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Blade

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Everything posted by Blade

  1. What is the 'ParentComponentName' of the outer wing? It should be the right wing (usually called 'RightWing' by default).
  2. View File Soviet Green I-15 Soviet Green I-15 This skin is for the Polikarpov I-15 made by Stephen1918. I took the original texture that came with the plane and added a few details, some weathering, as well as the Soviet red stars. Installation: Drop the 'SovietGreen1' folder in the 'PolikarpovI15' folder. It can be used both in FE & FE2. Credits go to Stephen1918 for the I-15 and the original green skin. Freeware use only. Thank you. Submitter Blade Submitted 10/13/2019 Category First Eagles - Golden Era - Allied Skins  
  3. Thank you. File uploaded, pending approval. And something completely different: USAS S.E.5a The 25th AS was the only American fighter squadron equipped with the S.E.5a. They did not see much combat, as the squadron flew only two uneventful patrol missions before the hostilities ended.
  4. Version 1.0.0

    50 downloads

    Soviet Green I-15 This skin is for the Polikarpov I-15 made by Stephen1918. I took the original texture that came with the plane and added a few details, some weathering, as well as the Soviet red stars. Installation: Drop the 'SovietGreen1' folder in the 'PolikarpovI15' folder. It can be used both in FE & FE2. Credits go to Stephen1918 for the I-15 and the original green skin. Freeware use only. Thank you.
  5. I-15 in Soviet colors.
  6. I checked it. It seems that the game sees any decals with no DecalLevel line as a nation-specific decal (the default value for this parameter seems to be 0). Try reinserting the 'DecalLevel=' line but with a different value (e.g. 'DecalLevel=2'). Do not use 1, because the squadron selection would become active again.
  7. Do you have nation-specific entries (the ones that have 'DecalLevel=0' lines) in your Decals.ini? If so, remove the 'DecalLevel=0' lines.
  8. That one is OK. What I'm referring to is the other Sherman: http://members.ziggo.nl/broerslee/download/M4A3-75W.zip
  9. Hi Gerwin, Is it possible that the zip archive of the M4A3(75)W may be corrupted? I've tried to download it several times with different browsers, but the downloaded file cannot be opened and has a smaller file size (your page says it is 455k, while what I keep getting is 163k only). All your other downloads seem to be fine. Thanks. (And thank you for these excellent models.)
  10. Then my guess is that the basepoints (which are defined in the strategic node section of the campaign's data ini) are directly taken from the position entries in the terrain's target areas. Here is an example (taken from SF2E). The city of Dessau is located at 586146.06,568259.31 in the stock GermanyCE terrain. The SF2E campaign data files has two basepoint entries related to Dessau, one is 581000.0, 563000.0 and the other is 605000.0, 579000.0. They differ by several thousand from the terrain position of Dessau. TK did it like this (IMHO) so that ground units would appear several kilometers away from the settlements. So you do not need further target areas to solve this problem. It is probably enough to slightly change the campaign basepoint positions.
  11. Exactly. During the course of editing, the project can be saved as a regular texture file for the aircraft in question. Then, using Mue's excellent LOD viewer, you can see how the damage would look like.
  12. Here is my method: 1. Load up a skin for the aircraft you need a damage tga for. 2. Open an existing damage tga. (I prefer stock ones, since they look quite good.) 3. Load the alpha channel as a selection from the damage tga. 4. Copy the selection, then insert it over the skin of the aircraft as a new layer. 5. Move, rotate and resize the holes as needed and delete all unnecessary parts. Since you do not have an alpha channel yet, there is no need to edit it separately. 6. Make a new layer between the skin and the edited damage graphics and make it solid black. 7. Select the damage layer, load the transparency of the layer as a selection, then save it as an alpha channel. 8. Merge all the layers, then save it as a tga with the proper name. (If you want to keep it as a damage template, then save it as a psd document before merging.)
  13. I think it's not that mysterious. Check the [Fuselage] section in the aircraft's data.ini. Look for the 'ShowFromCockpit=' line there. Gen1 Phantoms have it set to FALSE. If you change it to TRUE, the intakes will show up.
  14. One of the complete Falklands packs has a Dagger.lod dated 28/05/2007. (This model is a bit more detailed than the earlier one.)
  15. Or use the Dagger.lod, which calls one of them 'uhf_top'...
  16. The Thuds in desert and euro camo look really cool.
  17. You don't have to remake the whole thing. Probably it is easier to use Armourdave's F-105D templates and modify them. The images below show the F-105G lod with my unfinished F-105D wrap-around textures. The wings, horizontal stabs, as well as the front and rear fuselage are the same as on the G. The middle part of the fuselage and a few bits on the vertical stab need some work. Compare the available skins and use Mue's lod viewer, you'll see the differences.
  18. A few winter shots from the Eastern Front.
  19. Upgrading an old aircraft: Wolf's Bf 109F-4. Data.ini updated and corrected, skins are WiP. This old model has some issues, making it quite hard to skin. But I like it, since this is the only freeware F-4 we have.
  20. Foreigners in the RAF (Spitfire Mk IIa)
  21. Possibly the original image:
  22. Editing the alias.lst might help. You can create the desired decal list with a few clicks in MS Excel or similar software.
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