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Wrench

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Everything posted by Wrench

  1. TK's decal tutorial (explaining the Level= system) should be in someplace in the SF1 downloads section (mabye Utilities?) To actually MAKE them, you need Photoshop or some other program that can create the 32-bit tgas* w/alpha channel * yes, I know by inference, all R/G/B tgas with alpha are 32 bit
  2. New members to the Prop Heads Club are always welcome!!
  3. We've found that running full unlimited can induce some really odd shadow issues (like tod objects cast shadows several dozen meters FROM the actual 3d object. This is what I'm running in my ETO mods folder (although I haven't fired it up again unitl today since the HD crash and rebuild. I'll have to check the in game views) I don't think 'something' is as powerful as yours -probably my monitor due to space limitation, and it's still a "square" one You got questions, we'll do the best to answer them!!
  4. hopefully, that means it WASN'T towed aloft by the He 111Z Zwilling just kidding!
  5. <cough> EAW WW2 Euro map <cough> as to the fade issue, in the Options.ini Change to FALSE. That will should the TOD objects from fading and popping into existence. Also, remember you dealing with terrains at least 50% larger than any of the FE terrains.
  6. yes! after it builds the 'new' mods folder, you (hopefully!) should be able to copy/paste the various folders back into it (even if the originals were created with the sf2e exe) good luck, and let us know how it goes!
  7. programa para colocar casas y árboles?

    Right here in the downloads section or at the 3rd Wire site remember, there are 2 editors, one for 'Desert' the other for WoE/WoI/WoV (and SF2E, SF2V, SF2I) terrains. Although the later can be used for everything, if properly set up. Good Luck. You'll need it! These are NOT for the faint of heart
  8. programa para colocar casas y árboles?

    only the 3rd Wire terrain editor
  9. So, what's the fix??? What I did just now, is move the 2 outer wing components BACK to the RightWing, and commented them out of the RightOuterWing. As both outer wing 'sections' exist only as data statements for the FM, perhaps the best fix is simply to move any components (yes, I know the left side works -this points me to a probably LOD issue) from the outer wings to the "main" wing sections (RightWing, LeftWing), leaving the outer wings as only FM statements?
  10. great work guys! like it said in the read me, I did what I could to get it out to all of you, to make whatever adjustments are/were needed. However, it there's anything that can't be fixed by ini work (model flaws, incorrect animations), we're stuck with those! All I ask is that when all is said and done, and you have a final version(s) you upload the changed items, and then I can update the entire package! I like Otto's suggestion of the _87 model! Didn't think of that! thanks again guys!!
  11. Version

    189 downloads

    in this zip are the 4 STOCK textures lists for use with the 3rd Wire Terrain Editor (both versions) Included are lists for: Desert GermanyCE VietnamSEA IsraelME (the Isreal one was compiled by me, as one was never issued by TK) These are usable for terrain creation for BOTH SF/Wo* and SF2 (excepting the IcelandNA terrain, of course). The differences between 1stGen and SF2 are all in the data ini, so there's no change in these. It's recommended, that if doing ANY terrain work, you have a large store of asprin, and remove all sharp implements (and by inference, firearms) from you house. These are being uploaded, as several people have requested the IME list. So, Here's All Four have fun! wrench kevin stein
  12. I would like to pin this thread, it that's ok with you,VonS. There is a WEALTH of data that shouldn't be lost. I'll also create a link to it in the SF2 Knowledge Base. thanks to all!
  13. that's excellent!!! are the open hangers enough to 'tag' them for parking slots in the airfield's ini?
  14. I'm kind of going through that too. Can't find my PS6 or PS7 install exes (admittedly, PS7 was a "gift" from a friend). So, when the HD croaked in December, and I installed the new on, I just did a copy/paste of both folders. Now, PS7 won't even start. Still on Win 7. also, does anyone remember where the "flood tool" (paint bucket) is? I can't find it!!
  15. What nyghfall said -- I'd just thought of it this morning. It's a hell of a lot easier then listing every single weapon you DON'T want loaded. It's a real PIA!! I'll have to look around for what plane I used it on; and it never quite worked as advertised and, you can always 'clone' the station specific hardpoints, so you can still use the 'originals' for whatever.
  16. Decal question

    also, if it's a very early work (early and mid-2000s), check that the DecalMaxLOD= line is present in each statement. Many don't have them and in the "2" series games, need them. The usual number is 3, even if the aircraft only has one lod. This tutorial might also be of some help, albeit more SF2-ish, but still pertinent!
  17. Wow! We could build Monument Valley. All we'd need is John Wayne & cavalry figures!!
  18. Lucas Arts is very protective of it's copyrights (and by inference, Disney now). So, I guess a new name needs thinking up!
  19. wonder if you didn't exceed the Structrual Limits on the Corsair? That may cause hidden damge??? I'd also suggest looking over the data tables in the stock SF2 P-51D and Spitfires (9c & e, 18, 22 & 24 -even though the latter are Griffon powered marks. The S-99 (109G) and S-199 don't have WEP installed
  20. the AT-26 Xavante will have it's template included, so other skinners can (fix any of my screw ups) and do other skins too! It'll come with the 1/4 GAV, the "base" Paraguay skin, and a blank 3-tone camo.
  21. I tested it on "Normal", and didn't notice any really adverse effects. I did move the CG slightly forward to counter a nose up drift. Like 0.10 or 0.25 -can't remember which! If Baff is looking into it, I know he'll find a fix!!!
  22. A screen shot would be nice... it IS a requirement for Any and All uploads
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