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DrKevDog

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About DrKevDog

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  1. Happy, that I am. It's a very nice collection and I will take my time and study them to see what I can learn additionally. Thank you. πŸ˜€
  2. ...tried crossing my eyes but that didn't work very well but I suspect I wasn't doing it right because I'm not really Catholic πŸ™... We should all convert soon because the final Nvidia driver to support 3D Vision is out this month...the standalone 3D vision video player is still available, at least for now:
  3. It is much more than Nastalgia. I already see concepts that I can explore immediately. A classic example is the unused cockpit image. I am now working on the vrcpt vs tcpt and am focused on the 0083 / 0084 implementation. That gives me a good insight into where to concentrate my efforts. Thanks! ☺️
  4. I would like to take a shot at this. In doing so i would assume WYSIWYG for your images and describe what I believe I see. On the first image I see what you later described as Additive Blend Mode layers (E = min(M + I),255) and I would agree that there is no real transparency of an alpha type. This is the additive-image I see in my nightmares, ever since I was introduced to 24 bit, AGP color in TAW using 0088. On the second image I disagree with the descriptor 'without blending'. What I believe I see is 2 layers in Normal Blend Mode (E = M). This is probably the default blend mode and, with 100% opacity, only the upper layer is visible. You mentioned there may be a problem with indexed colour bitmaps regarding transparency and that might constitute the be all and end all unless a way to effect transparency can be found.
  5. TAW uses 008E, single index color, for terrain masking, it seems that the transparency problem solution here is a simple color-to-alpha, yes?
  6. It appears that you are off to a good start on a new VRML project πŸ‘
  7. This may be a silly ask...but did you intentionally include the hyperplanes ?
  8. I think 0076 is a very sneaky and elusive opcode / flag and the full definition remains a bit FOGGY... Is it possible for you to post a couple of images?
  9. I'm glad you are still working on it. Off the top of my head I seem to recall there was a convention to place the hyperplane bytecode in a easily accessible locale, like at the end of the block. That would make 0015 culling fairly easy. I will have to check on that though... Tile Hyperplane key:
  10. I have been spending a considerable amount of time having the executable teach me how to read the mission files, particularly those that apply to weapons, however, the educational 'low-hanging-fruit' for weapons lies elsewhere and although I am just getting comfortable with modifications, I have been successful in converting an AG weapon into an AA weapon by simply changing one variable value. Each weapon appears to have approximately 55 variables. For AA that variable is "1" for AG it is "2", for GA, Ship-to-Air it is weapon specific. Needless to say, I am learning a lot about NATO and non-Nato weapons.
  11. We are thinking along somewhat the same pathways. Searching 'JSOW' is what initially motivated me to make this post about ADF. There are a significantly larger number of search returns in the ADF executable than for that for TAW. Some of that is, most probably, a result of the different modes and interfaces and yet, there may be some leads to suggest different levels of support in ADF that were abandoned for TAW. So far I've found a number of curiosities, for example: I only found one .mdl-like file (ADF nnm7104) and it deserves some analysis, as it is not in a standard format.
  12. Some certainly say seeing Simon seems senseless, so...I have collected all the files referencing the JSOW, unfortunately that has not yet born any fruit. I have hex edited the simultor.txt to run sim14jc.txt instead of mission sim14c and still no joy. I spent yesterday creating weapons tables from the ADF F22.dat, in order to understand the weapons system. I admit to getting side tracked by the AGM86ALCM, which I had previously activated in the past, however, I am making some progress. Does anyone know how the weapons handling process works, starting with the .pak, files?
  13. Thanks for the potential support. I also suggest starting to write a unique OS...just notify me when it's done 😱...
  14. It's because of you, and a handful of others, that we have most of what we now have. I'll cut to the chase on the executable analysis: do you know of major differences that would allow the ADF executable to support such things as the JSOW feature and it's sub-munitions. The ADF Tour of Duty parser file describes the sim14cj mission, which is the JSOW mission. This is of critical importance because I NEED a 100 mile standoff weapon for my next Campaign...πŸ˜„
  15. I am asking because I am wanting to compare the executable's and their differences as well as some specific analyses. For example, I want to see how ADF handles the 2BXX code in the .3 files and how it handles the unusual files (maps, JSOW's, etc..) that are included in it's did.dat which are not in that of TAW.
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