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Posts posted by Blade
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It is fixed now. Thank you.
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That one is OK. What I'm referring to is the other Sherman:
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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.)
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7 hours ago, strahi said:User-made
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.
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Which campaign is it? Stock or user-made?
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16 minutes ago, gerwin said:And better for previewing the results.
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.
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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.)- 2
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2 hours ago, gerwin said:This subject in general is rather mysterious.
Since I just checked several STOCK variants of the F-4 Phantom II, looking at the extreme left in the cockpit. See image.
My preliminary suspicion is that there is some tag in the model files to exclude nodes from the cockpit view. Which was only properly set with the older models.
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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Or use the Dagger.lod, which calls one of them 'uhf_top'...
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5 hours ago, charlielima said:Desert lizard ?
CL
The Thuds in desert and euro camo look really cool.
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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.
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Possibly the original image:
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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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Here is one more:
No 421 Sqn: Apr-May 1942 Canadian, AU
Interesting fact: In 1941, the personal plane of Douglas Bader was a Spit Va, even though the wing he commanded flew the cannon-armed Vb. He thought that the machine-gun armament was more effective against fighters (especially at close range) than the then-troublesome cannons.
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RAF units that used the Spit V.a with operational dates, short info and sqn codes:
No 26 Sqn: Mar-Nov 1944 Artillery spotters for the Royal Navy, RM
No 54 Sqn: May-Nov 1941 Fighter, KL
No 66 Sqn: Feb-Mar 1942 Fighter, LZ
No 116 Sqn: Oct-Dec 1942 Anti Aircraft Calibration Unit, II
No 130 Sqn: Oct-Dec 1941 Fighter, PJ
No 133 Sqn: Jan-Mar 1942 Fighter (Eagle Squadron), MD
No 134 Sqn: Dec 1941-Feb 1942
No 154 Sqn: Feb-Apr 1942 Fighter, HT
No 164 Sqn: Apr-Sep 1942 Argentine-British Sqn, FJ
No 165 Sqn: Apr-Jun 1942 SK
No 332 Sqn: Jun 1942-Apr 1942 AH (should be Jan instead of Jun...?)
No 349 Sqn: Jun-Sep 1943 Belgian, GEThese are what I have found so far. There may be others (though not likely due to the limited number this version was built in).
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Select a resolution with '...x 32' (32 bit) in the end.
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Wrench,
Your description above says that you created templates for Pasko's Wildcat. However, it seems that it has not been uploaded. Could you share it, if possible? Thanks.
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Just to create some more confusion...It seems that the last batch of 18 F-4Gs were converted no sooner than 1989. At least some of them were formerly assigned to the 51st TFW (as F-4Es) in South Korea. When the 51st transitioned to the F-16 in 1988-89, their Phantoms were handed over to the RoKAF, except for FY69 ones, which were sent back to the States for F-4G conversion (see the links below).Here is 69-7551 (included in the list of the last 18 above), still as an F-4E of the 36th TFS sometime during the late '80s:
The links below will get you to two photos showing FY69 F-4Es being ferried back to the States for F-4G conversion. They were taken in January 1989 over the Pacific. Everything I'm stating here can be found in the captions below the images.Here is 69-0290 (included in the list of the last 18 above).And here is 69-0303 (included in the list of the last 18 above).Maybe we can try to track down the remaining 15 in the list for more proof.
Locked service markings on a specific skin
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
Do you have nation-specific entries (the ones that have 'DecalLevel=0' lines) in your Decals.ini? If so, remove the 'DecalLevel=0' lines.