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Deuces

+MODDER
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Everything posted by Deuces

  1. http://forum.combatace.com/index.php?autom...=sst&id=588 File Name: Deuces Dirty Exhaust Effect File Submitter: Deuces File Submitted: 30 Jul 2004 File Updated: 8 Feb 2008 File Category: Effect Mods File Version: No Information Website: No Information Reworked and retextured dirty exhaust emitter. Eliminates the \"flat ribbon\" exhaust look. Click here to download this file
  2. http://forum.combatace.com/index.php?autom...code=sst&id=814 File Name: Deuces Effects Pack #2 File Submitter: Deuces File Submitted: 17 Dec 2004 File Updated: 9 Feb 2008 File Category: Effect Mods File Version: Zip Website: http://sfmods.com Part II of the effects packs Includes: Re-released aricraft explosion New small, medium, large bobm effects New SAM launch effect New Napalm effect New 20mm gun hits Some new sounds included. All files get extracted to the Effects folder except for sound files. Those go into sound folder. Click here to download this file
  3. File Name: Euro Terrain Tileset v2.0 Full Install File Submitter: Deuces File Submitted: 24 Jun 2004 File Updated: 18 Jan 2007 File Category: Tilesets *INSERTD 1/25/03* European Terrain tileset for use in Project-1 Click here to download this file
  4. File Name: Euro Terrain Tileset v2.0 Update Install File Submitter: Deuces File Submitted: 24 Jun 2004 File Updated: 18 Jan 2007 File Category: Tilesets Euro Terrain Tileset for use in Strike Fighters. Download this file if you already have v1.0 and need to update to 2.0, these are the replacement files only. Click here to download this file
  5. Are you not seeing the effect at all zerocinco? Are you seeing on the WP bomb?
  6. Not a problem Steve T. I never have any problem with anyone building on anything I've done previously. I'm glad to see another terrain guy get into the fold. Welcome to the dark side or Strike Fighters/WOV
  7. Hate to tell ya Steve T but the repaint is not of the "Stock" tiles. Perhaps a repaint of my Enhanced tile set?
  8. Gald to see you're workign it out
  9. Tell me how your going about installing it completely...lets see if we can figure out where the problem is.
  10. Well the hfd's are created by the editor, if it's elevation data for new maps, you will need DEM data that is free to d/l. You can get that HERE
  11. Danstein-It would be created once you save the the map...save as. I'm not sure why it's crashing. Check the TerrainEditor.ini and confirm all the paths to files are correct.
  12. Your tree image needs to be a bmp in the editor folder. It needs to be a tga in the game folder. Even though your chossing a bmp in the editor, the game will know to look for a tga for object textures. In order for the tod to be created, you'll open the hfd file...add your trees....then save the terrain from the editor. I'd suggest saving it in a new folder created within the editor folder. This way you'll see new files created easier. One other thing, once saved, you'll need to open the VIETNAMSEA_DATA.ini file (assuming your working on the WOV terrain), find the tile you've added trees to, in this case VietnamJ1. Look for [Texture013] Filename=vietnamJ1.BMP HasWater=0 Color=0.151090,0.235939,0.157972 SolidObjectTexture= AlphaObjectTexture=terobject_trees1.tga <--add this
  13. Site Logo Contest

    Second version of my previous. All colors/font editable.
  14. Well you certainly have the process down..sorry if I sounded like I needed to dumb it down, was not my intention. The tree file you add to your terrain folder need to be a tga w/an alpha channel (32 bit) not bmp. Only a bmp in the terrain folder. You also need to copy over the VietnamJ1.tod that was created when you saved the terrain. That will be in your terrain folder.
  15. It's definitely a good idea to start with the stock terrain to get an idea on how the TE works and all it's quirks. Here's the texturelist for the default desert terrain FILE HERE Have a look at it in the editor. Look at the types and tiles and see how they are referenced. It will help greatly.
  16. Site Logo Contest

    Here's one from me. Variations in the works.
  17. Site Logo Contest

    Yep answered em all, thanks
  18. Site Logo Contest

    Fates, quick question. Are you guys looking for a logo or a header image ...seems to be some confussion....possibly only on my part.
  19. Danstein...give me a few and I will try to make it easier to grasp. I think you may be over engineering the process
  20. The default SF scale, I believe is, right about 60%...could be 67% I believe the EAWeuro map was created through some creative hex editing by Kieth Bedford and FNG2K...but don't quote me. You can get full scale terrain but a problem arises in texture clipping that can be fix with some edits to the flightengine.ini.
  21. The info is contained in the .tod files. These need to be created using the TerrainEditor. I did a tutorial awhile back that you can read to get familiar with the process HERE I've been working on adding the trees back and have about 12 tiles populated now. It's a slow tedious process since placement is one tree at a time.
  22. Yea they are. The pencil tool will place a single tile on the map(whichever is displayed in the drop down window). The rotate tool will rotate any tile clicked by 90deg CW. The eyedropper tool when selected and clicked on a tile in the map will display that tile type in the drop down. The bucket will fill with the tile type shown in the drop down. Be extremely careful with this tool. It can fill areas you had not intended to fill. I find the best way to use this tool is to outline the area I want to fill with the tile type, make sure there are no gaps, then fill inside. Lastly the drop down shows all tiles you have built in your texturelist.
  23. Lex-All hfd files should work fine in the TE since hfd's are created by the TE. For you to actually see terrain, you need a few things. You need the texturelist.ini for that particular terrain. If the terrain was created with default textures from SF you can use the standard list. If you don't have that I can provide you with it. If the terrain has custom types and tiles in it, you will need the creators list. Another thing you will need is all of the tiles in your TE folder to populate the map. They need to be in bmp format. All tgas(sea and shore) tiles need to be in bmp format. You will know if you have the a good list when you launch the editor. You should see a progress bar first as it reads the list before the editor actually opens. If all this goes well then you should be able to select EDIT-Autotile and you will see the terrain. You can then select EDIT-Transitional tiles and the shores and trans tiles will appear. Hope this helps get you started-I'll check in here and see how it goes for you...we need all the terrain guys we can get...
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