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Glad to hear you like it!

 

Thanks for submitting the prompt. It says unidentified .dat file (sadly without a proper line break), and this probably means that your did.dat cannot be decoded.We can currently only read the did.dat of Super EF2000 for Windows, so I’m afraid your EF2000 version doesn’t work with TFXplorer 😞

 

I’ve always wanted to add support for other versions, but it’s a tedious process and I just haven’t found any time to do so. Sorry …

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  • 3 weeks later...

2020-04-15%20sky.png

 

Ongoing efforts to support new level formats: The sky color must be handled in a central place. Previously, the renderer picked it ad-hoc from the TFX palette. Assigning ridiculous colors is the easiest way to spot oversights.

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Great to see!

Where would the proper colours come from?

It would be awesome if they emerged from atmospheric modelling for a particular time of day and local weather etc.

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4 hours ago, mikew said:

It would be awesome if they emerged from atmospheric modelling for a particular time of day and local weather etc.

 

Atmospheric modelling can indeed be great, and I have implemented the work of Bruneton and Preetham long before TFXplorer came to life. It does have two huge drawbacks, though.

  1. It is very hard to tune for a specific result. If you want a purple autumn sunset:
    • with an ordinary model, pick some purple and blue tones and off you go.
    • With atmospheric modelling, you need to tune temperature, humidity, and – most importantly – density of molecules of certain sizes (for Mie scattering with different wavelengths), and all that for different altitudes (i.e. layers in the atmosphere). You also need to adjust the model to specific wavelengths because RGB is just not enough, especially at sunset, or it will look like this. This can be incredibly exhausting.
  2. It is often global – you will notice that these models often have exactly the same weather everywhere. You can get away with inserting some clouds. But if you insert a very thick cloud layer, you’ll have to use a lot of tricks to prevent the air below the cloud layer from becoming too bright, or to prevent visible seams between cloudy and non-cloudy areas. And now you’re back at an artistic model.

For now, I’ll stick with predefined colors from whetever the engine currently has loaded, e.g. the TFX emulator uses the TFX palette colors.

 

Some old snapshots:

2009-03-18-12-00%20Horizon.png

Got the daytime sky working. I like the haze in the valleys at the horizon.

 

2009-03-22-04-00%20CloudsAlpha.png

Some cloud experiments. Don’t look too bad from above, but the lighting is very very hard to get right.

 

2009-07-02-20-15%20Sunset.png

The best sunset I ever got. Main problem is tone mapping: The colors are desaturated and greyish. Even though this is technically correct, we see sunsets rather different due to our eyes adapting to the new white point (and that’s a science on its own).

 

Let’s rather invest the time into a working flight simulation 🙂

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Wonderful pictures. :thumbsup:

Thanks for the explanation about the details of atmospheric modelling.

 

Ah, I probably misunderstood. Is this to give a smoother sky? I see some banding if I look really hard in TFXplorer.

 

 

 

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32 minutes ago, mikew said:

Ah, I probably misunderstood. Is this to give a smoother sky? I see some banding if I look really hard in TFXplorer.

 

No, the banding is unrelated. In the project above, banding was so apparent that dithering was one of the first things I added. TFXplorer didn’t get it because it’s still D3D9, where processing more than 8 bits of color depth is cumbersome.

 

Here’s the night sky with and without dithering (look at it in a dark room):

9_Dithering.png

 

I’m a big fan of dithering; it makes the image look so much more natural. TFXplorer will get it eventually, without any doubt.

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No hurry. When I was having a look at the sources last weekend, I realized that everything was still built around 3View’s code. I mean, everything. The sky colors are one example, but there’s so much other stuff based on 3View’s shape renderer, it’s just ridiculous.

 

I can now finally start thinking about establishing a terrain plug-in system, but I had to kick out all debugging stuff, the particle handling, the gear handling, the bullet rendering, the font rendering, parts of contrails, and so on.

 

Not to mention the stuff from the previous two times I tried to bring some order to it :D 

 

This is going to take some time.

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Glad to see you're not looking back to the future but forward. I am reminded of when I discovered ATI Radeon D3D drivers that supported Alpha Dithering, which greatly improved scene appearance, and there was another setting which removed the banding. Over time the support for those features was abandoned. Looking forward to your current  state-of-the art solutions 😄

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I loved the dithering feature back then. Such a great contribution to image quality, especially on CRTs.

 

No need to select maps via configuration file any longer:

2020-04-22%20scenario%20selection.png

But oh dear, TFXplorer was never meant to have a rich UI, and it’s such a pain to add one.

 

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Great! Still Win32 native technology I hope, and not some trendy new GUI toolkit... :D

 

I was looking at the Python code for my 3->VRML converter yesterday, and I think I need to start again. :(

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Yeah, still Win32. But I’m incredibly dissatisfied with this particular list.

 

In ADF/TAW, the mission list seems to be a standard List-box control. I can create these with a few lines of native Win32 code, great.

 

But I want a grouping feature. After all, the program should be extensible (BeamNG is a great role model here) and you don’t want my Ace Combat missions mixed with TAW’s, or EF2000’s with TAW’s, for that matter.

 

List-box controls don’t support that. You rather have to use a list-view control (great names, btw). But this requires linking a particular version of Win32 Common Controls so that you get Windows XP features. Then you need to set up group mode, which requires function calls rather than passing a flag for some reason. Then you must be careful to add groups and actual items in a specific order (that is either not documented at all or documented wrong) or it just won’t work. Now you have groups, but they’re like icons in Windows File Explorer. Add more code to adjust size, …

 

I tried to go the other way and add dummy items to a list-box control, but you can’t resize those after creation, so no collapsing.

 

Gotta rewrite the whole thing once the GUI is mature. But then I have to keep DPI adjustment in mind, and so on …

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Sounds like hell...

 

My first pathetic attempts at GUI stuff was with VB5. This was actually OK as I just used a fixed sized form so I knew where everything was going to be.

Later, I tried to be clever with wxPython and use the sizers so you could do the normal things with windows. I got fed up with that real quick.

 

Presumably DID used their own system for the GUIs judging by the scripts we see in the extracted files.

 

8 hours ago, Krycztij said:

and you don’t want my Ace Combat missions mixed with TAW’s,

Oh yes, I do. Sounds awesome. :lol:

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1 hour ago, mikew said:

Presumably DID used their own system for the GUIs judging by the scripts we see in the extracted files.

 

I don’t think so; looks like they generate Win32 dialog templates on-the-fly. Noticed how your colors remain gray system-wide after TAW crashed? And that scroll bars look funny at times? These look like Win32 controls to me, albeit with heavy modification to the drawing.

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My comment was a baseless assumption that they reused as much as possible from TFX2 and a complete lack of knowledge about what goes on between the game and how it appears on screen on Windows. :)

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So, maybe in the file awacs.gdd:


WINDOW "awacs"
STYLE 0xca0000 : 0x200
AT 0,0
DIM 800,570
TITLE "awacs"
USE_BACKGROUND 0
HELP_PAGE "The AWACS Command Interface"
LITERAL "awacs_"

; us flag title bars
    GADGET  "3d_bar"         AT 4,182    DIM 340,18  TYPE 23 FONT 0 BMPDIM 340,18 USE_BITMAP 1 BLIT 200,0 GROUP 0 END
    GADGET  "map_bar"        AT 351,7    DIM 440,18  TYPE 23 FONT 0 BMPDIM 440,18 USE_BITMAP 1 BLIT 100,0 GROUP 0 END
    GADGET  "awac_bar"       AT 4,7      DIM 340,18  TYPE 23 FONT 0 BMPDIM 340,18 USE_BITMAP 1 BLIT 200,0 GROUP 0 END

; 3d info window
    GADGET  "grey_frame6"    AT 3,422    DIM 342,94  TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "info"           AT 9,428    DIM 330,82  TYPE 41 FONT 0  COLOUR 0 0 0  GROUP 0   END

; 3d world window
    GADGET  "grey_frame3"    AT 3,180    DIM 342,240  TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "grey_frame4"    AT 13,208   DIM 322,202  TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "3dmap"          AT 14,209   DIM 320,200  TYPE 23  BMPDIM 320,200 GROUP 0   END

; map window
    GADGET  "grey_frame1"    AT 363,30   DIM 412,412  TYPE 16  STYLE 0x7 : 0x200  GROUP 0   END
    GADGET  "map"            AT 369,36   DIM 400,400  TYPE 23  BMPDIM 400,400 GROUP 0   END

; message window
    GADGET  "grey_frame9"    AT 363,483  DIM 412,62 TYPE 16 STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "pilot"             AT 369,489  DIM 48,50  TYPE 23 BMPDIM 50,50 GROUP 0 END
    GADGET  "inc_message"    AT 420,489  DIM 348,50 TYPE 23 FONT 0 BMPDIM 348,50 GROUP 0 END

; detail scrollbar
    GADGET  "detail"         AT 363,464 DIM 412,16 TYPE 10 MIN 0 MAX 100 PAGE 1 GROUP 0 END
    GADGET  "detail_txt"        AT 540,448 DIM 40,16  TYPE 1 COLOUR 255,255,255 TEXT "Map Detail" FONT 1 GROUP 0 END
    GADGET  "lodetail_txt"   AT 363,448 DIM 40,16  TYPE 1 COLOUR 255,255,255 TEXT "Low" FONT 1 GROUP 0 END
    GADGET  "hidetail_txt"   AT 740,448 DIM 40,16  TYPE 1 COLOUR 255,255,255 TEXT "High" FONT 1 GROUP 0 END

; buttons
    GADGET  "3dawacs"        AT 8,31     DIM 80,32   TYPE 42 FONT 1 TEXT "3D"            USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "centre"         AT 92,31    DIM 80,32   TYPE 42 FONT 1 TEXT "Center"          USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "pause"           AT 175,31   DIM 80,32   TYPE 42 FONT 1 TEXT "Pause"   USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "time_warp"      AT 258,31   DIM 80,32   TYPE 42 FONT 1 TEXT "Time Warp"      USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END

    GADGET  "feba"           AT 7,70     DIM 80,32   TYPE 42 FONT 1 TEXT "FEBA"        USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "nations"        AT 7,104    DIM 80,32   TYPE 42 FONT 1 TEXT "Nation"      USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "targets"        AT 7,138    DIM 80,32   TYPE 42 FONT 1 TEXTID TARGS       USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "scale"          AT 7,138    DIM 80,32   TYPE 42 FONT 1 TEXT "Scale"       USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END

    GADGET  "dtins"             AT 93,70    DIM 80,32   TYPE 42 FONT 1 TEXT "DTINS"       USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "style"          AT 93,104   DIM 80,32   TYPE 42 FONT 1 TEXT "Stylized"    USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "NTIDS"          AT 93,138   DIM 80,32   TYPE 42 FONT 1 TEXT "NTIDS"       USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END

    GADGET  "airdefence"     AT 178,70   DIM 80,32   TYPE 42 FONT 1 TEXT "Air Defense" USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "wproutes"       AT 178,104  DIM 80,32   TYPE 42 FONT 1 TEXT "Routes"      USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "flt_info"       AT 178,138  DIM 80,32   TYPE 42 FONT 1 TEXT "InfoBox"     USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END

    GADGET  "bases"          AT 260,70   DIM 80,32   TYPE 42 FONT 1 TEXT "Air Force"    USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "army"           AT 260,104  DIM 80,32   TYPE 42 FONT 1 TEXT "Army"           USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "navy"           AT 260,138  DIM 80,32   TYPE 42 FONT 1 TEXT "Navy"        USE_BITMAP 92 COLOUR 0,255,0 USE_S_BITMAP 91 S_COLOUR 255,255,255 GROUP 0 END

    GADGET  "exit"               AT 244,523  DIM 100,30  TYPE 43 FONT 1 TEXT "Cancel"         USE_BITMAP 3  COLOUR 0,255,0 USE_S_BITMAP 2  S_COLOUR 255,255,255 GROUP 0 END
    GADGET  "confirm"        AT 121,523  DIM 100,30  TYPE 43 FONT 1 TEXTID OK     USE_BITMAP 3  COLOUR 0,255,0 USE_S_BITMAP 2  S_COLOUR 255,255,255 GROUP 0 END

    GADGET  "awacs_3d_title"  AT 10,183   DIM 226,16  TYPE 1     COLOUR 255,255,255 GROUP 0   END

    GADGET  "btn_frame1"      AT 6,29     DIM 336,36   TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "btn_frame4"      AT 176,68   DIM 166,104  TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "btn_frame3"      AT 91,68    DIM 84,104   TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "btn_frame2"      AT 6,68     DIM 84,104   TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "grey_frame7"     AT 3,4      DIM 342,172  TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END
    GADGET  "3dx_pos"         AT 571,431  DIM 200,16   TYPE 10  MIN 0 MAX 100 PAGE 1   GROUP 0   END
    GADGET  "3dy_pos"         AT 772,230  DIM 16,200   TYPE 9   MIN 0 MAX 100 PAGE 1   GROUP 0   END
    GADGET  "3dx_scroll"      AT 371,431  DIM 200,16   TYPE 10  MIN 0 MAX 100 PAGE 1   GROUP 0   END
    GADGET  "3dy_scroll"      AT 772,30   DIM 16,200   TYPE 9   MIN 0 MAX 100 PAGE 1   GROUP 0   END
    GADGET  "3dzoom_scroll"   AT 354,30   DIM 16,400   TYPE 9   MIN 0 MAX 100 PAGE 1   GROUP 0   END
    GADGET  "grey_frame2"     AT 350,4    DIM 442,548  TYPE 16  STYLE 0x7 : 0x200 GROUP 0   END

    GADGET  "awac_bar_txt"   AT 11,8     DIM 40,16   TYPE 1  COLOUR 255,255,255 TEXT "AWACS Control"     FONT 0 GROUP 0   END
    GADGET  "awac_map_txt"   AT 359,8    DIM 40,16    TYPE 1   COLOUR 255,255,255 TEXT "AWACS Map" FONT 0 GROUP 0 END

; info box

    GADGET  "1a_title"        AT 16,428  DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "1a_contents"     AT 89,428  DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END
    GADGET  "1b_title"        AT 167,428 DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "1b_contents"     AT 231,428 DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END

    GADGET  "2a_title"        AT 16,445  DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "2a_contents"     AT 89,445  DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END
    GADGET  "2b_title"        AT 167,445 DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "2b_contents"        AT 231,445 DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END

    GADGET  "3a_title"        AT 16,462  DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "3a_contents"     AT 89,462  DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END
    GADGET  "3b_title"        AT 167,462 DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "3b_contents"     AT 231,462 DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END

    GADGET  "4a_title"        AT 16,479  DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "4a_contents"     AT 89,479  DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END
    GADGET  "4b_title"        AT 167,479 DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "4b_contents"     AT 231,479 DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END

    GADGET  "5a_title"        AT 16,496  DIM 40,16  TYPE 1  COLOUR 0,255,0 GROUP 0 END
    GADGET  "5a_bmp"          AT 89,496  DIM 184,14 TYPE 23 BMPDIM 185,14         GROUP 0 END
    GADGET  "5a_contents"     AT 275,496 DIM 40,16  TYPE 1  COLOUR 255,255,255 GROUP 0 END

; tooltips
   TOOLTIP_ID "targets"      mawacstarg
    TOOLTIP       "scale"         TEXT "Switch Map Scale"

    TOOLTIP "nations"      TEXT "Display Nations"
    TOOLTIP "NTIDS"          TEXT "Switch NATO Target Identification Symbology"
    TOOLTIP "3dawacs"      TEXT "Switch 3D Display"
    TOOLTIP "dtins"          TEXT "Switch DiD Target Interaction Symbology"
    TOOLTIP "style"          TEXT "Switch Stylized Symbology"
    TOOLTIP "pause"          TEXT "Suspend Game"
    TOOLTIP "feba"          TEXT "Display Forward Edge of Battle"
    TOOLTIP "army"          TEXT "Display Ground Vehicles And Military Bases"
    TOOLTIP "wproutes"      TEXT "Display Allied Waypoint Routes"
    TOOLTIP "flt_info"      TEXT "Switch Flight Info Boxes"
    TOOLTIP "bases"          TEXT "Display Airbases"
    TOOLTIP "centre"          TEXT "Center Map"
    TOOLTIP "time_warp"      TEXT "Switch Speed Up Time"
    TOOLTIP "airdefence"  TEXT "Display SAM, EWR, Radar and Comms Installations"
    TOOLTIP "navy"          TEXT "Display Ships And Ports"
    TOOLTIP "exit"          TEXT "Return To The Previous Screen"
    TOOLTIP "detail"          TEXT "Map Detail"

END_WINDOW

the line STYLE 0xca0000 : 0x200 is possibly used by the Win32 CreateWindowEx command.

Where the flags define this:

WS_CAPTION
0x00C00000L The window has a title bar (includes the WS_BORDER style).

WS_SYSMENU
0x00080000L The window has a window menu on its title bar. The WS_CAPTION style must also be specified.

WS_MINIMIZEBOX
0x00020000L The window has a minimize button. Cannot be combined with the WS_EX_CONTEXTHELP style. The WS_SYSMENU style must also be specified.

...and extended style:

WS_EX_CLIENTEDGE
0x00000200L The window has a border with a sunken edge.

 

...or maybe not. :)

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Yes, looks a lot like it. You wouldn’t pass the parameters to CreateWindowEx directly, though – you’d write them to a DLGTEMPLATE structure and pass it to CreateDialogIndirect, which relieves you of handling tab order and related stuff.

 

This is actually what happens when you edit dialogs in Visual Studio and add them to your executable – the Resource Editor translates the dialog into a DLGTEMPLATE for you to invoke at runtime.

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Thanks for the explanation although I don't think I'll be needing to go that deep into the Win32 API any time soon.

Going the other way into TAW, I see HomeFries has already interpreted a fair bit of the GUI files, eg here:

https://taw.fandom.com/wiki/Category:Gadget_Menu_Files

 

I don't know how far you want to go GUIwise with TFXplorer, but maybe I could try to add to this knowledge.

 

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On 4/22/2020 at 1:13 PM, mikew said:

Great! Still Win32 native technology I hope, and not some trendy new GUI toolkit... :D

 

I was not only frustrated with the list view, but also with Win32 not supporting the Dark Theme on Windows 10 (which worked flawlessly on Windows 7). So I figured that porting the whole thing to a Universal Windows Platform App would not only save me lots of code, but also allow for dark mode support. And voilà:

 

1355788643_2020-04-25scenarioselectionLight.png.0751cb5467d63cfb6938838dcf5b24c7.png

 

2043554983_2020-04-25scenarioselectionDark.png.8e52f1beaa3b7d38e80d4dbbb2100fde.png

 

Nah, just kidding … it’s still Win32. I was able to re-implement the basic controls with UWP App look and it only took me twice as many lines of code as forcing that effing list view into grouping. Many rough edges still, but finally I can develop TFXplorer at night again. And task manager shows like 4 MiB of memory for the whole thing.

 

I learned a lot about the new app platform, though. Hope to get back to actual work soon. Let’s see where this goes.

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Not UWP? but I get my software exclusively from the  'Microsoft Store'!

..also, just kidding. :)

 

8 hours ago, Krycztij said:

Hope to get back to actual work soon

Is that possible? GUIs are never finished.

 

I prefer dark mode even in the daytime, so that looks great! :thumbsup:

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3 hours ago, tfx_forever said:

Just chipping in to say those screenshots look *incredible*. The colours are perfect (to my eyes).

 

Thanks 👍 I try to stay as true to UWP’s style as possible (if reasonable). Getting the colors right is quite a hassle, since Microsoft does have documentation but it’s badly outdated.

 

52 minutes ago, DrKevDog said:

I also like that you are supporting the Dark Theme, looks nice! Also impressed with the many scenario choices 😀

 

Currently, the only “real” choices are Red Sea and Arcade, because my EF2000 stopped working during my reorganization. But once I got it up and running again, it’ll support at least all scenarios from http://krishty.com/taw/tfxplorer_en#hiddenlevels, that’s just a matter of a few lines of code :) 

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2 hours ago, Krycztij said:

Currently, the only “real” choices are Red Sea and Arcade, because my EF2000 stopped working during my reorganization. But once I got it up and running again, it’ll support at least all scenarios from http://krishty.com/taw/tfxplorer_en#hiddenlevels, that’s just a matter of a few lines of code :) 

 

Mind..... blown.... 😮

 

Absolutely amazing work. Are those particle effects new ones or just altered original ones because they look amazing?

 

Can't believe the Lambo never got released for EF2000. Could have been a Russian drug lord's car or something!

 

Did you look at the TFX innards too? Just wondering if you stumbled across the legendary graffiti under the bridge? I spent ages looking for it in-game but never found it.


Edit:

regarding colour palettes, have you considered looking at the original TFX pallette? That was the best thing about the graphics in that game, flying in twilight with track 2 playing. EF2000 twilight came a close second IMO.

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