Spinners Posted January 31, 2009 Posted January 31, 2009 Getting decals to work is kinda wierd, isn't it? Agreed. Making a decals folder (in the objects folder) works like a charm but means that for most imports you have to move the decals from the skin folder to this decals folder. Quote
snakeman Posted February 2, 2009 Posted February 2, 2009 Anyone got any ideas. Got the skins but no decals. Does this need to be in a different folder ? Thanks img00003.bmp Quote
Spinners Posted February 2, 2009 Posted February 2, 2009 Anyone got any ideas. Got the skins but no decals. Does this need to be in a different folder ?Thanks See the post above. Quote
snakeman Posted February 2, 2009 Posted February 2, 2009 oops..... Will give it a go thanks....and I will check more carefully next time....I'm blaming the Snow here in the UK ! Quote
Jush Posted February 3, 2009 Posted February 3, 2009 Hey all. This is my first Third Wire game (mostly been with IL-2, but was really attracted to the modability of this game) and I'm having way more of a blast than I thought I would. However, I've added a few 3rd party planes into the Objects/Aircraft folder, and they work fine, except for the afterburner effects. They don't show at all (except for a few planes using what look like WoE or WoV afterburner effects). I'm totally missing something here, so could someone walk me through how they got the effects to show up? Thanks very much. Quote
Spinners Posted February 3, 2009 Posted February 3, 2009 Hi Jush and welcome to CombatACE. For the moment we can't add in any effects but for afterburners you can use stock afterburner effects by doing a simple edit to the data.ini of your add-on aircraft open up the data.ini and find the engine(s) and, for example, alter the Afterburner lines to read; AfterburnerNodeName=afterburner AfterburnerEmitterName=F100AfterburnerEmitter If it's a twin-enginned aeroplane then remember to do both engines! I think F4AfterburnerEmitter gives an alternative (I'm doing this from memory) Anyway, it's a quick fix but will get you up and running! Quote
Spinners Posted February 3, 2009 Posted February 3, 2009 Forgive me if this is very basic* but for add-ons that have no engine sound you need to edit the data.ini by finding the following section (found quite close to the top) [sound] EngineSoundName=JetEngine AfterburnerSoundName=JetBurner Under 45's will not get this * For you see, I was that soldier... Quote
snakeman Posted February 3, 2009 Posted February 3, 2009 Agreed. Making a decals folder (in the objects folder) works like a charm but means that for most imports you have to move the decals from the skin folder to this decals folder. still struggling with this does the object\decals folder go in the main game folder or save game folder. I take it you need to change the path for the decals in decals.ini thanks Quote
Spinners Posted February 3, 2009 Posted February 3, 2009 OK this might not be the best solution but it works (trust me I'm a doctor). Create a Decals folder in your objects folder and put your decals in there (don't put a folder inside inside this folder - sprinkle them in ) My SF2 decals folder looks like this; C:\Users\Spinners\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals Then take out any file path references on your decal.ini by effectively pointing straight to the decal name Example [Decal001] MeshName=fuselage_middle DecalLevel=0 DecalFacing=LEFT FilenameFormat=26RoundelBars Position=-2.750,0.050 Rotation=0.0 Scale=2.6 DecalMaxLOD=3 Basically, the game engine will go straight to the Decals folder. What I like about doing things this way is that you've then got a nice collection of decals for modding and having fun with. Quote
snakeman Posted February 3, 2009 Posted February 3, 2009 OK this might not be the best solution but it works (trust me I'm a doctor). Create a Decals folder in your objects folder and put your decals in there (don't put a folder inside inside this folder - sprinkle them in ) My SF2 decals folder looks like this; C:\Users\Spinners\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals Then take out any file path references on your decal.ini by effectively pointing straight to the decal name Example [Decal001] MeshName=fuselage_middle DecalLevel=0 DecalFacing=LEFT FilenameFormat=26RoundelBars Position=-2.750,0.050 Rotation=0.0 Scale=2.6 DecalMaxLOD=3 Basically, the game engine will go straight to the Decals folder. What I like about doing things this way is that you've then got a nice collection of decals for modding and having fun with. Hurrah it worked ! Many Thanks Spinners Quote
Gr.Viper Posted February 4, 2009 Posted February 4, 2009 Err... How come I noticed the SAM LED only now? Quote
DWCAce Posted February 4, 2009 Posted February 4, 2009 I'll keep an eye out for that the next time if fly one of the Scooters! :) Quote
Gr.Viper Posted February 4, 2009 Posted February 4, 2009 Interesting... More modern add-ons are being considered, but keep in mind that they'll have much less new contents (probably 1 new aircraft each) because of the increased cost of doing modern avionics. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=17&t=6090 Said about WoI, but considering promised merged install it does sound cool... Just five more years or so Quote
proleter Posted February 5, 2009 Posted February 5, 2009 (edited) When I first added Su-20 in the C:\Documents and Settings\"name"\My Documents\ThirdWire\StrikeFighters2\Objects\Aircraft I have a flyable Su-20 and in the loadout screen I have for my strike choice: S-24 rocket and 500 kg. bombs. But when I started mission I didn't get 3 dimension S-24 (just blank pylon ..) Than I add S-24 from Weaponspack 2.52 but the S-24 has the wrong path (S24 not S-24) in .cat files and S-24 didn't show. Than I get a trial with Bunyap's files from Weapons pack 03.07.2006: S24 image, S24 configuraton settings and S24_LOD002.LOD and S24.LOD and finaly all works fine! Filles were added in the C:\Documents and Settings\"name"\My Documents\ThirdWire\StrikeFighters2\Objects I have S-20 with 3D model S-24 rockets ready to go! Edited February 5, 2009 by proleter Quote
Spinners Posted February 5, 2009 Posted February 5, 2009 Sorry, but you can't add weapons pack (at the moment - this will change). Quote
Spinners Posted February 5, 2009 Posted February 5, 2009 I'm posting this in the hope that it helps you (and anyone else who is interested) to know what's already in the stock weapons pack. [WeaponData001] TypeName=Mk81 [WeaponData002] TypeName=Mk82 [WeaponData003] TypeName=Mk82SE [WeaponData004] TypeName=Mk83 [WeaponData005] TypeName=Mk84 [WeaponData006] TypeName=M117 [WeaponData007] TypeName=UK500LB [WeaponData008] TypeName=UK1000LB [WeaponData009] TypeName=CBU-24B [WeaponData010] TypeName=Rockeye [WeaponData011] TypeName=BLU-1 [WeaponData012] TypeName=WalleyeI [WeaponData013] TypeName=WalleyeII [WeaponData014] TypeName=GBU-8 [WeaponData015] TypeName=GBU-10 [WeaponData016] TypeName=GBU-10C [WeaponData017] TypeName=GBU-12 [WeaponData018] TypeName=GBU-12B [WeaponData019] TypeName=AIM-7D [WeaponData020] TypeName=AIM-7E [WeaponData021] TypeName=AIM-7E-2 [WeaponData022] TypeName=AIM-7F [WeaponData023] TypeName=AIM-7M [WeaponData024] TypeName=AIM-9B [WeaponData025] TypeName=AIM-9D [WeaponData026] TypeName=AIM-9E [WeaponData027] TypeName=AIM-9E-2 [WeaponData028] TypeName=AIM-9F [WeaponData029] TypeName=AIM-9G [WeaponData030] TypeName=AIM-9H [WeaponData031] TypeName=AIM-9J [WeaponData032] TypeName=AIM-9L [WeaponData033] TypeName=AIM-9M [WeaponData034] TypeName=AIM-9P [WeaponData035] TypeName=AIM-4D [WeaponData036] TypeName=Shafrir1 [WeaponData037] TypeName=Shafrir2 [WeaponData038] TypeName=Python3 [WeaponData039] TypeName=Matra530 [WeaponData040] TypeName=Skyflash [WeaponData041] TypeName=AGM-45A [WeaponData042] TypeName=AGM-45B [WeaponData043] TypeName=AGM-65A [WeaponData044] TypeName=AGM-65B [WeaponData045] TypeName=AGM-78A [WeaponData046] TypeName=AGM-78B [WeaponData047] TypeName=AGM-78C [WeaponData048] TypeName=AGM-78D [WeaponData049] TypeName=275rocket [WeaponData050] TypeName=HydraHE [WeaponData051] TypeName=ZuniAP [WeaponData052] TypeName=HVAR [WeaponData053] TypeName=SNEB68 [WeaponData054] TypeName=LAU-3A [WeaponData055] TypeName=LAU-10A [WeaponData056] TypeName=LAU-33A [WeaponData057] TypeName=Matra-155 [WeaponData058] TypeName=SUU11 [WeaponData059] TypeName=SUU23 [WeaponData060] TypeName=MK4 [WeaponData061] TypeName=Tank300_A4 [WeaponData062] TypeName=Tank300_A4_fuselage [WeaponData063] TypeName=Tank300_A6 [WeaponData064] TypeName=Tank300_A7 [WeaponData065] TypeName=Tank200_F100 [WeaponData066] TypeName=Tank335_F100 [WeaponData067] TypeName=Tank170_F104 [WeaponData068] TypeName=Tank195_F104 [WeaponData069] TypeName=Tank450_F105 [WeaponData070] TypeName=Tank650_F105 [WeaponData071] TypeName=Tank370_F4 [WeaponData072] TypeName=Tank600_F4 [WeaponData073] TypeName=Tank610_F15 [WeaponData074] TypeName=Tank300_F16 [WeaponData075] TypeName=Tank370_F16 [WeaponData076] TypeName=Tank_B57 [WeaponData077] TypeName=Tank100_Hunter [WeaponData078] TypeName=Tank230_Hunter [WeaponData079] TypeName=Tank625_Mirage [WeaponData080] TypeName=Tank1300_Mirage [WeaponData081] TypeName=TER [WeaponData082] TypeName=MER [WeaponData083] TypeName=LAU-88 [WeaponData084] TypeName=LAU-105 [WeaponData085] TypeName=AVQ-23 [WeaponData086] TypeName=ALQ-71 [WeaponData087] TypeName=ALQ-131 [WeaponData088] TypeName=FAB100 [WeaponData089] TypeName=FAB250 [WeaponData090] TypeName=FAB500 [WeaponData091] TypeName=AA-2 [WeaponData092] TypeName=AA-2D [WeaponData093] TypeName=AA-8 [WeaponData094] TypeName=AA-8B [WeaponData095] TypeName=AA-7A [WeaponData096] TypeName=AA-7B [WeaponData097] TypeName=AA-7C [WeaponData098] TypeName=AA-7D [WeaponData099] TypeName=S-5 [WeaponData100] TypeName=S-24 [WeaponData101] TypeName=UV16 [WeaponData102] TypeName=UV32 [WeaponData103] TypeName=Tank400_MiG17 [WeaponData104] TypeName=Tank540_MiG19 [WeaponData105] TypeName=Tank490_MiG21 [WeaponData106] TypeName=Tank600_Su7 [WeaponData107] TypeName=Tank800_MiG23C [WeaponData108] TypeName=Tank800_MiG23W [WeaponData109] TypeName=SA-2B [WeaponData110] TypeName=SA-2C [WeaponData111] TypeName=SA-2F [WeaponData112] TypeName=SA-6A Quote
proleter Posted February 5, 2009 Posted February 5, 2009 (edited) Sorry, but you can't add weapons pack (at the moment - this will change). I didn't add Weapon pack. I just added 3D objects for S-24. Objects were from Bunyap WP 03.07.2006. It is obvious (or likely) that SF2 have S-24 in the weapondata (i didnt search for it) but they don't have S-24 3D model for this rocket! And you have only blank pylons.. Than I added just 4 files S24 from Bunyap WP (Objects folder) not the all WP. And I now have this on the plane pylons: -S-24 rockets (green ones) -FAB 500 -tanks Proof: Edited February 5, 2009 by proleter Quote
proleter Posted February 5, 2009 Posted February 5, 2009 (edited) I'm posting this in the hope that it helps you (and anyone else who is interested) to know what's already in the stock weapons pack. [WeaponData001] TypeName=Mk81 [WeaponData002] TypeName=Mk82 [WeaponData003] TypeName=Mk82SE .......................................... [WeaponData111] TypeName=SA-2F [WeaponData112] TypeName=SA-6A Thanks Edited February 5, 2009 by proleter Quote
Murphy'S Posted February 6, 2009 Posted February 6, 2009 Err... How come I noticed the SAM LED only now? the treath indicator is really a good new feature Quote
Gr.Viper Posted February 6, 2009 Posted February 6, 2009 I have a suspicion, that TK upgraded clouds a, bit but I can't quite understand how... Quote
Fubar512 Posted February 6, 2009 Posted February 6, 2009 I have a suspicion, that TK upgraded clouds a, bit but I can't quite understand how... New cloud TGAs and environment system entries. Quote
Fubar512 Posted February 6, 2009 Posted February 6, 2009 the treath indicator is really a good new feature The entry for that has been there simce SP4, I don't think it was activated until SP5. Quote
+76.IAP-Blackbird Posted February 6, 2009 Posted February 6, 2009 are those TK clouds??? I have the old flushy clouds in sf2 is there a patch?? Quote
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