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#3229868 - 03/10/11 12:26 AM Viper Cobra and Kiowa reskins + other stuff  
Joined: Jan 2011
Posts: 22
Mojojojo Offline
Junior Member
Mojojojo  Offline
Junior Member

Joined: Jan 2011
Posts: 22
Some more skins...

Viper Beta





Cobra forrest





Desert





Winter





Kiowa forrest





Desert





Winter





Plus a skin for the ugliest little hellie






plus hellfire skins and small fx pack !









more pic`s are on my site.

Again they are 7 zipped cos its got good compression and ive only got 25 meg of webspace smile
you can get that here http://www.7-zip.org/

My site http://www.unox.karoo.net/

#3231387 - 03/11/11 05:09 PM Re: Viper Cobra and Kiowa reskins + other stuff [Re: Mojojojo]  
Joined: Jul 2002
Posts: 2,849
Falstar Offline
Senior Member
Falstar  Offline
Senior Member

Joined: Jul 2002
Posts: 2,849
Edina, MN 55439
I'm not up on the Cobra/Viper. What are the differences? Engines, I suppose, anything else?

Oh... I see now... How did we ever survive without google? lol


So we have the SuperCobra/Viper versions?


Looking good!


My terrain doesn't look that good.

#3231545 - 03/11/11 07:21 PM Re: Viper Cobra and Kiowa reskins + other stuff [Re: Mojojojo]  

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Great job as always cheers

#3231622 - 03/11/11 08:21 PM Re: Viper Cobra and Kiowa reskins + other stuff [Re: Mojojojo]  
Joined: Dec 2009
Posts: 749
AndyB Offline
Member
AndyB  Offline
Member

Joined: Dec 2009
Posts: 749
Ayrshire, Scotland
I agree with Falstar - superb job.

My terrain is not like yours either although I'm up to the latest revision. Have you tweeked the terrain as well ?

Cheers,

Andy


Andy's simpit: http://www.simpit.me.uk
#3231648 - 03/11/11 08:42 PM Re: Viper Cobra and Kiowa reskins + other stuff [Re: Mojojojo]  

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Unregistered
BANITA
Unregistered



#3231746 - 03/11/11 09:57 PM Re: Viper Cobra and Kiowa reskins + other stuff [Re: Mojojojo]  
Joined: Jan 2011
Posts: 22
Mojojojo Offline
Junior Member
Mojojojo  Offline
Junior Member

Joined: Jan 2011
Posts: 22
Ime using Soczkien`s brilliant tree mod other than that its standard.
these are my eech.ini settings ;

[Graphics and Textures]
cbar=1000.0 # distance that city blocks resolve (n = meters) (def = 500)
fs=1 # full screen mode (0 = window mode, 1 = full screen mode) (def = 1)
mfr=60 # maximum visual frame rate (n = frame rate) (def = 30)
32bit=1 # 32-bit rendering (0 = off, 1 = on) (def = 1)
nrt=0 # rendering to texture (0 = enabled, 1 = disabled) (def = 0) (disable in case of visual problems with MFDs or TADS)
notnl=0 # GeForce "TnL" support (0 = enabled, 1 = disabled) (def = 0)
nodx9zbufferfix=0 # Disable the dx9 zbuffer fix introduced in 1.11.1. In case it causes graphical problems
3dreset=0 # reset screen resolution to 640x480 (0 = off, 1 = on) (def = 0)
dxtm=1 # DirectX texture management (should fix "unable to allocate hardware slot" error) (0 = off, 1 = on) (def = 0)
cg=0 # (clean graphics) re-installs graphics files (0 = off, 1 = on) (def = 0)
palette=1 # use textures.pal (if videocard supports it) (0 = off, 1 = on) (def = 0)
eofullrange=0 # eo ranges near to max fog distance (and objects are drawn up to it) 1=yes 0=no
render-tree-shadows=0 # 1=yes 0=no

high_lod_hack=1 # [EXPERIMENTAL!] Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=1 # rotor downwash (dust) (0 = off, 1 = on) (def = 1)
restricted_nvg_fov=1 # night vision restriction (0 = off, 1 = on) (def = 1)
russian_nvg_no_ir=0 # russian night vision has no FLIR (0 = off, 1 = on) (def = 0)
colourmfd=1 # MFDs will use colour when available (0 = off, 1 = on) (def = 1)
highreshud=1 # high resolution HUD (0 = off, 1 = on) (def = 1)
tsdrender=0 # TSD render options (0 - 4) (def = 0 (contours only))
tsdpalette=0 # TSD palette options (0 - 2) (def = 0)
tsdenemy=0 # TSD showing red force blue force colours (0 = off, 1 = on) (def = 1)
tsddetail=1 # TSD in high detail (0 = off, 1 = on) (def = 0)
texture_colour=2 # Use texture colours and noisemaps directly. [WARNING!] Use only with correct texture packs. (0 = off, 1 = on, 2 = also use noisemap for higher resolution) (def = 0)
texture_filtering=0 # [EXPERIMENTAL!] texture blending (reacts to anisotropic filter setting) (0 = off, 1 = on) (def = 0)
mipmapping=1 # mipmapped textures (dds files). [WARNING!] Use only with correct texture packs. (0 = off, 1 = on) (def = 0)
dynamic_water=1 # dynamic water textures (0 = off, 1 = on) (def = 0)
night_light=0.5 # night light darkness level (0.0 - 1.0) (0.0 = fully dark, 1.0 = less dark) (def = 1.0)
persistent_smoke=0 # Burning targets emitting smoke for a long time. [Warning!] CPU intensive. (0 = off, 1 = on) (def = 1)
themes=2 # comma-separated list of directories for alternate psd files

also 16x Anisotropic filtering
and 8x Antialiasing

the maps are Saudi Arabia Red Sea,Puerto Rico and Alexander Archipelago

Hope this helps smile

#3231773 - 03/11/11 10:34 PM Re: Viper Cobra and Kiowa reskins + other stuff [Re: Mojojojo]  
Joined: Jul 2002
Posts: 2,849
Falstar Offline
Senior Member
Falstar  Offline
Senior Member

Joined: Jul 2002
Posts: 2,849
Edina, MN 55439
Thanks, I saw the More Trees Mod, but had no idea the rest of the ground would look so cool.
Can't wait to get home from work to try it out! lol



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