Deuces
+MODDER-
Posts
352 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Deuces
-
View File Deuces Effects Pack #2 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. Submitter Deuces Submitted 12/18/2004 Category Effect Mods
-
View File Madasgascar Terrain and Campaign Here is it, in all it spelndor and glory. Prepare to be amazed by the terrain. The campaign is just a small one so you all would have something to play with. It is nothing big as I have bigger plans for this little terrain. You need: AD's Su-17 and A-7B w/Column5 VA-93 skin. The AV-8C by Russ with the VMA-231 skin by me. The Mig-17 skin from Volks is included. Just put the campaign in your campaigns folder. The win,lose,stall.txt files go in the main campaign folder of your SF install. Put the terrain in your terrain folder, make a copy of the desert.cat file and rename it to AE.cat. Put Volks Mig-17 skin in the main Mig-17 folder and add this to the mig-17.ini [TextureSetxxx] Directory=mad Name=Mig-17F Madagascar Nation=Soviet Specular=0.30 Glossiness=0.85 Reflection=0.00 xxx being the next number in the sequence. Special Thanks to Deuces for his hard work on this terrain. Submitter Deuces Submitted 07/06/2004 Category Terrains
-
EP3 rev 1 WP rockets?
Deuces replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Are you not seeing the effect at all zerocinco? Are you seeing on the WP bomb? -
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
-
Second version of my previous. All colors/font editable.
-
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.
-
Here's one from me. Variations in the works.
-
Yep answered em all, thanks
-
Fates, quick question. Are you guys looking for a logo or a header image ...seems to be some confussion....possibly only on my part.
-
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.
-
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.
-
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.
-
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...
