Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,875
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. [TailGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.08 HideGearNode=TRUE <---- maybe change to FALSE??? ModelNodeName=tail_gear_strut InsideNodeName=tail_gear_bay_inside ShockAnimationID=4 ShockStroke=0.12 SpringFactor=2.0 DampingFactor=1.8 WheelNodeName=tail_wheel RotationAxis=X-AXIS ReverseModelOrientation=FALSE RollingRadius=0.13 CastoringWheel=TRUE CastoringNodeName=tail_gear_frame Steerable=TRUE MaxSteeringSpeed=30.88 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxLoadFactor=4.0
  2. if you're talking about the various blade antennas, No, they are NOT mapped to anything. The green color of the mesh/nodes indicates that they are not. (also, the right click, "show nodes on texture" is greyed out)
  3. See the link above about the "mods folder". Yes, it should look exactly the same. But now, it's WHERE is supposed to be! The core files, down in the C:\Program Files (x86)\ThirdWire\Strike Fighters 2 are located in a protected region of the HD; meaning unmodifiable. The "saved games" folder is where all the stuff gets screwed around with. Again, I refer to the "mods folder" link above.
  4. if we knew what plane, maybe it can be figured out by the more inventive among us ( ) EVERYTHING (well, usually on 3W stuff) is covered by something on the mapped textures
  5. PB is done -- no more linking what about just uploading to a Gallery here at CA, and then linking the pictures to a post?
  6. highlight the offending part, then right click on it
  7. you do NOT need to extract the lods to view them; you simply double click the aircraft's main ini (in your case, A-6A.ini). It'll pull up the aircraft on it's own And yes, ALL the TW Intruders are mapped identicly. It's a simple repaint of the metallic sections on *_*_3 texture. Studying all the _3 textures will show you they're all the same
  8. Mue's Lod viewer should be of GREAT assistance once you figure you where the airbrakes are mapped to, it should be an easy job to make the necessary changes on the template (which, I hope, is still somewhere in the SF2 downloads section) EDIT: found them: http://combatace.com/files/file/12761-3rd-wire-a-6e-tram-a-6e-79-psd-template-set/
  9. This post cannot be displayed because it is in a password protected forum. Enter Password
  10. You're looking in the WRONG place!! Was not usefull?? ---> http://combatace.com/topic/62302-what-is-the-mod-folder/ and... if you're running off a drive other than C/, that's a whole 'nuther thing. There should be a post/thread about that as well in the Knowledge Base. I know there were several threads in the General Forums as well (some time back)
  11. the same way you add them to all of the others in the SF2 series; to the mods folder. Of course ALWAYS check the readme in the downloaded item The A-6 (several variants) is already part of SF2NA. It's just not flyable by default. You'll need to add ALL the cockpit bits from WoV, and make several modifications to the A-6*.ini (and then lock it to "read only". Should be several threads in the knowledge base on "how to"
  12. then it's got to be something the F14avionics.dll (or whatever it's called). you should ( or perhaps maybe being the operative word) be able to find those lines necessary in the various avionics and cockpit inis, and what I'd do, is extract and copy the necessary bmp or tga into the A-6 /cockpit folder and hope for the best
  13. did you run the modified gun through the gun editor? 1st Gens require that
  14. Have you downloaded the appropriate new(er) Russian weapons, via a weapons pak or individually? Have you added the new(er) Soviet weapons via the weapons editor??? They won't won't show up until that's been done even at the 08 patch level
  15. it's more than likely, that it may be a "max issue" (meaning: it was built that way in 3ds Max) have you looked at the cockpit lod in Mue's Lod Viewer? (both A-6 and F-14). I'm not sure if you can have multiple "moving" nodes without it having been build that way. might have to start searching the higher number cats, or ?? to find the "cockpit data ini". I wonder if the node descriptions might be listed in there. But, overall, I'm sure you can't use any of the F-14 stuff on the (what is essentially) a 2005-ish cockpit lod (A-6)
  16. bmps don't have alpha channels. it's just a plain 24 bit bmp
  17. Taube with rifleman

    If it's (still) like SF1, the pilot's ini goes where all the other pilot files (lod, bmp, etc) are, iirc.... /Objects/Aircraft as just loose files
  18. the link to the F-104 download might be of some assistance....
  19. what allen said and make sure the /Terrains folder is IN the mods folder
  20. This post cannot be displayed because it is in a password protected forum. Enter Password
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..