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Wrench

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Everything posted by Wrench

  1. in particular, for the hot dog stand, represent grease/oil from the fryers and the dogs themselves exploding & burning. sort of a joke! nobody REALLY knows what goes into a hot dog (and really don't want to!!)
  2. Version

    21 downloads

    XvT/BoP Imperial Operation: Tatooine Patrol 1/25/2016 For XvT =WITH= BoP addon (original CD) or the new GoG version This is the first of 20 full battles for Imperial players, covering the time frame from before the Battle of Yavin, to after the Fall of the Empire. In this set, you are a newly graduated pilot, and are assigned to the Tatooine Patrol Fleet, monitoring commerce to and from this desert planet. It's a very quiet duty, almost boring, with little action with the exception of the occasiional smuggler or other scoundrel violating Imperial Law. As has been said, "if there's a bright center to the universe, this place could be the farthest from it". But as always, things beyond your control are happening... 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 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. Wrench Kevin Stein original set for TFCD by Michael Raven, circa 2000
  3. love it!! here's the types entry: [TargetType***] Name=Stand FullName=Hot Dog Stand ModelName=HotDog_Stand.lod TargetType=COMMAND_BUILDING ActiveYear=0 TargetValue=300 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2000.0 DamagedModel= DestroyedEffect=VeryLargeBombExplosionEffect DestroyedModel=fueltank2_destroyed.lod SecondaryChance=100 SecondaryEffect=LargeOilFireEffect Effect=SmokeStackEffect ExhaustOffset=0,0,3.0 you can change the FullName= to whatever you like attached is the lod, skin and ini origination is from Major Lee's DBS terrain circa 2004-ish??
  4. parked aircraft are generated automatically by the game engine, based on the 'parking slots' set in the various airfield inis. How many show up is set in your /Options -> Graphics --> Ground Objects --> Unlimited (for the most showing) physical, "static aircraft", as listed in a _types and _targets ini have to be specifically built as such. The physical models (lods), and their skins all have to reside inside the terrain folder in question. There are very few of those. Off the top of my head, C-130, CH-47, a Mirage, F-16 and one or two others. Other than the equipment found in the airfield development packs, there isn't much else, that's usable Freeware they work on all terrains, because as mentioned above, they reside WITHIN the specific terrain folder. why they don't show up is most likely one of several things: listed improperly in _types.ini placement (X/Y) is "off" due to airfield facing inability of Mue's target editor to read or "see" certain objects -- this is a known issue that I've encountered, and reported it as such to Mue
  5. you know, I've done that for other people, but this is the first time it's been done for me!! (don't forget to put a hot dog stand there, too!!) (mr. burns voice) Excellent!!
  6. yes, I've used it extensively. so, what's the question?
  7. what the hell is a "TAE"? If you explain/define that, maybe you'll get some help!! )
  8. the animation has to be built into the cockpit meshes themselves. can't be added by a text edit
  9. AND do if for free, with NO restrictions or other BS
  10. I seem to recall stating categoricaly, that expansion pack one was REQUIRED for a KAW install, as that not only gives you the Mustang, but the C-47 as well. from the KAW Mustang Skin Pak (as used in WOK mod) never had the issue with the 29s either. speaking of the Superforts, the easiest fix is simply not to fly them -- the game was never designed for Player Flown ™ heavy bombers, even if said bombers have cockpits and working bombsights. (attack bombers, that's another story, and are quite usable)
  11. it looks a lot like the prototype p-40 (well, P-37), other than the large gun blisters on the cowl. nice repurposing of the mig-3 http://www.planefax.com/radar/p40-2-YP-37.jpg
  12. look in The Pub ... http://combatace.com/topic/88172-getting-it-off-my-chest/ d/l the gif, upload to your gallery, and add it to your sig sorry for the thread hijack!
  13. you can't import a finished lod. once its exported, it's done and locked you can only edit the ***.max file
  14. all stuff for cockpits goes into the /cockpit folder for each particular aircraft. so, you might need to create the folder, and just drop the tga in there the game looks in specific folders first, then cats.
  15. oh man! how cool is that!!??
  16. for these games (SF/FE/SF2/FE2) only 3dsMax, with the specific 3rd Wire exporter can be used for other games ?who knows?
  17. well, since it's a payware mod ... one must be VERY carefull. They defend they're copyrights/property strongly. Inis can be uploaded, if that's the point of the exercise, but no other parts. One must be VERY carefull with "property rights" when modding any payware item
  18. all lods are stored in the ObjectData002.cat -- that 's the locked one mue's lod viewer only requires the main ini (ie: KfirC1_77.ini) to function. to open the cockpit lod, you'd need the cockpit ini extracted. It doesn't even need to be IN the aircraft folder; the viewer will find the lod from an "extracted to..." folder. but I see Crusader already answered the question. just a thought .. if those boxes are part of the external model, perhaps the cockpit position is too low?? .. just thinking out loud...
  19. use mue's lod viewer to id the meshes as to that clipping issue, there's a couple of ways: check the actual position in the cockpit ini vs positioning from external view locate the offending node (again with the lod viewer) and add to cockpit ini (3rd section) Example only... [CockpitSeat001] HideExternalNode= ModelName=Skyraider_Pit Offset=0.0,0.0,0.0 Position=0.0,0.26,1.10 ViewAngles=0.0,0.0,0.0 or in the data ini for nose or fuselage (whichever mesh it is) ShowFromCockpit=FALSE
  20. another look one of those "you looking at ME, mofo?" kind of shots (btw, if anyone does happen to guess, keep it to yourself. don't spoil the surprise)
  21. I'm not an ordanance guy. Sometimes, I'm lucky the stuff hits the ground... there used to be a bombing tutorial at SimHQ, maybe still in their archives by Andy Bush -- the man knows his stuff.
  22. don't forget, new Fitter are in the works...might want to wait unitl they're finished. IIRC, a lot of the mapping will be different
  23. Dat banned achievment

    From the album Wrench's Stuff

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