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jtin

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Everything posted by jtin

  1. Add another airunit to the campaign_data.ini; use one of the existing units as a template and edit what you need. In the campaign.ini add another unit: [uSAFUnit001] UnitName=10th TFS, 50th TFW <- does not have to correspond w/squadron in squadronlist.ini ForceID=1 <- usually "good" is 1, "bad" is 2; outlined in campagin_data.ini UnitID=3 <- remeber that this is within the force; it is counted from the top down, skipping any units (in this case in force 2) StartDate=1960 DescFile=10thDesc.txt StartText=Campaign1Start1.txt AircraftType=F-100D Also don't forget to edit the number of squadrons if you're adding them to a carrier.
  2. hmm it would be interesting to have some water flowing down the mountians... I'm not sure how that'll work especially now that the water is animated, but it's not that unrealistic to have a river or two flowing down the side of a mountian (with potential for a waterfall :) )... although I suppose that could be hand placed with river tiles. I myself have no idea how the alter sealevel function works in TE... there's no dialogue box and whenever I try to use it, it crashes. Any ideas? I've attached my height map (same one as the .jpg in the previous page) if you want to play around with it: HM_AmericaNWrivers.zip Whenever I import it into TE, it brings the elevation down on the terrain as a whole a couple hundred meters, so probably leaving the west and south sides where they are and then using the method you specified above on the other areas is probably the way to go. :yes: Although if anyone knows the DEMs that MajorLee used for the origional terrain (if he did use any) a total rebuild of a 1000x1000 map might be better in the long run (of course that means much more work).
  3. Sure, go ahead :) Brain, do you mean like a transitional area elevation wise? Seems like a good idea, but I don't want to cut into the hills too much... I was also thinking about just hand placing the river tiles for some of the mouth areas that require a thinner river.
  4. Thanks.... that confirms my suspicions tis working in a way :) leaves much to be desired if anybody wants, I can upload the .hfd, .tfd, height map, etc to play around with
  5. Could anyone confirm if the origional AmericaNW is a 500x500 km map, as opposed to 1000x1000 km? that would clear up alot of lingering questions lol edit- wrong units; tried it and works alot better now :)
  6. lol... one has to wonder what you're up to delete all .LOD entries in the planename.ini
  7. Yep, the height map helps alot... although it seems to screw up the elevation... this is what I get: In the meantime, I'm experimenting with getting both the trademark mountians in and the water in... and adding the "river of no return" (sorta like the Yalu River in Korea I guess :) ) such as this height map: Baltika, I don't have the origional tileset, but I'll give you the one that I made (this uses the stock desert tileset) TextureListAmericaNW_ini.txt Note that this is based off of the desert tileset, and you should use the old TE version to avoid problems (or use Gepard's workaround in the KB) As for your question about the tiling between the desert and mountains, you probably want to look at these lines: [Desert] ... CheckAltitude=1 MinAltitude=1 MaxAltitude=500 CheckCity=0 ... CheckSlope=1 MinSlope=0 MaxSlope=15 ... These probably should be optimized more to maybe the 1000s of meters, experiment around in the TE using the texture type list function :) EDIT- spelling
  8. Water, water everywhere... some reorganizing the texturelist and... :yes: of course, the tilesets will need to be overhauled (again); I used the stock desert tileset w/this.
  9. I'm pretty sure the way to do it would to make a new type of crater that uses the jeep LOD, specify the jeep as a bomb and point the effects to that specific crater. BTW, with KMD, you can get a pretty nifty hangar screen mission description along the lines of "transport supplies to x location"
  10. I started on my own WP a couple days ago (although at the rate that I work at it would probably take a couple years...) in addition to putting them into individual little folders, I was thinking that they could be seperated into eras and types, so that the user could mix and match... more specifically, there could be a layout like this: Modern (relatively modern; 60s, century series up to present day) Guided Bombs Unguided Bombs A-A Missiles A-G Missiles Unguided Rockets Gun Pods Weapon Racks Nukes Ground Object Weapons Pre-Modern (pre-WWII, 1930s, up to early jets, 1950s or so) much of the same, except guided weapons and nukes might be questionable Each would have their own weapondata.ini, so the end user could use the import/merge function of the weapon editor (or an installation can chose from the different weapons). They should probably be broken up into countries, or at least NATO and WP, but I was going to focus on NATO first. Fuel tanks are questionable; I decided to leave them out, since most aircraft come with their own fuel tanks in the download, and I find highly annoying to go into the weapon selection screen and find 20 different fuel tanks that I can load onto my aircraft... This a good layout? Suggestions? I've got the modern guided bombs done, with most of FC's weapons, so if whoever is doing the WP now, shoot me a PM and I'll hand it over.
  11. In your viewlist.ini, under [ViewClass002] ViewClassName=CockpitViewClass ... MaxFOV=120.0 OffsetDistance=0.06 ;I assume this is what you want, change to 0.0 TrackIRUseAbsolutePos=TRUE
  12. Don't forget to read the knowledge base article concerning running WoX in Vista... all but the shader effect disabling (fixed in the last patch) still applies. As for version comparisons, see this: http://www.column5.us/sfchart.htm and to add on to what Crusader said, 0 works as a start/end year if you want an unlimited range.
  13. So if I were to update it (as well as throw in a couple new weapons and categorize by era, type, etc) who would I contact for permissions?
  14. http://bbs.thirdwire.com/phpBB/viewtopic.p...p;sk=t&sd=a Regarding the lights, I was wondering how you did this... what I had in mind was an alpha texture corresponding to the various windows with a blend property that would make them 'glow', but it doesn't appear to work. Also, do you have plans for a release?
  15. Israeli PM playing AA

    lol cool I've also seen Cheney online :)
  16. LCountach, You might also want to look at the helo FMs in the Falklands Mod... done by Kreelin (I think), they are more advanced versions of what you are describing here- the AI can handle it pretty well; there's a wealth of information there :)
  17. Looking good, Monty! If you're making the cockpit, I think probably the best way to make a "TV" aimpoint is to put a hole in the cockpit and cover it with a filter... although I'm not sure if you could filter out colors, etc.
  18. http://blog.wired.com/cars/2008/10/who-needs-a-win.html Hmmm... the question begs to be asked: If a pilot can fly the plane using a HDTV without being able to look outside, then why even have the pilot? Why not use a UAV? Although spatial awarness comes into play here... though my point is that this isn't much of a new idea.
  19. Putting a task force on a terrain is possible, it's just that the one carrier and its escorts most likely wouldn't be heading in the same direction, since the carrier changes its heading into the wind during the launch sequence (not to mention that it'll be moving) while the escorts would stay put at the headings defined in the terrain_targets.ini That said, if you did want to implement this, then you can do it the same way as adding any other terrain object (also with usegroundobject=true). What I'd like to see some day is maybe a task force incorporated into one model, so that this issue could be avoided (or the issue fixed)... although the escorts' guns would be thrown off by a setup like this.
  20. WOW. That takes the photo out of 'photorealistic' EDIT- Gepard, if you haven't fixed your ground object problem yet, you might want to check the types.ini, maybe it was broken by the patch.
  21. AFAIK artillery (the type) isn't fully implemented in the game; APC and TANK should work fine as well as WARSHIP. You might want to check to see if you have the gun data entries in the gundata.ini (especially if you don't have Bunyap's WP installed). Is this a custom mission or placed on the map as targets?
  22. Just an update; TK posted his version at the link that Brain has above :) I find that it suits the Nellis/Las Vegas area pretty well.
  23. I'm by no means a Picasso, but I decided to try and go ahead with this contest... I'm (aiming) for a Thunderbirds skin, and completed quite a bit (by my humble standards) today... of course, it's definetly not on par with most of the other skins available, but I think it's pretty good for a first try: here's a pic from a test of color placement (panel lines much cleaner now) My only gripe is that it most likely won't be finished by Friday. By the way, if anyone wants it, I can upload my version of the template (100% PDN!) that has updated panel lines (and maybe later as I progress) weathering guides. :)
  24. To make paper so that students can write more essays! :P An F-35 in Thunderbird livery would look pretty nice... I think I'll try that
  25. By the way, there's a list of most (if not all) the feature changes in the readme.txt in the main game folder. Not to hijack the thread, but what's this?
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