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Posts posted by Steve T
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Volkswagen Type 82 Kübelwagen for SF2
*DE-LURK*
A small Christmas gift to the great community here keeping this game alive.
Original model by JasonOwen found on Free3D.com
https://free3d.com/3d-model/german-ww-2-car-kubelwagen-6723.html
Polycount lowered and some re-texturing plus import into SF2 by me.
INSTALL INSTRUCTIONS:
1. COPY THE KUBELWAGEN FOLDER FOUND HERE INTO THE "GROUNDOBJECT" SUB-FOLDER FOUND IN YOUR INSTALL'S "OBJECTS" FOLDER2. EDIT YOUR TERRAIN'S "TERRAIN NAME'S_TYPES.INI" BY ADDING THE FOLLOWING AT THE END OF THE TARGET TYPES LISTED THERE
[TargetType***]<=== IMPORTANT! UPDATE TO NEXT NUMBER IN SEQUENCE
Name=Kubelwagen
FullName=Type 82 Kubelwagen
TargetType=MISC
ActiveYear=0
TargetValue=10
UseGroundObject=TRUE
GroundObjectType=Kubelwagen
RepairRate=0.555
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=5000.0
DestroyedEffect=SmallRocketGroundExplosion
DestroyedModel=Jeep_Destroyed.LOD
SecondaryEffect=VehicleFireEffect
SecondaryChance=100To have the object show up in game it will need to be manually added to the various areas in the Targets list by using something like Mue's TargetAreadEditor.
Could work in SF1 with some fiddling with INI files but I'm not going to try.
Released under the Combat Ace Fair Use Agreement.
S!
Steve T December 2017
*RE-LURK*
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Submitter
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Submitted12/21/2017
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Category
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Udet Rescue Bouy and S7-S13 Class E-boat for SF2 WW2 Battle of Britain Installs
"Udet-Seenotbojen" or Udet Rescue Bouy and S7-S13 Class E-boat for SF2 WW2 Battle of Britain Installs
To install, copy the included Objects, Effects, Missions and Sound folders into your MOD folder and make the INI file edits described below. If you already have an E-boat in your ground objects, back it up. If you don't want a high poly E-boat model, maybe just install the Udet-bouy. Tested in a WW2 Install based on SFNA patched to June 2012 Level. You can also slip the E-boat into your Euro WWII as it is a ground object, same goes for the Udet-bouy but you will not be able to use the custom Target placement as this has been written for the Battle of Britain Terrain.
All users should be prepared for longer load times as the E-boat model weighs-in at around 5.6 MB despite my poly-crunching and pruning -- the original was MUCH bigger this! If you want a smaller model, try copying and renaming LOD2 to LOD1 -- you will be missing crew, dingies and torpedos but have a smaller, but still big, file.
Talking of the original, the base model that I've imported into SF2 is a fantastic 3DS Max model by Alvaro Alves of De Espona 3D Models and is released as a creation here under a Royalty Free License. The version here is very heavily edited and with mostly new textures.
The Udet-bouy is my own creation.
This started out as a small project to learn 3DS Max by making a low poly Udet-bouy but it kind of got out of control! So, a LOT of work for such a little object and it's big brother but worth it I think. If you're a 109 pilot with a damaged engine limping back to France, try a belly landing next to an Udet-bojen and then swim for it!
Hope you like it,
Steve T.
February 2014
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Submitter
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Submitted02/28/2014
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Category
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File submitted and awaiting approval.
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I've noticed that these Beaus have trouble hitting moving targets, especially at sea. The following entry in the DATA INI fixed it for me:
[strafeAI]
RollInRange=4500.0
RollInAlt=1100.0
PullOutRange=400.0
PullOutAlt=175.0
ReleaseRange=1200.0
SecondPassRange=3500.0
SecondPassAlt=950.0
ReleaseInterval=1.0
AimPitchOffset=0.0
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PLEASE tell me we're going to get REAL E-Boats!!!
Yes :D Thanks to Turbosquid and a lot of pain in Max. Should be ready in about...two weeks! Seriously, still got a few things to iron out but expect them sooner rather
than very much later.
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1941, Coastal Command Beaufighters try to end the E-boat scourge but the little blighters are fast!
Fritz, man that MG34! Pity we can't really do this in game ;-) Part of something I've been working on that should see the downloads section sooner
rather than later I hope.
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Thanks for that -- most informative.
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Thanks again for the guidance Spectre and Russo -- all fixed and closer to going out of the door to the downloads section. There were quite a few of the little blighters hiding! A very steep learning curve to be sure ;-)
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This outstanding co-operative work really showcases what this game engine is capable of -- fantastic!
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Hello LucShep! Playing SF2 WW2... is relly fun. Modders/Skinners create more and more very good WW2 add ons! Simply, I like SF2 WW2 world. Welcome, Coupi.
Yes, I get the impression that there aren't that many of us WW2 "Propheads" here, so it's always good to see our ranks grow!
Have fun.
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indeed...sometimes a stray poly or flipped face will do it too.
flipped face means the normal face creates shadow,so flipped face will show shadow from mesh to ground and on ground will be gap,its reversed if you see what I mean...follow that ? lol
er...no ;D
Thanks Spectre and Russo -- will go on the hunt later.
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Has anyone got any tips for fixing "shadow ropes" in a Max model? The ship I'm building (OK, reverse engineering) has one. The offending 20mm cannon is rather high poly/complicated. I've tried optimizing/poly crunching but it won't go away!
Thanks
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Welcome to SF2, if you have questions just ask and we will try to help you
Thanks Blackbird -- I have a question... ;-)
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Certainly would and probably not that hard to impelement if you have the Max model -- so much to learn!
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Turns out it was simple -- just needed to move the origin of the model using the align tool.
Now I have a "floating" object and not a ground-effect vehicle ;-)
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Can anyone please tell me how to get the Naval object I've built to sit "in" the water rather than on top of it in game? I've tried moving the pivot point in Max and various ini edits but nothing seems to work. Probably something pretty simple I'm mising...
Thanks.
PS It's a stationary bouy-type thing, so not sure if not having engine and movement stuff in the data.ini makes any differrence?
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To make the roll rate more "real life", try changing these entries in the DATA.INI to the following:
RollForHeadingRate=-0.05//yes, really!
MinRollHeading=15.0
MaxRollForHeading=35.0and adding this, though not sure it's a valid SF2 parameter but why the heck not as it doesn't break anything:
MaxRollCombat=35.0
Now less Fw 190-like in the roll ;) I'm no FM expert but this seems to work.
Thanks for the great aircraft.
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very nice!
but, wouldn't they moor parallel (usually bow on) to the stream, and not at right angles??? Even though the Thames has a lower flow rate than many rivers, being moored broadside to the stream in not a good idea. Unless there's breakwaters or impounded docks
Cheers Wrench -- I think that you're probably right. I was going off a plan of the docks and there seem to be little jetties perpendicular to the main dock wall (which I didn't represent -- far too fiddly ;) so I moored up the big ships that way.
Anyway, glad you like it.
Burmese Days
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Thanks again Wrench -- looks so much better. Just something I'm doing for my own amusement further up the Thames from your Royal Docks.
London East India Docks
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London docks already done -- on 2 different ww2 maps (EAW Euro WW2 and BoB). with MUCH more period correct terrain objects (them stock cranes are awful! and are for container lifting)
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Thanks for the heads-up on the cranes.
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DAT's not necessarily the case ; )
:D I see what you did there ;-)
Obligatory Screenshot -- London Docks, part of something I'm working on...
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Oh M...!!! Bon sang!!! Good luck for recovery
Fingers crossed for you here too.
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Spitfire Sunset, with Baffmeister's FMs of course!
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A lot of work then! Probably only feasible for small terrians in dedicated, theatre-specific installls but possivble nonetheless. Give me trains over trucks any day of the week ;)
Volkswagen Type 82 Kübelwagen for SF2 V.1.01
in Thirdwire: Strike Fighters 2 Series - File Announcements
Posted
View File
Volkswagen Type 82 Kübelwagen for SF2 V.1.01
Volkswagen Type 82 Kübelwagen for SF2 V.1.01
=======================================
Original model by JasonOwen found on Free3D.com
https://free3d.com/3d-model/german-ww-2-car-kubelwagen-6723.html
Polycount lowered and some re-texturing plus import into SF2 by me. Still a fairly high poly count for a vehicle but a lower poly model is available elsewhere if you have access.
Version 1.01 update: Added a driver -- well, half a driver ;-)
INSTALL INSTRUCTIONS:
1. COPY THE KUBELWAGEN FOLDER FOUND HERE INTO THE "GROUNDOBJECT" SUB-FOLDER FOUND IN YOUR INSTALL'S "OBJECTS" FOLDER.
-- IF YOU'VE ALREADY INSTALLED A PRIOR VERSION OF THIS JUST OVEWRITE --
2. EDIT YOUR TERRAIN'S "TERRAIN NAME'S_TYPES.INI" BY ADDING THE FOLLOWING AT THE END OF THE TARGET TYPES LISTED THERE
[TargetType***]<=== IMPORTANT! UPDATE TO NEXT NUMBER IN SEQUENCE
Name=Kubelwagen
FullName=Type 82 Kubelwagen
TargetType=MISC
ActiveYear=0
TargetValue=10
UseGroundObject=TRUE
GroundObjectType=Kubelwagen
RepairRate=0.555
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=5000.0
DestroyedEffect=SmallRocketGroundExplosion
DestroyedModel=Jeep_Destroyed.LOD
SecondaryEffect=VehicleFireEffect
SecondaryChance=100
To have the object show up in game it will need to be manually added to the various areas in the Targets list by using something like Mue's TargetAreadEditor.
Could work in SF1 with some fiddling with INI files but I'm not going to try.
Released under the Combat Ace Fair Use Agreement.
S!
Steve T January 2018