+Fubar512 Posted March 3, 2009 Posted March 3, 2009 Read all about the SF2 weapons editor, here: weapons editor infolink It works grrrreat! Quote
Viper6 Posted March 3, 2009 Posted March 3, 2009 Yeah TK said that a skilled modder could use note pad to edit weaps BUT most of us are NOT skilled modders So I for one can not even begin to make this work. Quote
+Brain32 Posted March 3, 2009 Posted March 3, 2009 Well let's just say I could probably make a WEP pack, and I don't even have SF2 lol Quote
+Fubar512 Posted March 3, 2009 Author Posted March 3, 2009 Just follow the same format as you would for adding groundobjects and aircraft. Every individual add-on weapon should have its own separate folder, containing all the .lod, .bmp, and .ini files for that weapon, as well as a unique weapondata file of its very own. As Brain32 implied, it's very simple. Quote
+Fubar512 Posted March 3, 2009 Author Posted March 3, 2009 Which .ini files, if I may ask? The same folder structure as a groundobject or aircraft would have, including a main.ini and a data.ini for that weapon. The patch would be "My Documents\ThirdWire\StrikeFighters2\Objects\Weapons, and then the folder for that weapon. Just look at your groundobjects folders for guidance. You'll figure it out Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 So Fubar, There isn't any .Dat File anymore? Quote
+Fubar512 Posted March 3, 2009 Author Posted March 3, 2009 Yes, but it's no longer necessary to use a weapons editor to modify it (unless you wish to remove or replace existing entries). Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 Very Cool! Thanks for the Info......Gone adding Weaps..... Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 And if You know Uni-Code, You can make the .Dat too..... Quote
+Fubar512 Posted March 3, 2009 Author Posted March 3, 2009 And if You know Uni-Code, You can make the .Dat too..... Precisely. Otherwise, it might prove awkward to port over hundreds, if not upwards of 1000 weapons, by hand. Quote
+Fubar512 Posted March 3, 2009 Author Posted March 3, 2009 Precisely. Otherwise, it might prove awkward to port over hundreds, if not upwards of 1000 weapons, by hand. Add a weapons folder to the object folder in your SF2 install (remember, it's in the "My Documents" folder), drop this in, and use the format for guidance: r_60mk.rar Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 OK. But You know, Word Pad would be better. It'll read Unicode....... Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 (edited) Now have 900 Weaps and climbing....... Just like Ground Objects......hummm Edited March 3, 2009 by 331Killerbee Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 (edited) Everything is smooth.......Just watch the ECM Pods. There's about two to three new entries for them.... MinFreq= MaxFreq= CanJamCW=<-- I assume either TRUE or FALSE. Edited March 3, 2009 by 331Killerbee Quote
kct Posted March 3, 2009 Posted March 3, 2009 Already said that it'll act like the adding ground objects and aircraft :ph34r: . Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 1,395 folders.......working so far..... Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 If You get the Weapons Pack that AOCBravo and Team did......Alot of the work is already done.... Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 (edited) OK.....The biggest problem I see is Editting the Effects....Most of the "Old" Effects were done in DX9. The new SF2 Effects and Particalsystem.ini uses new "Plug-in's" for DX10. Many of the "Old Effects" are just outdated by the "New Effects". With that said, It's just like Fubar512 said, It's just a matter of editting in Note Pad....... You can still use the "Old Effects". But I suggest giving the new ParticalSystem.INI a once over.... BTW......You'll find the F4AFTERBURNER there too......hint,hint... Edited March 3, 2009 by 331Killerbee Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 Remember, You've got to have an .LOD File in every Folder for it to work......... Quote
+Fubar512 Posted March 3, 2009 Author Posted March 3, 2009 Everything is smooth.......Just watch the ECM Pods. There's about two to three new entries for them.... MinFreq= MaxFreq= CanJamCW=<-- I assume either TRUE or FALSE. FYI, there's also a new jammer type added. In addition to NOISE_JAMMER and DECEPTIVE_JAMMER, there's now a DUALMODE_JAMMER, as well (at least in the aircraftobject.dll). Quote
+Wrench Posted March 3, 2009 Posted March 3, 2009 So, KB, when you releaseing the SF2 Wep Pak???? You all relaize you just might make me have to spend 20 buck I don't have to get SF2....<sigh> If so, at least I"ll be able to rest the new terrains in it... Wrench kevin stein Quote
+331Killerbee Posted March 3, 2009 Posted March 3, 2009 So, KB, when you releaseing the SF2 Wep Pak???? You all relaize you just might make me have to spend 20 buck I don't have to get SF2....<sigh> If so, at least I"ll be able to rest the new terrains in it... Wrench kevin stein Kevin, You can be an evil dude.....lol Quote
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