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Wrench

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Everything posted by Wrench

  1. Salmson

    all ok, then, you've figured out the upload process?
  2. Is the water ok, the ocean and rivers have that "wiggly" effect simulating motion? I reset all the graphics in WoE, but haven't tested it
  3. well, from what I see, you've pretty much done everything wrong. Completly. The TE needs it's own install, NOT inside the game, but somewhere else on the HD. You can probably put it into the SavedGames/ThridWire folder, or on C drive (but NOT in any of the Program Files folders) I take you haven't looked at Gepard's Tutorials in the SF/Wo* Knowledge Base? I suggest starting there https://combatace.com/forums/forum/191-modding-terrainsenviroments/ they lessons are numbered, start with #1
  4. I'm going to go ahead and "pin it" this to the top of the Forum, so it don't get lost!
  5. this is what the terrain should look like -- the city of Tageu, looks like fall
  6. it's looks like there's tiles missing, or misnumbered in the data ini, or wrong TFD. EDIT: those are NOT the tiles that came with the terrain download -- those are STOCK Germany tiles. This is a Full 4 season terrain, and if that's supposed to be "summer", it isn't!! Your images attached below I'd suggest redownloading the terrain, use the new data ini from above, and retest. Also, for tracking progress and make sure you have the HUDData.ini extracted, placed in the /Flight folder and have the DisplayDebug= set to TRUE. This will turn on the map coordinate system and allow you to see the name of the target area and it's X/Y location on the map. I got nothing like that on mine, of course, I just copy/pasted the K3 terrain folder into my WoE install, and edited the data ini. I DID get a lot of shadow anomalies on some terrain objects, but that's a "known issue" with heavily populated terrains.
  7. are all the decals present? Are the pathways' correct in the decals ini? (I don't have the mod, so can't physically check for that)
  8. there isn't one. This is all we got. Can you list, in order the steps you took to create this "terrain specific TE install". It's vitally important to know EXACTLY how you were doing this
  9. I would just make sure the original modeler is credited with the cockpit (iirc, it's TMF??) I don't think we'll mind too much!
  10. This was just a nice shot! Had to share
  11. what?? dude, that was from 7 years ago.....
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  13. While trying to edit a couple of posts I inadvertently deleted the entirety of Del's "C-130 Upgrade Project" thread. I can't seem to restore it on my own, and have contacted Erik to see if he can pull my big dumb ass out of the fire on this one Please accept my apologies, and we're "working the problem". Again, I did a dumb thing and am sorry!
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  17. don't use the spoiler function to upload pictures. Just drag and drop the images into your post; there's space at the bottom for that labeled "Drag files here to attach or choose files" ------------------------------------------------------------------------------- do you have the TE set up properly? Do you have all the necessary bmp, inis and most importantly the terrain's texture list ini? Without that, it ain't gonna work. What terrain are you working on? And Why? The only way to generate TODs -adding the little buildings and tress- is with the 3W Terrain editor. Be it known, it is a tempermental POS at best, and WILL crash without warning or apparent cause. It is not for the faint hearted or easily frustrated to even start working with. It is a nightmare on wheels, so be advised!
  18. ok, what I've got is the transitions are now smooth, with no "strangeness", but the ocean is suspiciously "flat". Almost like the waternormal isn't working properly. What you all can do if you want, is try out different water normal bmps; there's some different ones in the downloads section -SOMEPLACE!!! you'll have to search- and test them out the S1 & S2 tiles don't need or get an _hm.bmp, but all other tiles with HasWater=1 (coastlines, rivers, etc) do. I've added a 2m statement to all those tiles. It seems to have helped them but did something to the ocean I'm attaching an down-dated data ini for Korea3, an un-modified original copy as a backup, so you don't need to backup your originals. Just unzip and drop in the folder. The header statements in the data ini come right from the 08 level GermanyCE's data ini. Just to let you all know, how long it took to finish and release this, it was started before SF2 came out, and was designed for the 08 GCE environment. Why it's acting stupid now, I don't understand. But, give this a try. At the worst, you have the original to revert back to. Korea3.7z
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  20. don't delete it yet (or just create a KAW instll from the WoE exe) ... let me "work the problem' a bit longer. I made a partial fix, but there are still some other issues I'm looking at. It may be related to the height field display, or missing HM bmp callouts on the transition tiles, or ??? I tested it in WoE, and got some "fading" on the sea-land transition tiles, like the alpha channels of the tgas weren't showing properly. Fixed that, but still some weirdness on the river turn tiles (G-RivS)
  21. can you give us a little more information, that explains the issue better? maybe screenshots from the TOD placement screens???
  22. that's part of your problem -- WoI lacks a lot of internal coding that WoE and WoV have. ONLY use WoE for this. your flickering may be caused by graphics card or drivers. Nothing at my end can be done about that. That terrain is VERY heavy and hard on low and mid range cards, so ...???
  23. as to the radar screen, you should be able to simply copy/paste the A-4F_radar.bmp into the /cockpit folder. It'll probably ask "Overwrite?" so allow it. I'll recheck my data inis ... it's just ODD!!!! as to why the wing disappeared (visible from outside!) **edit: I'll use the new ones instead! don't forget my hangar and loading screens for the straight-probe version!!
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