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Blade

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Everything posted by Blade

  1. View File F-8H Phil Air Force skin F-8H Phil Air Force skin by Blade This skin depicts the F-8H Crusaders used by the Philippine Air Force in the 1980s. It can be used with the stock F-8H (69) Crusader. Installation: To use this skin you need SF2 Vietnam or the SF2 Complete Edition. Simply drop the attached 'Objects' folder in your SF2 mod folder. None of your files should be overwritten by this mod. Freeware use only. See downloaded file for more info on the F-8H in Philippine service. Submitter Blade Submitted 09/01/2020 Category F-8  
  2. F-8H Phil Air Force skin

    Version 1.0.0

    76 downloads

    F-8H Phil Air Force skin by Blade This skin depicts the F-8H Crusaders used by the Philippine Air Force in the 1980s. It can be used with the stock F-8H (69) Crusader. Installation: To use this skin you need SF2 Vietnam or the SF2 Complete Edition. Simply drop the attached 'Objects' folder in your SF2 mod folder. None of your files should be overwritten by this mod. Freeware use only. See downloaded file for more info on the F-8H in Philippine service.
  3. A long time ago I found a topic at a forum discussing HI ANG Phantoms. Unfortunately, it does not exist now, but, luckily, I saved the text in a txt file. It says that the 199th TFS had all variants of the USAF camo and grey schemes in the '80s. See the quotation below:
  4. Filenames say Martlesham Heath.
  5. IIRC the problem with those is that they are one-sided nodes, and, for this reason, look weird when open... Otherwise great project!
  6. If these are the only weapon stations in your _Data.ini, then my guess is that you use an outdated file. The F-105D_66_Data.ini extracted from the latest version of the game includes 7 stations (6 & 7 are the AIM-9 stations). Remove the _Data.ini from your F-105D_66 folder.
  7. Another Philippine 'sader.
  8. It is not random. Like you said, you have to place the holes where you want them to appear.
  9. No, it did not. The RAF received the first ones early 1945. Mandatory screenie:
  10. Thanks. The data.ini looks correct. Probably a hierarchy issue within the model...? If so, you can try one thing. Add the following line at the end of the [RightWing] section: DetachNode[001]=RightOuterWing And, similarly, under [LeftWing]: DetachNode[001]=LeftOuterWing These entries will detach the outer wing node when the inner wing is destroyed.
  11. What is the 'ParentComponentName' of the outer wing? It should be the right wing (usually called 'RightWing' by default).
  12. 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  
  13. 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.
  14. Version 1.0.0

    53 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.
  15. I-15 in Soviet colors.
  16. 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.
  17. Do you have nation-specific entries (the ones that have 'DecalLevel=0' lines) in your Decals.ini? If so, remove the 'DecalLevel=0' lines.
  18. That one is OK. What I'm referring to is the other Sherman: http://members.ziggo.nl/broerslee/download/M4A3-75W.zip
  19. 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.)
  20. 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.
  21. 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.
  22. 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.)
  23. 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.
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