KJakker Posted December 8, 2014 Posted December 8, 2014 I have done an experiment to get "First Eagles 2" objects into "Strike Fighters 2" and would like to ask if anyone would be willing to try it and corroborate my findings? To do this experiment you first need to own legal copies of both FE2 and SF2 5 full/merged. Next you need to do the following procedure. Copy “AvionicsWWI.dll” and “wwiComm.dll” from “C:\Program Files (x86)\ThirdWire\First Eagles 2\Flight” to “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Flight” then do the same for “wwiCambrai.CAT” and “wwiVerdun.CAT” from “C:\Program Files (x86)\ThirdWire\First Eagles 2\Terrains” to “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Terrains”. Now for the complicated part, extract everything from your SF2 ObjectData004.CAT, ObjectData005.CAT, ObjectData006.CAT, and ObjectData015.CAT. You will need to place these extracted .TGA files into your MODS directory Decal folder as these CAT files will not be available when you are done. Then take the four ObjectData CAT files that you just extracted everything from, and move them from the “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Objects” folder to a safe backup folder elsewhere on your hard drive. Next copy all four ObjectData CAT files from “C:\Program Files (x86)\ThirdWire\First Eagles 2\Objects” to a separate safe folder. Once copied, rename the copied FE2 CAT files to match the four CAT files that you removed from the “Strike Fighters 2\Objects” folder, like so… ObjectData001.CAT ----> ObjectData004.CAT ObjectData002.CAT ----> ObjectData005.CAT ObjectData003.CAT ----> ObjectData006.CAT ObjectData004.CAT ----> ObjectData015.CAT Be careful about the renaming due to both the old and new file names having one file named "ObjectData004". Now cut and past the renamed copies into “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Objects”. We are now done with the Install directory. At this point I recommend that you copy the stock Aircraft, GroundObjects, Guns, and Weapons from your FE2 mod directory and paste them into the SF2 mod directory that you intend to use for the experiment. I have attached the FE2 stock Aircraft, GroundObjects, Guns, and Weapons INI files if you don’t want to go through the trouble of generating them yourself. If all the above worked out, you should have the “First Eagles 2” stock Aircraft, GroundObjects, Guns, Weapons, and Terrain available for use in SF2. Please let me know how this works for you. Note1: You may need to extract everything from the terrain CAT’s “wwiCambrai.CAT” and “wwiVerdun.CAT” into your SF2 mod Terrain folder to fix some terrain issues. Note2: In order to get a fully working FE2 install, not just having the objects, weapons, and terrain available requires a lot more extracting and editing of FE2 INI files for SF2. FE2 Objects Folder.7z 1 Quote
+russouk2004 Posted December 9, 2014 Posted December 9, 2014 (edited) ive got some terrains into sf2 but they need some items from fe effects etc and work to a degree.wwicambrai wwiverdun and galicia..also some gliches like runways appear oddly i forget what else went askew Edited December 9, 2014 by russouk2004 Quote
Snailman Posted December 9, 2014 Posted December 9, 2014 Sound a bit difficult... Do we need everything from the CAT files? Because there is a lot of files in the CAT which cannot be extracted, and are hidden to the official extractor... Quote
+Wrench Posted December 9, 2014 Posted December 9, 2014 Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did. I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed. Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on. Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis Quote
+KnightWolf45 Posted December 9, 2014 Posted December 9, 2014 i did whit SFP1 and FE1 all but the dlls after some edits to the nations ini and all decals inis very thing work but the FPS whit the Terrain but i was whit a 128mb ati 9200 and p4 2.8g whit 512 ram but aircraft work just need a shitload of edits Quote
+Geezer Posted December 9, 2014 Posted December 9, 2014 Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did. I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed. Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on. Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis Interesting. I fooled around with FE1 and SF1 some years ago when there was less of a difference in file organization. Since returning to TW sims, I have not done the same with the newer editions - I did not realize there was THAT much difference between FE2 and SF2. Quote
+daddyairplanes Posted December 9, 2014 Posted December 9, 2014 Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did. I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed. Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on. Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis arent FE2s lods locked liked SF2s are? Quote
+Fubar512 Posted December 9, 2014 Posted December 9, 2014 arent FE2s lods locked liked SF2s are? No. That title was released before the fhit hit the san. Quote
Snailman Posted December 9, 2014 Posted December 9, 2014 Ahh. Ok I though I need to extract SF2 ... but if FE2 is extractable, then no prob. I did some experiments with a FE2 biplane FM to use with helicopters, which have serious problems with landing when controlled by the AI. Not much luck to figure out what is causing the problem( Quote
+russouk2004 Posted December 9, 2014 Posted December 9, 2014 iirc you can add path in the ini toi point to new location of the cats Quote
+Geezer Posted December 9, 2014 Posted December 9, 2014 I don't want to hijack this thread, but you guys are discussing stuff that I have some questions about - maybe you can answer them? I am thinking about a 1940 desert mod for FE2 that features biplanes as the main actors, but also has a few monoplanes. Years ago, I tested biplanes in the old FE1 and SF1, and FE1 had better handling characteristics for biplanes. Since returning to modding FE2, I have not had time to make the same comparisons. Is FE2 still better at simulating the handling characteristics of biplanes or has this difference gone away because TK improved the SF2 code? Also, I may have something to contribute. When I asked about retractable landing gear in FE, I found out that TK did not strip the code out of FE. Its still there, as the flaps and gear still work in autopilot, and another guy says you can restore manual control by adding command lines: I am not 100% sure but I think you can have landing gears in FE/FE2 but just adding a couple of command lines in the Control\Default.ini fileI know there are other commands that are not enabled in FE/FE2 that I turned on in the past by just adding those command lines.I think these commands (and others) are not in the Default.iniFLAPS_DOWN=JOYSTICK02_BUTTON10FLAPS_UP=JOYSTICK02_BUTTON09AIRBRAKES_TOGGLE=JOYSTICK02_BUTTON21WHEELBRAKES_TOGGLE=JOYSTICK02_BUTTON20LANDING_GEARS_TOGGLE=JOYSTICK02_BUTTON22 If this information is correct, perhaps other functionality can be restored to FE2 by adding appropriate command lines? If so, then FE2 would seem to have some real advantages. Many files have not been locked, as in SF2, and - if using the same size terrain artwork - FE2's smaller terrain tiles display more detail than SF2's larger terrain tiles. Quote
+Wrench Posted December 9, 2014 Posted December 9, 2014 arent FE2s lods locked liked SF2s are? Don't say that too loud ... cause it'll get patched and locked. You need to use Gerwin's extractor, and it pulls EVERYTHING Actually I think it would work better the other way around, as SF2 has some FE2 coding in it. But it's definitely worth experimentating with in BOTH directions Quote
+Geezer Posted December 9, 2014 Posted December 9, 2014 Don't say that too loud ... cause it'll get patched and locked. You need to use Gerwin's extractor, and it pulls EVERYTHING Actually I think it would work better the other way around, as SF2 has some FE2 coding in it. But it's definitely worth experimentating with in BOTH directions What FE code does SF contain? Quote
+Fubar512 Posted December 9, 2014 Posted December 9, 2014 Gun unjam and reload, though the statements for them need to added to the objects/aircraftobject.ini and control/default.ini files. Quote
+Geezer Posted December 9, 2014 Posted December 9, 2014 Gun unjam and reload, though the statements for them need to added to the objects/aircraftobject.ini and control/default.ini files. Thanks. Are you the guy that got landing gear to work in FE? Quote
+Fubar512 Posted December 9, 2014 Posted December 9, 2014 Thanks. Are you the guy that got landing gear to work in FE? Not that I can recall. Quote
+Gepard Posted December 10, 2014 Posted December 10, 2014 (edited) In FE the landing gears, airbrakes, flaps of planes worked perfect. I had a FW-190 there and some MiG's worked very well. Even guided missiles for an AH-64 or a Mi-24 worked perfect in FE. Screenshot of two Mi-24 in First Eagles Dont know wheter it is in FE2 the same. But give it a try. That are the entries of my modern days FE controls [ControlSet001]EXIT_FLIGHT=ESCAPEQUIT_GAME=ALT+QPAUSE_FLIGHT=ALT+PTIME_COMPRESSION=ALT+TNORMAL_TIME=ALT+RCHANGE_TIME=ALT+CSKIP_TO_NEXT=ALT+NRADIO_COMM=TABCHAT_ALL=GRAVECHAT_ENEMY=SHIFT+GRAVECHAT_FRIENDLY=CTRL+GRAVECHAT_TARGET=ALT+GRAVEAUTO_PILOT=AWING_LEVELER=SHIFT+ANEXT_WAYPOINT=WPREV_WAYPOINT=SHIFT+WMAP=MSCREEN_SHOT=PRINTSCREENDEBUG_TOGGLE=CTRL+HGOTO_COCKPIT_FRONT_VIEW=F1GOTO_COCKPIT_LEFT_VIEW=F2GOTO_COCKPIT_RIGHT_VIEW=F3GOTO_COCKPIT_UP_VIEW=SHIFT+F1GOTO_VIEW_PADLOCK=F4TOGGLE_COCKPIT=NUMPADPERIODSNAP_VIEW_FRONT=NUMPAD8SNAP_VIEW_FRONT_RIGHT=NUMPAD9SNAP_VIEW_RIGHT=NUMPAD6SNAP_VIEW_REAR_RIGHT=NUMPAD3SNAP_VIEW_REAR_LEFT=NUMPAD1SNAP_VIEW_LEFT=NUMPAD4SNAP_VIEW_FRONT_LEFT=NUMPAD7SNAP_VIEW_UP=NUMPAD5SNAP_VIEW_DOWN=NUMPAD0GOTO_VIEW_SHOULDER=F5GOTO_VIEW_OBJECT_NEXT=F6GOTO_VIEW_OBJECT_PREV=SHIFT+F6GOTO_VIEW_GROUND_OBJECT_NEXT=F7GOTO_VIEW_GROUND_OBJECT_PREV=SHIFT+F7GOTO_VIEW_TARGET=F8GOTO_VIEW_PLAYER_TO_TARGET=SHIFT+F8GOTO_VIEW_TARGET_TO_PLAYER=CTRL+F8GOTO_VIEW_WEAPON=F9GOTO_VIEW_PLAYER_TO_WEAPON=SHIFT+F9GOTO_VIEW_WEAPON_TO_PLAYER=CTRL+F9GOTO_VIEW_FLYBY=F10GOTO_VIEW_FLYBY_PREV=SHIFT+F10GOTO_VIEW_TOWER=F11GOTO_VIEW_TOWER_PREV=SHIFT+F11GOTO_VIEW_ACTION_CAM=F12GOTO_FREE_VIEW=CTRL+F12CAMERA_PITCH_UP=JOYSTICK01_POV01_UPCAMERA_PITCH_DOWN=JOYSTICK01_POV01_DOWNCAMERA_YAW_RIGHT=JOYSTICK01_POV01_RIGHTCAMERA_YAW_LEFT=JOYSTICK01_POV01_LEFTCAMERA_ZOOM_IN=MOUSE_BUTTON01CAMERA_ZOOM_OUT=MOUSE_BUTTON02CAMERA_PITCH_AXIS=MOUSE_Y-AXISCAMERA_YAW_AXIS=MOUSE_X-AXISCAMERA_ZOOM_CONTROL=PITCH_UP=DOWNARROWPITCH_DOWN=UPARROWROLL_RIGHT=RIGHTARROWROLL_LEFT=LEFTARROWYAW_RIGHT=PERIODYAW_LEFT=COMMATHROTTLE_UP=EQUALSTHROTTLE_DOWN=MINUSTHRUST_VECTOR_UP=CTRL+EQUALSTHRUST_VECTOR_DOWN=CTRL+MINUSFLAPS_DOWN=FFLAPS_UP=VAIRBRAKES_TOGGLE=SWHEELBRAKES_TOGGLE=BLANDING_GEARS_TOGGLE=GARRESTER_HOOK_TOGGLE=HCYCLE_NAV_LIGHT=CTRL+LDRAG_CHUTE=CTRL+BEJECT=ALT+BPITCH_CONTROL=JOYSTICK01_Y-AXISYAW_CONTROL=ROLL_CONTROL=JOYSTICK01_X-AXISTHROTTLE_CONTROL=JOYSTICK01_U-AXISTHRUST_VECTOR_CONTROL=NEXT_AA_WEAPONS=JOYSTICK01_BUTTON03PREV_AA_WEAPONS=SHIFT+BACKSPACENEXT_AG_WEAPONS=JOYSTICK01_BUTTON04PREV_AG_WEAPONS=SHIFT+BACKSLASHFIRE_PRIMARY_GUN=JOYSTICK01_BUTTON01FIRE_SECONDARY_GUN=FIRE_WEAPON=JOYSTICK01_BUTTON02UNJAM_GUN=SHIFT+JOYSTICK01_BUTTON03OPEN_BOMBBAY_DOOR=CTRL+ODROP_TANKS=CTRL+DJETTISON_STORES=CTRL+JNEXT_RIPPLE_QUANTITY=RBRACKETPREV_RIPPLE_QUANTITY=SHIFT+RBRACKETNEXT_RIPPLE_INTERVAL=LBRACKETPREV_RIPPLE_INTERVAL=SHIFT+LBRACKETNEXT_HUD_MODE=APOSTROPHEPREV_HUD_MODE=SHIFT+APOSTROPHENEXT_GUNGROUP=SEMICOLONPREV_GUNGROUP=SHIFT+SEMICOLONCHAFF=CFLARE=XECM_TOGGLE=ZTOGGLE_RADAR=CTRL+PGUPNEXT_RADAR_MODE=PGUPPREV_RADAR_MODE=SHIFT+PGUPNEXT_RADAR_RANGE=PGDNPREV_RADAR_RANGE=SHIFT+PGDNSELECT_NEXT_RADAR_TARGET=HOMESELECT_PREV_RADAR_TARGET=SHIFT+HOMEACQUIRE_RADAR_TARGET=INSERTACQUIRE_VISUAL_TARGET_ON_RADAR=SHIFT+INSERTREJECT_RADAR_TARGET=DELETESELECT_CLOSEST_CENTER=NUMPADSTARSELECT_TARGET=TSELECT_PREV_TARGET=SHIFT+TSELECT_CLOSEST_TARGET=CTRL+TSELECT_FRIENDLY=YSELECT_PREV_FRIENDLY=SHIFT+YSELECT_CLOSEST_FRIENDLY=CTRL+YSELECT_GROUND=ESELECT_PREV_GROUND=SHIFT+ESELECT_CLOSEST_GROUND=CTRL+ESELECT_LAST_RADIO=RSELECT_LAST_RADIO_CALLER=SHIFT+RSELECT_RADAR_TARGET=CTRL+RSELECT_WAYPOINT=CTRL+WDESELECT_TARGET=ANIMATION_1=ANIMATION_2=ANIMATION_3=ANIMATION_4=ANIMATION_5=ANIMATION_6=ANIMATION_7=ANIMATION_8=ANIMATION_9=ANIMATION_10=[ControlSet002]FIRE_PRIMARY_GUN=SPACEFIRE_WEAPON=RETURN[RangedControl001]AxisControl=PITCH_CONTROLMaxValue=1000.000000MinValue=-1000.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=TRUEMouseScale=1.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=2.000000KeyControlRate=1.000000AllowKeyControl=TRUEIncreaseControl=PITCH_DOWNDecreaseControl=PITCH_UPCenterControl=[RangedControl002]AxisControl=YAW_CONTROLMaxValue=1000.000000MinValue=-1000.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=1.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=2.000000KeyControlRate=1.000000AllowKeyControl=TRUEIncreaseControl=YAW_RIGHTDecreaseControl=YAW_LEFTCenterControl=[RangedControl003]AxisControl=ROLL_CONTROLMaxValue=1000.000000MinValue=-1000.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=1.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=2.000000KeyControlRate=1.000000AllowKeyControl=TRUEIncreaseControl=ROLL_RIGHTDecreaseControl=ROLL_LEFTCenterControl=[RangedControl004]AxisControl=THROTTLE_CONTROLMaxValue=1000.000000MinValue=0.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=TRUEMouseScale=1.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=0.000000KeyControlRate=1.000000AllowKeyControl=TRUEIncreaseControl=THROTTLE_UPDecreaseControl=THROTTLE_DOWNCenterControl=[RangedControl005]AxisControl=CAMERA_PITCH_AXISMaxValue=1000.000000MinValue=-1000.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=0.200000UseMouseRate=TRUEReverseMouse=FALSELimitValue=FALSESelfCenterRate=50.000000KeyControlRate=2.000000AllowKeyControl=TRUEIncreaseControl=CAMERA_PITCH_DOWNDecreaseControl=CAMERA_PITCH_UPCenterControl=[RangedControl006]AxisControl=CAMERA_YAW_AXISMaxValue=1000.000000MinValue=-1000.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=0.250000UseMouseRate=TRUEReverseMouse=FALSELimitValue=FALSESelfCenterRate=50.000000KeyControlRate=2.500000AllowKeyControl=TRUEIncreaseControl=CAMERA_YAW_RIGHTDecreaseControl=CAMERA_YAW_LEFTCenterControl=[RangedControl007]AxisControl=CAMERA_ZOOM_CONTROLMaxValue=1000.000000MinValue=-1000.000000DeadZone=0.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=1.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=FALSESelfCenterRate=100.000000KeyControlRate=5.000000AllowKeyControl=TRUEIncreaseControl=CAMERA_ZOOM_INDecreaseControl=CAMERA_ZOOM_OUTCenterControl=[RangedControl008]AxisControl=THRUST_VECTOR_CONTROLMaxValue=1000.000000MinValue=0.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=TRUEMouseScale=1.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=0.000000KeyControlRate=1.000000AllowKeyControl=TRUEIncreaseControl=THRUST_VECTOR_UPDecreaseControl=THRUST_VECTOR_DOWNCenterControl= Edited December 10, 2014 by Gepard Quote
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