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Wrench

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Everything posted by Wrench

  1. neither world markings 1.2 nor world markings 1.4 have the correct "broken" circle roundel. Might have to be 'custom made'
  2. File Name: XvT/BoP Alliance Mission Set: Lost Missions Part 1 File Submitter: Wrench File Submitted: 04 January 2016 File Category: Star Wars Games XvT/BoP Alliance Mission Set: Lost Missions Part 1 12/8/2015 For XvT =WITH= BoP addon (original CD) or the new GoG version Part 1 - Nowhere to Run: The Alliance has been forced to abandon Hoth after it's discovery, and subsequent invasion, by Imperial forces led by Darth Vader. With the Alliance on the run once again, they find they have nowhere to hide, and nowhere to run with the Empire in hot pursuit, determined to destroy them. Just as after the Battle of Yavin, With Alliance forces scattering throughout the Outer Rim, many units are standing alone, but standing firm against The Empire. In the midst of this chaos, Star Destroyer Warrior and it's task forces are determined to exterminate Red Squadron, whose exploits are known throughout the Galaxy. The Alliance =will= fight back in order to survive. This is part 1 of a 3 part series chronicling the adventures of Red Squadron in the post-Hoth time frame. The other "Lost Missions" will follow as they are completed. These are to be used/placed into your ...Balance of Power/Combat folder. All missions have been edited for fairness & balance (hopefully!), due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. Please pay attention to them, as some may save your life or your mission critcal craft. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense. The original readme is included for historical purposes, and contains short descriptions of the mission (some of which have been changed) and the original backstory. Unfortunately, there was no name attached to these, so proper credit can't be given. My apologies to the original author. Wrench Kevin Stein original set for XWCD by ??? circa 2001 or 2014?? Click here to download this file
  3. I had ONE! It's XWA conversion of my one and only (to date ) foray into FULL mission creation. But it needs major re-editing, to fix a lot of the action sequences. To say nothing of needing the ship patch (XWA Upgrade???--can't remember!) as one mission had T/Ds showing up. which is why I've not released the TFCD conversions for XvT -- they just end so quickly, and you're left flying around wait for the final mission complete message. (and the later mission require a ship patch for many of the missing ships -- Carrack cruiser, T/D, MIS, and couple others) As I understand it, you can convert any XvT mission set to XWA, but need to set the region orders -- you start in region 1 (base/PLT/home ship), hyper to region ***, do you thing, and return to region 1. A lot more work, but is doable!
  4. Gladiator

    I know it adds to the poly count, but maybe adding some internal structure for damage modeling??? it's looking really good!!
  5. TMF's Mirage F.1C for SF2

    Version

    1,553 downloads

    Dassault Mirage F.1C by TMF For SF2 (any and all, Merged or not) This is a semi-complete upgrade of The Mirage Factory's Mirage F.1C to SF2 standards.I call this 'semi-complete', as some tweeks are still needed (see "Notes" below). A cockpit upgrade, loosly based on my AMI F-104S-ASA-M adds a working HUD for all modes, various A-A modes, and Ground Mapping. Some functions may be too modern, but hey, it all works!!! The cockpit is still the Zippers, as originally released with. A new userlist ini is also included, with hopefully everyone and fairly close operational years. A new SF2 style Hangar screen is also included! Several weapons are included, from the GunnyPak. Loadouts are set for mostly French weapons, with the occasional NATO slipping in (Sidewinders in the early operational years). (see Notes for comments on the desert skinned drop tank) Skins and decals included in this pak are from (iirc) the original release, and maybe some others: AdA Blue EDA Camo Greece Blue Desert As always, READ the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs/requires/should have, to make it a LOT easier to install. Also, as usual, the expected 'Notes and Other Nonesense' comments by me. PLEASE read them. With special Thanks to TMF & Sony Tuckson for giving permission to modifiy and upload. Good Hunting! Wrench Kevin Stein
  6. Version

    21 downloads

    XvT/BoP Alliance Mission Set: Lost Missions Part 1 12/8/2015 For XvT =WITH= BoP addon (original CD) or the new GoG version Part 1 - Nowhere to Run: The Alliance has been forced to abandon Hoth after it's discovery, and subsequent invasion, by Imperial forces led by Darth Vader. With the Alliance on the run once again, they find they have nowhere to hide, and nowhere to run with the Empire in hot pursuit, determined to destroy them. Just as after the Battle of Yavin, With Alliance forces scattering throughout the Outer Rim, many units are standing alone, but standing firm against The Empire. In the midst of this chaos, Star Destroyer Warrior and it's task forces are determined to exterminate Red Squadron, whose exploits are known throughout the Galaxy. The Alliance =will= fight back in order to survive. This is part 1 of a 3 part series chronicling the adventures of Red Squadron in the post-Hoth time frame. The other "Lost Missions" will follow as they are completed. These are to be used/placed into your ...Balance of Power/Combat folder. All missions have been edited for fairness & balance (hopefully!), due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. Please pay attention to them, as some may save your life or your mission critcal craft. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense. The original readme is included for historical purposes, and contains short descriptions of the mission (some of which have been changed) and the original backstory. Unfortunately, there was no name attached to these, so proper credit can't be given. My apologies to the original author. Wrench Kevin Stein original set for XWCD by ??? circa 2001 or 2014??
  7. File Name: SF2 WW2 ETO Bristol Beaufighter TF.X, v.9 by Cocas File Submitter: Wrench File Submitted: 04 January 2016 File Category: Other SF2 WW2 ETO Bristol Beaufighter TF.X, v.9 by Cocas 1/2/2016 -- Something for the WW2 ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents both early and late production Beau TF Mk.X for ETO and MTO** usage ONLY! Seperate versions for other theatres, will be released when and as they are finshed. We are calling this "version 0.9", as there exists the possibility, at some point in the future, of more work being done. But, we wanted to get them out into the hands of our WW2 End Users ™ for their examination, flying pleasures and so forth.* **= will require new squadron code and/or individual aircraft letter decals. But the paint scheme is the same for MTO usage, in the aircraft lifespan/timeframe. However, SEAC/SoWesPac are completely different, and will require the release of "theatre specific" versions. This is a BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This package contains 2 complete aircraft, representing the Beaufighter TF Mk.X in both it's iterations. This pack contains the following aircraft & skin/decal sets: Beaufighter TF Mk.X (Early) No.143 Squadron No.236 Squadron No.254 Squadron -- all of North Coates Strike Wing, Coastal Command Beaufighter TF MK.X (Late) No.254 Squadron, CC The TF Mk.X (Early) has the rear flex MG, no radar and no fin extension. The TF Mk.X (Late) is the final produciton verison, with thimble nose radar, rear flex gun, and the tail fin extension. The Squadron Crest is used as the paint chip seen on the Loadout Screen. Skins are in jpg format. Everything is included (weapons, pilot figures, sounds, etc), excepting the guns (you should have all these already). All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadon code letters (either for ETO or MTO usage). As is my habit, a sample bmp is left in the Decals folder so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the unit(s) represented. When in-game, you'll see: Beaufighter TF Mk.X (Early) (CAF) Beaufighter TF Mk.X (Late) (CAF) on the aircraft selection drop-down for this aircraft. The "CAF" (for Cocas Aircraft Factory) will diferentiate these Beaus from any others you may or may not have. It =IS= designed to replace any other Beaus of this type from "other sources". As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory - Click here to download this file
  8. File Name: XvT/BoP Independant Operation: A Star Is Born File Submitter: Wrench File Submitted: 26 December 2015 File Category: Star Wars Games XvT/BoP Independant Operation: A Star Is Born 10/10/2015 A short 5 mission TOD for XvT/Bop. (Works with original CD and 'new' GoG versions) (There was no original 'readme text' for the original set, so this will have to suffice.) It is some years before the story chronicaled in "A New Hope". At this time, the Rebel Alliance is still flying Y-Wings and Z-95 Headhunters. Although, Incom Corp is testing the first of it's new starfighter prototypes...the T-65 X-Wing. One of those lucky enough to be involved with the project is Siranno DelSol, know as the 'Starry Knight' to his friends and family on his home of Marek Prime. Marek is a neutral planet, aligned with neither the Empire nor the Rebels. The political climate on Marek is a 'wait and see' policy with the both of them; shakily sitting on the fence between the waring factions. And the future of it's inhabitants is about to be decieded.... These are to be used/placed into your ...Balance of Power/Combat folder. Many of these missions have additional goals, messages (which are sometimes used as in-game hints), and "eye candy" added. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Note" section a read too, for well, notes! Wrench Kevin Stein original set for XWCD by ??? circa ??? Click here to download this file
  9. Beaufighter force.. (what's funny, is that this pic shows the ENTIRE IDFAF Beau force!!!)
  10. double click the lod viewer exe, navigate to the aircraft's folder in you game install double click the aircraft main ini viola! you can view it. not that hard, is it??
  11. ok...after taking time to d/l the thing and examine the terrain...taking time from what I want to be doing (suffering from a bad cold...) open the Espana_data.ini, "search" for GermanyR-CG, and change the extension (tga) to bmp. That will fix your issue. YOu may also want to change the HasWater=1 to HasWater=0, as it ain't got none.
  12. you haven't prepped the TE properly ..... you'll need to have all the tiles in bmp (convert the tgas) format, and placed within the TE's main folder. You'll need to build the texturelist ini by hand, using the data ini as the start point. You'll need the "espana" terrain folder as a sub-folder, stripped of all but the terrain's inis (mani ini, data,) , and the TFD and HFD. As I said before, the tile go "up on level" into the main TE folder I'd suggest reading Gepard's tutorial's in the 1stGen Knowledge base. What YOU are doing, is basically building a TE install that is JUST for the Spain terrain. I would also contact the "builder" of that terrain, and register your complaint. ALL SF TERRAINS ARE THE SAME-- they are all TFD/HFD based. The only exception is the IcelandNA terrain, with is LOD based. There are 2 3w terrain editors -- one for the "Desert" and the other for WoE,WoV,WoI -- the later is marginally better, as it has a better zoom function on the the TOD building screen. Terrain creation/editing is NOT for the faint of heart or unskilled -- it is the biggest, nastiest beast in the 3rd Wire world. If you screw something up, and don't have a backup -- it won't create it's own -- you can find yourself up the creek without a boat, let alone a paddle. Be VERY certain of what you're trying to accomplish.
  13. What do we need?

    like SF1/SF2, FE uses studio max to create the finished file (LOD). Other's have used other programs, like blender, but then THAT file has to be imported into MAX for "finalization" (for lack of a better term), and exportation into the LOD format the game uses.
  14. that message happens ALL the time, even when the textures are present. the only way to see if a texture is present, is go through the terrain folder, and physically confirm it's existence. If one has the texture list ini for that terrain, you can scroll through that as well, to find out where in the data ini it's listed Another, easier way, is use the 3W terrain editor -- you'll have pink squares for missing tiles, that you can "click on" to get it's name.
  15. JRL, you should wait until I get the 2 TF.X versions done!
  16. ah, bummer!! well, one COULD extract them from the 1stGen cats (or pre-locked st2), rename them and drop them into the Tu-104's main folder...
  17. I'm BACK!

    nice to have you back with us!!
  18. AFAIK, not that works with the new versions, and not on Win7. There used to be pilot editors, 15-20 years ago. Most sites are long gone... I have the same problem! Can't get past one Alliance mission (A-W, inspect and destroy freighters), and would like to see them all!
  19. you do know that the Skyraider templates were made years ago, and are readily available, right??
  20. File Name: SF2 WW2 ETO Bristol Beaufighter Mk.VIF (Late), v.9 by Cocas File Submitter: Wrench File Submitted: 01 January 2016 File Category: Other SF2 WW2 ETO Bristol Beaufighter Mk.VIF (Late), v.9 by Cocas 12/28/2015 -- Something for the WW2 ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents the late production Beau Mk.VIFs for ETO and MTO** usage ONLY! Seperate versions for other theatres, and the later marks, will be released when and as they are finshed. We are calling this "version 0.9", as there exists the possibility of more work being required. But, we wanted to get them out into the hands of our WW2 End Users ™ for their examination, flying pleasures and so forth.* **= will require new squadron code and/or individual aircraft letter decals. But the paint scheme is the same for MTO usage. However, SEAC is completely different, and will require the release of a "theatre specific" version. This is a BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This package contains 1 aircraft, representing the Beaufighter VIF fighter/intruder variant. This version =HAS= the dihedral horizontial stabs (they point up), the rear swivel MG mount, and the "thimble nose" AI/ASV type radar. The aircraft IS equipped to carry rockets as well as 2 bombs on the wing stations - but, obviously! not all at the same time!! Torpedo capability has been removed for this "Fighter/Intruder" version. This pack contains the following aircraft & skin/decal sets: Beaufighter Mk.V1F (late) Standard Day Scheme (Overall MSG/Dark Green disruptive) No. 604 Squadron "County of Middlesex" The Squadron Crest is used as the paint chip seen on the Loadout Screen. Skins are in jpg format, as are the bump maps. Everything is included (weapons, pilot figures, sounds, etc), excepting the guns (you should have all these already). All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadon code letters (either for ETO or MTO usage). As is my habit, a sample bmp is left in the Decals folder so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the unit(s) represented. When in-game, you'll see: Beaufighter Mk.VIF (Thimble) (CAF) on the aircraft selection drop-down for this aircraft. The "CAF" (for Cocas Aircraft Factory) will diferentiate these Beaus from any others you may or may not have. It =IS= designed to replace any other Beaus of this type you may or may not have, from "other sources". The "thimble", of course, means this is the thimble-nosed radar equipped version (AI Mk.VIII). As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory - Click here to download this file
  21. correction to the fuselage cannon. I forgot about the shell casing ejection copy/paste the statements DIRECTLY OVER the existing ones in the data ini.... save the data ini, and that's it! My apologies for forgetting something as simple as this! A post on this subject, shell ejection corrections, for both the cannon and wing MGs (Mk.1 series) has been posted in the WW2 Forum's "Tips & Tweeks" thread
  22. Correction/Fixes for Beaufighters by Cocas This fix adds the positions for the ejected shell casing for the fuselage cannon, on ALL versions (Mk.1, NF, VI, etc). REMINDER-- this is ONLY for those Beaus that Daniel and I have done. Do NOT use these setting for Capun's Beaus. When I was doing them I totallly forgot about the shell ejection.. On subsequent releases, (VIC, TFX) this will be corrected. copy/paste the statements below at the end of each Cannon statement in the data ini: [Cannon01] ---- EjectShells=TRUE EjectPosition=-0.41,0.93,-0.92 EjectVelocity= 0.0,0.0,-2.0 [Cannon02] ---- EjectShells=TRUE EjectPosition=0.50,0.93,-0.92 EjectVelocity= 0.0,0.0,-2.0 [Cannon03] ---- EjectShells=TRUE EjectPosition=-0.40,1.40,-0.96 EjectVelocity= 0.0,0.0,-2.0 [Cannon04] ----- EjectShells=TRUE EjectPosition=0.40,1.40,-0.96 EjectVelocity= 0.0,0.0,-2.0 ------- Below are the ejection position fixes for the wing mounted machine guns (all Mk.1 variants WITH the mgs) [LeftWingMG01] ----- EjectShells=TRUE EjectPosition=-5.09,2.75,-0.21 EjectVelocity= 0.0,0.0,-2.0 [LeftWingMG02] ---- EjectShells=TRUE EjectPosition=-4.80,2.75,-0.26 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG01] ----- EjectShells=TRUE EjectPosition=5.07,2.75,-0.21 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG02] ----------- EjectShells=TRUE EjectPosition=4.78,2.75,-0.26 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG03] ----- EjectShells=TRUE EjectPosition=5.33,2.75,-0.17 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG04] ----- EjectShells=TRUE EjectPosition=5.62,2.75,-0.12 EjectVelocity= 0.0,0.0,-2.0 my apologies for such an error!!
  23. I also have a VIC (Coastal Command, torpedo armed) version, if anyone is interested in that one
  24. converting the skins from jpg/dds to bmp format, and inis from Unicode to ANSI will do you no good, if as I said above, the LOD itself is in Unicode. There's no way to convert that, outside of 3dsMax.
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