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Everything posted by swambast
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PC-9/A, T-6A and AT-6B update
swambast replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Congrats Dels, this is awesome...! I especially love the Texan, and that is great you'll be releasing the painting templates, thanks much for this great work! -
Offline for a few days
swambast replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Kevin, wishing you all the best for a healthy and speedy recovery, enjoy your time away and no peeking! -
Suggestions for "light generator smoke" using stock effects?
swambast replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Wrench kindly for your reply; I'll see what I can hunt down although I think the smokestack effect may be too large/too high for my needs. Dsawan, not used for defensive screening, just used for engine exhausting... I'm looking for something that can properly emit from this old beat-up mobile generator I'm working on... -
Attempting bringing the A-37B into SF2 Vietnam
swambast replied to Jug's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Centurion, this is absolutely wonderful...appreciate your efforts and let me know if I can provide any additional support by chance...thank you! -
Attempting bringing the A-37B into SF2 Vietnam
swambast replied to Jug's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
How's this bad boy coming along? -
3d Modelers: .JPG Alpha Transparency Support Question
swambast replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Rends, they don't which is why you would need to build another/separate transparency map... -
3d Modelers: .JPG Alpha Transparency Support Question
swambast replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Julhelm. So it sounds like there's no way to use a different diffuse map supported by a separate alpha texture map...sucks for me. -
Attempting bringing the A-37B into SF2 Vietnam
swambast replied to Jug's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Sure Centurion, and here's the armament details from one of my other sources that I think will be especially helpful! The A-37 was armed with a 308 in (7.62 mm) GAU-2B/A minigun, which was mounted in the nose; a 20mm M197 gun and 30mm DEFA gun in gun pods; two air-to-air AIM-9 Sidewinder missiles; four pods, each with seven 70 mm/2.75 inch rockets; 500 lb (241 kg) Mk.82 bombs. Also, here is a great link to some authentic video that I had discovered previously that you might find helpful in case you haven't seen it: http://youtu.be/_RXrhgELHbU And here's what I'd love to personally see just in case you're taking requests or plan to share the painting templates/.PSDs... Anyway, looking forward to this and thanks for your efforts! -
Attempting bringing the A-37B into SF2 Vietnam
swambast replied to Jug's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Love the 'NAM stuff guys - and kudos to both Centurion and Sophocles for your joint support of each other. I know it's probably not the detailed load-out you're looking for, but here's at least a quick rip to point us in the right direction: "Combat loads included high-explosive bombs, cluster munition dispensers, unguided rocket packs, napalm tanks, and the SUU-11/A Minigun pod. For most missions, the aircraft also carried two additional external fuel tanks on the inner stores pylons." Also, here's an authentic photo from late Vietnam-era just in case it can help. Keep up the great work! -
Attempting bringing the A-37B into SF2 Vietnam
swambast replied to Jug's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
That looks absolutely great Centurion - keep it up! -
Germany terrain rework (Wip)
swambast replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Halle4, halle_gross, etc. were from the Factory Place by Gepard, with credit to Wrench for updates he made (esp. to much needed .ini tweaks). All of the NV Train stuff is certainly Old Diego's work, and you would have to receive his permission (also those models are in payware YAP product). -
Donating models, ingame guys?
swambast replied to alless's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, EricJ brings up a good point. Many of the models (especially the free ones) are designated for personal use only which also means they can't be re-distributed. So if you're looking for private help and plan to use the models only for your personal use, you should be absolutely fine (since sites like TS licensing terms clearly state You may NOT re-distribute, publish, or make Products available to any third party). Good luck! -
Truck Groundobject
swambast replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
BB, since you asked for "Any suggestions or ideas?" I would recommend you create your own texture as it has the obvious copyright/watermark on it.. Just use that image as the source image to do your own and this will be a great addition! -
Placing Small Fires (please help me remember!)
swambast posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Gents, can someone please refresh my fading memory, it has been too long since I've worked with effects and I'm incredibly rusty.... What's the best way to place a default "small fire" perhaps as a ground object? If anyone can lend me a hand with a few special effects, please feel free to PM me. Thanks for any help. -
Placing Small Fires (please help me remember!)
swambast replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Fubar, what would default fire effect be in the _data.ini though, that's what I'm looking for please...(e.g., default fire effect in something like the ExhaustEmitterName?) -
SF-2 Future
swambast replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
For what it's worth (and from a rusty programmer's perspective), asking for the code base in my opinion is not going to go far. What I would like to see is a "Thirdwire Developer's Kit" that is first modular in design and focuses on different capabilities. For example, one module is the "Avionics" module, another one is a "Flight Model" module, etc. And then, each of the output of these modules can get compiled into a separate .dll or other binary library. This is common on code design, and in many places is also consistent with the way TK has built it already so the integration can be more seamless. Then this “AvionicsMod.dll would be associated/linked back into the main code base. Then you have a simple core base code change that says “If “AvionicsMod.dll exists then use those values/features”. Think about it from the old gun editor perspective for those familiar with that concept, that is what we need more of. It is absolute minimal base code change and since many of those "external" compiled libraries already exist, it’s just a matter of saying use this one and not that one which can be done through a simple .ini setting. But what we need access to, is what is the coding structure, variables and data types present in each .dll and the re-compliing method and that’s what is locked down/lacking in knowledge. As a side note, I’ve experimented with and already used programming Interops to read memory addresses and related data directly from the game’s core memory registers. But the issue with using hex editors and especially writing/overriding memory addresses is it’s almost always a violation of your software agreement. So for me that is not an option unless TK explicitly provides permission, which I don’t think will happen. As far as the parking aircraft request, I thought I might have already done some sort of functionality for that in one of my STT tools. If it generates that much interest, it might be worth getting a small team together to better understand the requirements and next steps. I think that could be tactfully accomplished by coding up a small helper program. What I don't want to do is invest time/effort into niche features that only benefit a few objects - would much rather cast the net wide and build functionality that can be broadly leveraged. Now STT is under exploration by a few interested parties, so there needs to be more ideas generated which is why I like this thread. The thing that's missing of course is what are the biggest priorities/interests of the community that has the most "leverage" power across the series - that's what particularly interests me. In the end though, the community really needs to settle on what is most important and most practical. If there is a handful of modders that have the time, commitment and knowledge and want to collaborate on some tools then count me in. -
AH-1F Cobra Weapons Challenge
swambast replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
LOL...the entire series is like that, YAP1, YAP2, YAP3 - recycled goods in new packaging. I used to really appreciate and enjoy the YAP stuff when it first came out. But it felt like, so often, I was jsut paying for the same thing over and over - even the same missions. Plus, the Gen1 Engine is a total tired dog trying to run all the higher quality models, so I've stopped playing long ago although I still greatly admire what was accomplished under the limitations and at the time. -
Strike Fighters 2 Screenshots
swambast replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
LOL...aren't you going to get hung for showing these YAP screenshots...(thought it used to be you couldn't post such things)...silly. -
CombatACE Spotlight: Interview with 331 Killerbee
swambast replied to Skyviper's topic in Interviews
This is an awesome read KB, thank you for sharing and it's a privilege to get to know guys like you! -
Rolling Thunder (A) - Mission 09
swambast replied to beachav8r's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Fuby's right, you really wouldn't find an F-104 providing MIGCAP in RP1. But, you would find 104 escort sorties in North Vietnam, which "utilized one to three flights of four F-104s deployed at various altitudes between the strike area and the Hanoi-Haiphong area. CAP points were 225 to 275 miles NNW of DaNang and on-station times varied from forty to ninety minutes." Unfortunately, as the war progressed though they primarily served as cover escort for the EC-121s (although they did engage in some CAS and weather recce missions). -
Skyviper, thank you for this interview. Dels, you're a great contributor and a class act all the way - thank you for everything you do and for sharing with us your interesting background.
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Green Hell 3.5
swambast replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
As always - magnificent work by a magnificent B@stard! -
Strike Fighters 2 Screenshots
swambast replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Volker, fantastic work on the M117s, I can't wait for the M118s even more. Thanks again for your efforts!