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swambast

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Everything posted by swambast

  1. Well then, all I can say is that I am now even much more grateful for StreakEagle's work on his awesome F-4 "Hi-Res Cockpit" series. :fan_1: If you haven't experienced them yet, you're really missing out (check out the downloads section here under his name). Wonder if he has any plans to do some updates on these or other cockpits in the works...sounds like it would be worthwhile especially now that you can't "plug and play" with the new SF WOV2 cockpits.
  2. Thanks Mig - should have clarified that I haven't purchased WOV SF2 yet - but if the upgraded cockpits come over that would be more enticing.
  3. "The old Gun Editor is Useless.....There's one Line difference form the "Old" GunData.INI and the New Unicode one.....The Old Gun Editor Kicks that Line out and won't save it back to a .DAT." You just have to get around the Unicode issue on the GunData.ini file - or am I oversimplifying things. I should be able to write a program that could do this or is there a work around that already exists?
  4. Guys, this is just great work...another awesome example of how the community comes together and can take an idea and collaboratively work to make something even greater and better, keep up the great work!
  5. RESPONDING TO YOUR QUESTIONS Monty: Regarding trains and rails - it depends on how they are currently allocated .tod, .lod, etc. If you have something you would like for me to test, please Private Message me and I would be happy to check it out. If it is a target object esp. a .lod format, you should be able to precisely place each object within 1m of the next and quickly "add track." I am fairly confident that it can be done. The only problem right now is that there is a 730 object limitation due to memory constraints so the "track" pieces should be in very long sections. Canadair: Regarding adding objects, the answer is generally a "Yes" if you really know what you are doing. But honestly, that is not my long-term vision at all. What I am really hoping for going forward is to publicly package and begin to standardize object sets - this means that as users create new scenery areas, they don't have to worry about whether it is "compatible" with another user's current install (i.e., do they have such and such .lods, .inis, target_types.ini has to be updated, etc.). This means more things move out to the community vs. being kept in each user's super-duper customized TYPES.ini, Targets.ini, etc. I can't really go into all the details right now, but for those Beta Testers they will soon see what I mean - instead of downloading and updating Factory Place, Polak's library sets, some of Gepard's objects, Stary's hangars, etc. EVERYTHING YOU NEED IS CONSOLIDATED IN ONE PLACE DURING A SINGLE INSTALLATION! Everything gets updated all at once - your Types.ini, Targets.ini, all the .lods, data.inis, etc. all properly installed in the terrain folder, the scaled dimension files get written out, and everyting else. So I know that when one user creates a Scenery Area and wants to share it with another user that has the same base package installed - everything should be there that they need - this is so we can focus more on Scenery Creation vs. Scenery Compatibility. A10boar: Yes, tutorials will be included. The first tutorial will show you how to load up Da Nang Airfield, add some barracks/vehicles and then reconvert for use with the game. If you have watched the demos already, you will be repeating what I did. After that, I believe most things will be very user-friendly to understand, especially now that I'm overhauling the User Interface. No, it was not my voice in the flight training tutorials - don't know if that's a good or bad thing...LOL Wrench...check your PM, send along what you have.
  6. And more great news from this giving community... Special thanks and appreciation goes out to both 'Gepard' and 'EricGen' for permission to include their Airfield Objects in the distribution...! Man oh man, it just keeps getting better (and bigger...yikes, now over 35MB of object goodies!). By the way, my plans also include the creation of a customized professional installation package, and let me tell you the programming alone just to get all of these things in the right spot will be a challenge in itself. More good things to come, stay tuned!
  7. Great, thanks again for all the positive feedback. Forgot one cool screenie though; shows how easy it is to add a new properly scaled target objects. Just right click anywhere on the grid, select a new macro from the menu, and choose from the pre-categorized list of populated WOV target objects! If you look closely at the screenshot, you can see how we have all the objects nicely already categorized for you (i.e., Airfield Objects, Harbor and Naval, Vehicles, etc.). The other cool thing is if you just click a macro object, you can quickly get a graphical thumbnail picture of the macro, too. I think you will find that after a while of using the tool, it becomes so easy to manipulate objects and create the respective target area .ini, that you start craving more objects! So, if anyone has more objects they would like added to our library, please feel free to PM me and I can provide you more details. Enjoy all, thanks again for your support!
  8. All, I'm working on some program updates that I think will be beneficial to the entire community - the focus is on the Target_Types.INI file. I am trying to capture all known variables that a target object might contain - so far I have the following (sorry, it's just a straight programming data dump). Are there ANY other values / fields that I might be missing that should be included? Thanks in advance for your help - I think the output of this development tool will be very helpful to anyone who ever had to manually add objects to their Types.INI files (isn't that just about every modder here... :yes:) .ColumnHeaders.Add , , "TargetType" '0 .ColumnHeaders.Add , , "Name", 3000 '1 .ColumnHeaders.Add , , "Full Name ", 2000 '2 .ColumnHeaders.Add , , "ModelName" '3 .ColumnHeaders.Add , , "TargetType" '4 .ColumnHeaders.Add , , "ActiveYear" '5 .ColumnHeaders.Add , , "TargetValue" '6 .ColumnHeaders.Add , , "UseGroundObject" '7 .ColumnHeaders.Add , , "DamagePoint" '8 .ColumnHeaders.Add , , "ArmorValue" '9 .ColumnHeaders.Add , , "ArmorType" '10 .ColumnHeaders.Add , , "RepairRate" '11 .ColumnHeaders.Add , , "StartDetectChance" '12 .ColumnHeaders.Add , , "StartIdentifiedChance" '13 .ColumnHeaders.Add , , "IncreaseDetectChanceKey" '14 .ColumnHeaders.Add , , "MaxVisibleDist" ' 15 .ColumnHeaders.Add , , "DamagedModel" '16 .ColumnHeaders.Add , , "DestroyedEffect " '17 .ColumnHeaders.Add , , "DestroyedModel " '18 .ColumnHeaders.Add , , "SecondaryChance " '19 .ColumnHeaders.Add , , "SecondaryEffect " '20 .ColumnHeaders.Add , , "CollisionMesh " '21 .ColumnHeaders.Add , , "ZBufferOffset " '22 .ColumnHeaders.Add , , "FlatObject" '23
  9. Thanks Wrench - sorry, I think I should have clarified! Just wondering if there were any actual variables that could be used that I may have missed (entries in addition to the things like "MaxVisibleDist" , "DamagedModel", "DestroyedEffect", etc.). But hey, the explanations are appreciated too, thanks. If anyone else has more to add, please pipe in.
  10. All, thanks for your continued interest and patience. A special note goes out to all of you who were recently added and recommended for the Beta Team - please Stand-By! The next Beta release of the program will be by far the largest, most comprehensive release to date. Tannethal's been working overtime to deliver extra object treats supporting STT. The 1.5 beta release is taking much, much longer than expected, but I believe it will be worth the wait. Major updates will include: * now over 200 fully supported target objects complete with proper scaling and .ini entries - covers all of the stock objects, the Factory Place, Polak's Object Library Set and CA_Stary's hangars with special thanks and appreciation going foremost to Tannethal and Polak - and Wrench and CA_Stary * Backward compatibility with previous/custom FSSC files - STT will now convert previous FSSC files into the custom STT format allowing you to save your original file and leverage the power of STT compatibility going forward * Ability to parse out and work on any single .INI section from within any Targets.INI file (greatly accelerating time saved especially if you like to work on one area at a time) * Greatly enhanced translation and conversion error-checking: will detect missing objects from your Types.ini file and highlight them within STT line by line to show you exactly what's missing and where, enhanced output/error logs, and perhaps the greatest feature still is TITS - Target Intelligent Translator Syntax. TITS will automatically resolve errors/missing object entries written out by FSSC - a major break-through for those that have ever used FSSC and were stuck renaming and fixing hundreds of faulty Macro# entries! All those headaches and wasted time are no more - STT will dynamically fix many of these automagically during the conversion process including missing coordinates, missing file names, broken rotations, etc. * Advanced Array Loading Code from FSSC to .INI - now loads approximately 100 target objects in 2-3 seconds (increased speed of about 20% over previous versions) * Completely revised user interface with enhanced single-click file viewing and directory navigation for quick access to the files you need to reference most * Support for the ActiveYear target objects variable added * Unofficial support for the October 2008 Patch update (testing still in process) * Quick Start Guide Tutorial: complete with graphics and step-by-step getting started guide * FSSC Support using Background images will now properly convert with STT into Thirdwire .INIs (see the awesome example below!) * And a lot of other minor fixes, tweaks and enhancements... Some screenies: Main Screen Tannethal's "tests"
  11. Guys, just a comment here. The YAP2 developers definitely got the flak effects right! I don't have any insight into exactly what they did, but for the purchase price alone it more than provides at least for me the "flak immersion factor." When the flak guns start opening up on me, I literally have a sense of panic as I can watch them getting closer and closer especially if I do not perform evasive maneuvers. It just feels realistic, I have been downed by "YAP FLAK" often enough to put a habit into making "evasive tactics" part of every target run - and I think that is exactly what they set out to accomplish. Obviously you need to balance your investigation time vs. the YAP2 cost, but just another option to think about.
  12. Chinook

    HOLY COW MISOFTCIA, THAT IS BEAUTIFUL - KEEP UP THE GREAT WORK, WOW!!!
  13. Storm...a revisit to this old thread just may help...steady (but slow) development and outstanding support by one dedicated beta tester...this option might just be the answer you're looking for!: http://forum.combatace.com/index.php?showt...=34895&st=0 PM me if interested. Even though it's still in beta, I think you might find the amount of time and effort you save amazing, and just maybe you might really come to like it.
  14. Sounds great, where do I download?
  15. I really do love the new YAP2 especially the awesome jungle trees/foliage, but Brain32's tile rework is still the masterpiece that I prefer regarding terrain tiles... Can anyone please provide some insight into how I may be able to get this to work within YAP2? Thought it would be easy just copy/paste of the tile sets, but obviously I must be overlooking something, because I'm losing the YAP2 trees/foliage, thanks for any insight!
  16. Thanks Kevin, I actually just kept the YAP2 Data.INI as is - didn't change anything there. Then did a copy/paste of Brain's file sets over, keeping of course the original YAP2 Data.INI - thought that should have worked...
  17. All, I am the proud Daddy of 2 young boys ages 6 and 4. They watch in amazement as we do sight-seeing missions and fly around in WOV, and love being my "co-pilot" helping out with the gear, flaps, etc. They always want to look at the outside of the plane of course, and like me too zoom in so they often comment "There's me and you, Dad." I love it. I was wondering if someone would be so kind as to consider making some custom "pilot faces" from actual photos for me, so I can literally put their faces in the cockpit (and unfortunately, my ugly mug too). Was even thinking about throwing in the wife's pic too. I would need four custom pilot faces (me, wife, two boys) - ideally each with a helmet on / helmet off selection. I understand your time is valuable, and would be willing to pay a small fee in return for your work. If you are interested, please just send me a PM - thanks for your consideration! Steve
  18. That is FANTASTIC work...great stuff! I will round up the pics and send you an update via PM...thanks so much!
  19. Alex, really!!!??? That would be so awesome of you! Wow - how cool. Let me know what you need, I would be happy to test anything out for you, thanks so much!
  20. Here you go: http://www.yankeeairpirate.net/buyyap.html Don't forget John and Team did pledge their loyalty to existing customers...hopefully the discount coupon will be available soon, and no, I'm not kidding.
  21. For custom objects added into the Target_Types.ini files, how does one make it so they are not assigned as a potential target. Example, I've created and added a basic aircrate into the _TYPES.INI file and it displays just fine, but does that mean that an "Aircrate" could potentially be assigned a target - I would assume so...? Thanks for the clarification! Maybe I'm getting confused on where the .lods go - objects, terrain, etc...?
  22. You're the man Kevin, that's great info - thanks! Which one of your remakes do you think would be best to learn more from and leverage object .lods best for populating an airbase? Where would I find Polak's Object Library - I must have missed that!
  23. Basic question - how come sometimes certain .LODs will only appear in missions and can't be used as target objects in a location (i.e., an airbase). If I update them in the _TYPES.INI and properly reference these, shouldn't they in most cases show up as target objects too? I can get 95% of the .LODs that I want to appear, but every once in a while some of them just don't show up no matter how much I double-check and move things around. I understand the fundamentals of UseGroundObject=TRUE/FALSE and placing the .LODs, etc. in the Terrain folder, etc. but I must be missing something else. Thanks for any additional insight!
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