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Stwa

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Everything posted by Stwa

  1. Well, I already download it, and I have been messing around with it a lot. But I did notice that he includes a NORM 62/83 skin for JBG 34. [TextureSet] Name=JaBoG34 "Algäu" Norm62Ü83 Nation=WGermany Squadron=JaBoG34 "Algäu" Specular=0.300000 Glossiness=0.650000 Reflection=0.000000 This is perhaps what you referenced as the one F-104 as Norm72Ü83.. Anyway, great stuff.
  2. I was afraid the TW skin was fictional. But its very close on the left side, but totally wrong on the right side of the aircraft. Maybe it could be modded by someone. Obviously, some of the references at the 916 Starfighter site are in error, since they refer to a TA 196 (Norm 62) Camo. Thanks so much for this info.
  3. Thx U creep! Up to now, I was having a lot of fun working on my little lo-res Starfighter mod. But noooooo, now I have spent half the night playing with THIS stuff. I did have to drop the skins to 1024 x 1024 the get my FPS up to 30 or so on the xtrnal veiws. Extremely nice work. :yes:
  4. I am not sure, becuase I am not an expert at all on this subject. I have seen references, at several sites to NORM 62, but so far no artwork that depicts its pattern. See --> http://www.916-starfighter.de/Large/ja104.htm
  5. Thanks for the help, I will definately check everthing out. I have decided on the 349th and 350th squads for the Belgium F-104s, because I already have the F-16A from the Mirage Factory, that I adapted a bit for WOE, and it is already tied to these 2 squadrons. I think these squads were based at Beauvechain. I would like to find out if I can add an airbase to the existing GermanyCE Map for this base.
  6. Since we are seeing just a single document, it is generally not wise to jump to too many conclusions. However, if this were the only document, then it seems to contradict your assumption of Third Wire as the party that binds a liscence with any third party user. Third Wire perhaps is just the developer of said software. At least for WOV and WOE. It would be a good idea for the community to adhear to the letter of the law, and enforce, (i.e. not neglect or ignore), the legally binding EULA. Arguments are in a sense posturing, the intensity of the argument is driven by what motivation? The point(s) could be many, but he who does not own, or does not hold liscence, cannot demand or expect a right of permission.
  7. Yes, boilerplate indeed, but the language is sufficient to convey to the user/reader, that game variations, are in fact not owned, or held in liscence, by others, the creators of said variations notwithstanding.
  8. Perhaps, but maybe the inverse is true as well. Maybe that was the only agreement Bold Games would allow. You never know, but it should be easy enough to check. I think this EULA was printed in the original WOV manual. Someone would have to retrieve one, and see if it is actually there and says what I mentioned, and then determine if it still applies. In regards to permissions and ownership. Perhaps posters should be much more specific as to what they think they "own" when they post something. I assume ownership conveying the rights to permission, etc.. Perhaps a community policy should describe a standard for specifying ownership, and this could be included in a read-me file, for a given upload. In regards to add-on terrains, I am definately no expert, but I have heard of situations, where "authors" claim ownership of HFD files that were created with the Terrain Editor. (a TW software) tool. In the case of HFD files, these required USCG DEM files as input, that may be in the public domain, which in turn were processed into HFD files by a user pressing the correct sequence of buttons. Also, regarding some game INI files, perhaps some have claimed ownership of synatax, procedural sequences, formatting, defined and constant patterns, and acculuated ideas or thought, all elements thay maybe combined to form the original files, which were of course created by Third Wire, not the "creators" of a specified terrain.
  9. I'll have to admit that I know very little about the back rooms of the modding community. In fact, if never occurred to me that they existed. But through correspdance with others here at COMBAT ACE, over time, I am receiveing an education at least. Generally, I would expect a certain percentage of that behavior when money is involved. But on the surface, I cannot detect any money. But there must be some money somewhere, or the expectation of some money. If not, then an infantile culture of behavior is perhaps perpetrated by the anonomous nature of the internet. I am probably giving this too much thought. But its been a while since I looked at the EULA for Wings over Vietnam and Europe, and if I remember correctly then, any material that originates from these games (modified or otherwise), or is produced by tools distributed by BG or TW (I assume), and subsequently disributed in the public domain, becomes the inttelecutal property of Bold Games. Or so, I thought. Maybe Bold Games isn't around anymore. I am not sure.
  10. 1. This might be a good idea, but I REALLY think Wrench's stuff should be moved off to a sister site or a dedicated mount point or something. 2. You could call this site COMBAT WRENCH. 3. It took me a long time to find an ACTUAL WW2 plane, so I could download it. I had to wade through about 20 pages of.... 4. NO, I am being serious. :yes:
  11. 1. Nope 2. Dave, its not like I have anything earthshaking uploaded to the site. I think I have about six or seven things total. 3. I always thought having complete control of the files was a cool thing about Combat Ace. 4. Right now, are you sure, a preson can delete the older copies, when a new revision is uploaded. Because, I am not sure I can do that on the Guadalcanal and Falklands maps right now.
  12. My responses, not necessarily in order of importance. 1. Muahahahahahahaha!!!!!!! 2. But, would posters (authors) still have free control of their files. (i.e. could they delete them, all the copies, when they so desired). 3. Would people have a chance to remove stuff, before the new policy kicks in. 4. Is Wrench going to get a day job, otherwise, you may need some terrabyte sized hard drives for the server. 5. Muahahahahahahaha!!!!!!!
  13. Is there any Weapons Pack that contains JUST the WW2 weapons?
  14. Oh I don't know, some of the custom effects do look good. Sometimes I get carried away with the minimize thing. As a programmer, I would always keep minimizing, reducing, trying to make the code-line as small as possible. Sometimes its counterproductive.
  15. Thats OK guys, I just went thru the thing and ripped out every weapon with a start date older than 1945. Then I got rid of the bmps and lods that werent needed anymore. Next, I think I am going to tie everthing back to stock effects if that is possible, so I can pare down the number of files in the effects folder. Also, I did the sound folder, that was easy. Minimize, minimize, minimize, its fun...
  16. I recently downloaded a TBF/TBM Avenger from Combat Ace. This is an awesome model, and its a lot of fun in the sim. However, this model seems to have a great deal of trouble when it taxis to the runway. I checked this in WOV and WOE and in the problem presists in both games. For instance, if you have 3 or more Avengers waiting for take-off, when they taxi forward they seem to wobble back and forth and some of them explode. I suppose, if there was a fix for this, it would already be included with the aircraft, but I am wondering if anyone is more familiar with this model and can shed some light on this situation.
  17. Thanks, this is great info. The following line for the bombay fixed it. "AllowedWeaponClass=BOMB,IOGR,LGR,EOGR" BTW, I have been using Kesselbrut's "generic" Hurri cockpit in the Wildcat and the P-400. And I was thinking about swapping out some of the guages with those included in the TBF cockpit to give them more of an American look and feel. I don't know if this is possible, and I have zero experince in this area, but I thought I might give it a whirl.
  18. Also, I am having a hard time getting the Mk13 torpedos to show up in the Stores display. Has anyone else had this problem. Do the torpedos actually work in the game. Just wondering, because level bombing the ships is a pain.
  19. Ya, I download that skin and I have been using it. It's not half bad, but I think a 2048 x 2048 looks really nice, and with this small Guadalcanal map, I have tons of frame rate to play with, and I saw Capuns hi res skin.... thats all.
  20. Then STWA says, YOU must publish this work immediately.
  21. It was data related. In the TBF_data.ini file. I also fixed all the little white "seamies", around the wing trailing edges and the bombay doors. BTW, You know what would really be a cool addition to your site? A P-400 skin. USAAF OD, but like the one Capun did that was 2048x2048. :yes:
  22. I have not downloaded a Korean based terrain since summer 1996, but my recollection is... the Korean terrain had it's own custom airfields. To check this in your copy, open the file Korea_targets.ini or equivalent and search for the phrase "airfield". If there are lines like... AirfieldDataFile=Korea_airfield4.ini in your target file then this would be the case, and unless you have these airfield ini files in your Korea terrain folder, then no worky...
  23. Oh, and not that I am trying to throw a Wrench into this (no pun intended). The one area on your map that would be dune like and sandy (like a North African desert), is Padre Island, which for the most part is the small barrier island in front of the main coast line. The sea area between it and the mainland from Corpus up to Gavelston and to the East, is the Intercoastal canal or waterway, which is totally polluted. The "canal" in the south eastern part of the state, and the adjacent coastal regions are home to a vast petro-chemical industry, which has created one of the most polluted areas and most dangerous work environments on the planet. So perhaps some murky brown water tiles would be good. And no smoking when you fly over these areas.
  24. You're so good at everything, It makes me really sad that you are asking me a question, but here goes. This is a real trade secret by Stwa, so if you sread this around "I Kill You". I do it the old fashioned way, by plotting them with a sreadsheet. I use Gimp to create a layer over the map and call the layer "Locations". In the spreadsheet, I have all the x,y coordinates for each target area (city, airbase, what have you). The spreadsheet calculates the x,y coordinate for the city or airabase symbol applied to each planning map. I use three planning maps, 512X512, 1024X1024, 2048X2048. I then cut and paste a copy of the symbols in the calculated locations. I do not use SFMAP, because it scales at 72.009 dpi which will generally create small errors. I use Gimp to scale each map seperately and scale at 72.000 dpi.
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