Wrench Posted November 1, 2011 Posted November 1, 2011 i think the water bmp is hosed .... maybe we can talk brain32 or ??? into doing a better one. everyone I do, dont work; even using brain32 color pallete act Quote
+PureBlue Posted November 1, 2011 Posted November 1, 2011 (edited) Got it! Your BMP is 8 bits but the palette had only 111 colors Opened up ISRAEL_WATER and pasted yours on top, changed the sea color to stock value and it worked.. Edited November 1, 2011 by PureBlue Quote
+Dave Posted November 1, 2011 Author Posted November 1, 2011 We need to get all these mods together in one download. Then we can continue this. Quote
Slartibartfast Posted November 1, 2011 Posted November 1, 2011 We need to get all these mods together in one download. Then we can continue this. If you need help with intell briefs I will be happy to provide... Quote
Wrench Posted November 2, 2011 Posted November 2, 2011 still working on terrain and targeting updates....AND it seems something in last several patchs has broken the 'emplaced' destroyed models (aircraft), as I'd built a nice junkyard at Baghdad Intl, and they ain't showing up. retiled/added the marshes/lake west of Basra; fixed Falika island, added iranin offshore rigs. just need to find the kuwaiti, saudi, and iraqi ones. GE is failing me!! Quote
+dtmdragon Posted November 2, 2011 Posted November 2, 2011 (edited) Since the 129 ERQS is a basicly a support/sar/helo non combat unit I'm going to bring in 1 Squadron RAAF with Super Hornets once the Emergency Action Message Thread is unlocked, so you dont have to keep track of the 129 ERQS I'll just use it for extra stories etc Alright guys, to keep this thing manageable, please check the table below for your information. For simplicity, those that have declared more than one Squadron, consolidate them under one Force Name/Banner. And please no more than 2 types of aircraft, for current partipants. Newcomers should only declare 1 type of aircraft. This only applies to aircraft we'll keep track of. For fun and screenshots, you can fly other transport/sar/helo/etc. types and base your stories on them, but we will NOT keep record of them. I'm yet to fill in the Roles, will check the "Emergy Action Messages" thread for this info, so if you haven't given your Roles, please do via PM or this forum. Please point out any errors and changes you want ASAP. I got a feeling things might get hot soon! Have fun! Edited November 2, 2011 by dtmdragon Quote
+dtmdragon Posted November 2, 2011 Posted November 2, 2011 (edited) Would you like us to upload any mods that we want to use with op Darius here so you can include them all? We need to get all these mods together in one download. Then we can continue this. Edited November 2, 2011 by dtmdragon Quote
Wrench Posted November 2, 2011 Posted November 2, 2011 remember folks ... use ONLY mods/addons that are freely available here at CA. Keeps things nice and tight, and readily accessable to all End Users Quote
Wrench Posted November 2, 2011 Posted November 2, 2011 (edited) as promised, and forgotten due to (re)working the terrain, the Iranian Hercs (based off Dels' C-130H, nationalized -but userlist included so a simple data ini edit returns to USAF -although years may need adjusting- and other skins added) ============= Also, had a thought last night, while retargeting. Would/Is there an interest in making this a completly 'new' seperate terrain, that does not conflict or replace the existing 1980s version I did. Similar to the "CubaOTC", where it's different from the "cuba' terrain Basiclly, it's a very simple matter of renaming the IR folder, a few inis, the HFD & TFD so it would become "IR2003". Nothing else would really change. If warranted, I can do this for the next update. Thoughts? Edited November 2, 2011 by Wrench Quote
EricJ Posted November 2, 2011 Posted November 2, 2011 I don't care either way to be honest with you. Quote
+ST0RM Posted November 2, 2011 Posted November 2, 2011 as promised, and forgotten due to (re)working the terrain, the Iranian Hercs (based off Dels' C-130H, nationalized -but userlist included so a simple data ini edit returns to USAF -although years may need adjusting- and other skins added) ============= Also, had a thought last night, while retargeting. Would/Is there an interest in making this a completly 'new' seperate terrain, that does not conflict or replace the existing 1980s version I did. Similar to the "CubaOTC", where it's different from the "cuba' terrain Basiclly, it's a very simple matter of renaming the IR folder, a few inis, the HFD & TFD so it would become "IR2003". Nothing else would really change. If warranted, I can do this for the next update. Thoughts? Since this is a relatively small group of people flying this campaign, it doesn't matter much if you rework it. We all know how to tweak the options.ini file to make it 2003-current. But if you think you've done enough editing to warrant the rename, by all means. You're the terrain man. Thanks Kevin! Jeff Quote
Wrench Posted November 2, 2011 Posted November 2, 2011 "terrainman" yup, yup, I'm a good terraformer. definatelly; too many 'modernazations' to not create it new. I'll give instrutions for those that don't know how when I post the update. Still a few tweeks ... btw, there's a MAJOR lod fault with TKs Leo5 tanks ... has GYNOMOUS tractor shadow issues, so they're being switched to something else. Pity; I did a partial reskin to a desert mottle camo... Quote
10107 Posted November 2, 2011 Posted November 2, 2011 Torn between Canada and USAF... gonna have to go USAF for now. Tsk tsk....USAF.. Only been years since I posted in here. Watched this develop. Good effort and looking forward to see more. Quote
+Dave Posted November 3, 2011 Author Posted November 3, 2011 Tsk tsk....USAF.. Only been years since I posted in here. Watched this develop. Good effort and looking forward to see more. We need some Canadians my friend. Quote
+russouk2004 Posted November 3, 2011 Posted November 3, 2011 (edited) ok some decals doing my f****** head in...one minute they show next they wont... heres what ive got numbers of decals are: GERNO000 to GERNO009 numbers of the above in the lst file are: 29+11 29+12 29+14 29+15 29+16 29+17 29+18 29+19 29+20 29+21 I added this to the texture ini entries. [TextureSet] Name=JG 73 "Steinhoff" Nation=WGermany Specular=0.200000 Glossiness=0.700000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=10 DecalNumberStart=11 DecalNumberEnd=21 heres the decal entries for the ef2000 i have. [Decal005] MeshName=fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=GAF Typhoon/GERNO Position=1.3,0.40 Rotation=1.0 Scale=1.7 DecalMaxLOD=2 [Decal006] MeshName=fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=GAF Typhoon/GERNO Position=1.3,0.40 Rotation=-1.0 Scale=1.7 DecalMaxLOD=2 Ive tried DecalMaxLOD=2 to DecalMaxLod=4 and still it screws up sometimes a\c are ok from the 1st a\c to 3rd or fourth,then rest show blank max numcer of a\c ive encountered in all missions is 8 x a\c so it isnt a shortage of decals. im stumped been 2 hours at this now im pissed off lol... Heeeeeeeeeelp plz lol just a thought...im sure it doesnt affect the decals not having the number 29+13 ? Edited November 3, 2011 by russouk2004 Quote
+Florian Posted November 3, 2011 Posted November 3, 2011 ok some decals doing my f****** head in...one minute they show next they wont... Try this: DecalNumberStart=0 DecalNumberEnd=9 I believe this should encircle the ending numbers of the TGA files? Quote
logan4 Posted November 3, 2011 Posted November 3, 2011 (edited) ok some decals doing my f****** head in...one minute they show next they wont... heres what ive got numbers of decals are: GERNO000 to GERNO009 numbers of the above in the lst file are: 29+11 29+12 29+14 29+15 29+16 29+17 29+18 29+19 29+20 29+21 I added this to the texture ini entries. [TextureSet] Name=JG 73 "Steinhoff" Nation=WGermany Specular=0.200000 Glossiness=0.700000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=10 DecalNumberStart=11 DecalNumberEnd=21 Heeeeeeeeeelp plz lol just a thought...im sure it doesnt affect the decals not having the number 29+13 ? Hi russouk, Might not the full handling but the DecalNumberEnd=21 should say DecalNumberEnd=20 as you have only 10 numbers not 11. I had similar issue once and the game always tried to give that last number i had missing. It doesn't matter what is on the actual tga picture or list file as serial. Also try what florian wrote above. logan4 Edited November 3, 2011 by logan4 Quote
+SidDogg Posted November 3, 2011 Posted November 3, 2011 UMM.....can we swap carriers with CVW-11? i would reeaally like mine back, please. SidDogg Quote
+Dave Posted November 3, 2011 Author Posted November 3, 2011 FYI All Once we have all the terrain mods and object mods put in one package from Wrench I will start this back up. Quote
+Soulfreak Posted November 3, 2011 Posted November 3, 2011 (edited) Quick Info about German squadrons: in 2011 (now) JG 71 operates only F-4F ICE. JG 73 operates only the EF-2000, Germany no more operates the Fulcrum (as Dave said in the Screen Shot threat) Edited November 3, 2011 by Soulman Quote
Wrench Posted November 3, 2011 Posted November 3, 2011 (edited) speaking of carriers.... where the frak are they??? I'm jut about to upload the (hopefuly!) final terrain update, and relaized I don't have any carrier stations! Now, thinking of the tactical/strategic considerations, and how much sea-room they need (eliminating the shallow,crowded, confined waters at the head of the Gulf)....I'd reccomend them no further north than the green line, with possible postions as show with the green stars This is all that's holding it up.... so, how many CVBG? this will also allow me to add FFG/CG/DDG in the general vicinity, as CVs be unvulnerable EDIT: oh, yeah...I"ll need names for them, unless you want me to pick...I have some thoughts on that, given the region and it's rich history/mythology... Edited November 3, 2011 by Wrench Quote
+PureBlue Posted November 3, 2011 Posted November 3, 2011 (edited) Gentleman, I'm looking for a volunteer to take over the maintenance of the ORBAT list and planning map. I'll be very busy at work for at least two weeks; Moving our datacenter will occupy almost all my time. Here's the package that contains the excel sheet and the map in gimp format. Edited November 3, 2011 by PureBlue Quote
+PureBlue Posted November 3, 2011 Posted November 3, 2011 (edited) Now, thinking of the tactical/strategic considerations, and how much sea-room they need (eliminating the shallow,crowded, confined waters at the head of the Gulf)....I'd reccomend them no further north than the green line, with possible postions as show with the green stars so, how many CVBG? this will also allow me to add FFG/CG/DDG in the general vicinity, as CVs be unvulnerable Wrench, I suggest avoiding placing anything east of the 900km line, since the Mission Generator will not create any waypoints in the outer %10 of the terrain map. I know The Wall is further out but the generator has this hardcoded limit. Edited November 3, 2011 by PureBlue Quote
Wrench Posted November 3, 2011 Posted November 3, 2011 I didn't know that! even with the flight engine tweek, to expand borders? I can move one north, right at the green line, if needed... Quote
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