forum:
Postby Closter » November 19, 2007, 03:23:10 PM
Ok, Marvin, I read through it.
My understanding is that you change the PAK Map cities and then Rebuild the Map (and save it), but don't rebuild the graphics associated. It is important that you create some graphics apart from the pak.map.
I am writting down the way I build a pak map from scratch, I expect you to make some use of it.
-Firstable, per the tutorial:
-Launch Tacedit.
-Choose Primary cities, 49 or less.
-Double click over each one. Priority>81 and Priority <100>Reset Parents ----> sec. cities get their Parent Links to prim cities, link in green. PAKs are defined.
-Next build Occupation Map. Select Campaign---->Map ; recommended size is to be written down, Set Map size and OK. Back in Campaign press Apply downright.
-Insert--->Build Occupation Map.
- Insert--->Build PAK Map. You are asked about .THR. (If you wanna see it, you select Map View--->Objectives---->Show Relief Map). Then, the image goes white. I don't see PAKs into TacEdit. But selecting File Save PakMap, .pak is saved.
We have now the pak map, but it is not completely usable in game because some graphics are lacking.
These graphics are PAK_REGION_OVERLAY.tga and PAK_OUTLINE_OVERLAY.tga,
The file .pak is kind of graphic file, but without the colour info. Using Photoshop or anything else, open .pak as raw, giving a size of 512x512 (128 theater) or 256x256 (64 theater), 8 bits depth. It seems as all black. You can apply a filter Find Borders, but it's better first apply Automatic Levels, and then Find Borders. Then Posterize or Thresold (don't know the names in english) so the dark borders are going black and the inning zones turn white. Then you refill the inning zones of the PAKS with magenta, only black (0,0,0) and magenta (0,0,255) are allowed. You save the result as PAK_OUTLINE_OVERLAY.tga. PAK_REGION_OVERLAY.tga could be the same, and it works, but perhaps you could paint the innings in levels of blue. Both files saved as RGB 16 bits tga.
These two files are then to be packed with the perl scripts
Then you must use the proper strategy.scf.
I hope to be of help.
I have not made a PAK map since then, but it worked OK. The important thing is that the PAK Map has to be remade when needed. Let me know if it is of help.