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Everything posted by Wrench
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Tile Editing Help
Wrench replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I can see the pic -- with the red square (is this a commie city?? lol!!) make sure the names stays the same (like VietnamSC50C.tga) -- remember, all sea/land transition tiles are tgas, as are all river tiles. Only "dry land" is in bmp format (or jpg) are you using a test mission, that puts you directly over the target area in question? (bestest way to do it!) I'm completely unfamiliar with GIMP (I only use photoshop); how does it handle 32-bit tgas? Does the alpha channel remain intact after saving? -
FlightLine Objects Pack 1
Wrench replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
when they're "loose", Mues tool reads them; prolly because it's only on the '1st step', and not one down. thanks Gunny!! :) -
FlightLine Objects Pack 1
Wrench replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I'm not tracking either.... what exactly does the _types entry look like....??? using the first one on the new list as an example... [TargetTypeXXX] Name=82L FullName=Mk82 Bomb Stack Large ModelName=82L.lod TargetType=MISC ActiveYear=0 TargetValue=200 UseGroundObject=FALSE <<--would pathway go here?? DamagePoint=70.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=AmmoDumpExplosion DestroyedModel= SecondaryChance=0 since the normal pathway, even for a modded terrain (like the VNSEA I have with the GH tiles and other targets and types mods) is still C:\Users\Kevin\Saved Games\ThirdWire\StrikeFighters2 Vietnam\Terrains\VietnamSEA If I read this right (and I've never used subfolder in terrains before), just dumping the folder(s) in the terrain's main folder (VietnamSEA for example), and simply listing the lod's name is enough to make it work, just like al the "bits" being loose in the terrain's folder? -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
North Coates Beaus -
FlightLine Objects Pack 1
Wrench replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
so, how are you writing the pathway for the terrain objects* to show? just simply "listing" them in the types and targets inis, and the folders are within the /*name of terrain* folder?? That is MOST interesting!! (residing in the /*name of terrain* folder, as opposed to GroundObjects) -
3d help needed - piviot point
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Cocas and myself are back working on NEW Beaufighters for your WW2 (and Firedog) flying pleasures. however, we've run into a slight snag. Neither one of us is experienced enough to properly set up the pivios for the rear MG on the Mk6 and later variants of the Beau. I'm not sure if it's an ini issue or the "facing" of the K gun itself. Daniel's not sure either. So, I'm begging for help form ANY of our experienced 3d modders to assist with the small (I hope!) issue. The aircraft, all 4 or 5 variants are 90% complete, just needed minor skin and decal work (easily done by me) I have the max file for the aircraft, and we're willing to pass that and the entire aircraft folder to someone who can finalize this. (also setting or telling me the muzzle/light position to fix that too, as the LOD viewer isn't helping! -- it shows the gun pointed forward!). As once that's set, this one LOD can be used for various Mk6, Mk.X and TF.Mk.X for ww2 and the post-war world via the 'remove component trick'. Please, folks, we REALLY want to get these birds done an into your hands for your WW2 flying. These models are far superior to anything else that's out there (that many of you can't access anymore - me included) If interested, please post here or PM me. TIA! wrench -
3d help needed - piviot point
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
partly my fault, too, as I didn't send along the pilots, and decals and such but THAT is looking MUCH more like it!! -
FlightLine Objects Pack 1
Wrench replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
for things to become "visable" on a terrain, the ENTIRETY of the terrain object must reside INSIDE the terrain folder, and be listed in both the _types ini (which "explains" the object), and the _targets.ini, (which tells it where -and when- to show up. when I say "the entirety", that all the stuff for the terrain object (lods, bmps, jpgs, tga, inis) is basicly just dumped into the terrain folder. Look any any of mine and you'll see what I mean -
become a modder or developer. this forum is mostly for SF2 modders, model builders and such
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Version
19 downloads
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 ??? -
Iran-Iraq war
Wrench replied to Centurion-1's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
the item is called, iirc, "dam1" (sort of an in joke) -
Saudi Tornado F3?
Wrench replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
maybe in the desert storm paks??? -
Iran-Iraq war
Wrench replied to Centurion-1's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
no you don't -- go ahead and use it. be advised, it isn't as nice as one would wish -
Sino-Japanese War 1937
Wrench replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
to re-do the new 'specials' or any of the others, you just need to rework my originals with new layers, and remove the bits covering the parts you want to show (the cities or river, for example). You won't even NEED the TE for that, as your 'new' tiles will retain the same names, and therefore the same "position" within the terrains data ini and the TFD. OTH, if the TODs are different (which I think they are) you may need to edit the data ini to look for the correct "terobject.tga" for the forest/jungles. It's a simple text edit. there are only 2 TEs for SF -- the original (for desert) and the "WoE/V/I" one (which is marginally better). That's all there is, cause that's all you need. You might want to think of making the terrain "multi season", as those farm tiles look a bit on the dry side. Maybe a 'wet' (standard VietnamSEA tiles) season and a "dry" season, using the GH3.5s. Just a thought. just a small reminder, if you plan on releasing any of the reworking, ask me first (you know I'll say yes, but I need to see the request). Just a thing I have with my terrain work (considering the unlawful use of one by "other people") -
3d help needed - piviot point
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
yes, and it almost act right.... -
Sino-Japanese War 1937
Wrench replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
That terrain was re-designed with that (partly) in mind. However, there is something SERIOUSLY wrong with your tiles...you need to use ONLY the ones that came with that terrain. Don't mix and match them with anything else, unless you're good enough to re-make all the other to match. (looks like one of the GH sets to me) as for the use of the stand-in aircraft, they look REALLY good in the roles!! nicely done (and yes, we're all waiting for Geezer's birds. but I think he's going to concentrate on early north Africa first. -
Ammo and Targeting Friendlies
Wrench replied to JPMoney's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
yes, indeed! I'd forgotten that...go to the Options --> Controls --> and open it to see the listing of what's assigned to what. You can change them to whatever you like from there -
3d help needed - piviot point
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
give me a bit (just got home from Christmas dinners and such), and I'll zip up the "base" VIF, and the max file and pm it to you thanks, brother!! -
What If Screenshot Thread.......
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
only a matter of time....(before this screenie showed up!! ) -
FlightLine Objects Pack 1
Wrench replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Outstanding!!! -
Version
276 downloads
Junkers Ju-87B Picchiatelli, Regia Aeronautica, for SF/SFG/WoV/WoE MTO Style Installs -06 Patch Level Installs ONLY This is a mod of Pasko's Ju-87B Stuka into the version as used by the Italian Regia Aeronautica in the Med and North Africa. This is a complete aircraft mod, with all the parts needed to just unzip, install and fly away. The skin, while not perfectly historical (see Notes below), is based off the standard Luftwaffe splinter pattern of 70/71/65. It represents aircraft from 236 Squadriglia, 96 Gruppo in the timeframe of approximately 1940-42, when these aircraft were retired (ie: replaced with D models). Since no RA bombs exist, the aircraft uses 'standard issue' Luftwaffe weapons. All the lights have been dialed in to their (more or less) proper positions, and the landing light now works. (see Notes below for how) A new WoE-style Hangar Screens is included, along with a new Loading Screen, as are the damage tgas I made several years ago. = IMPORTANT: This aircraft is designed for use in SF/SFG/WoV/WoE, at the 06 patch level -ONLY-, It has =NOT= been tested it in post 08 patch SF/SFG/WoV/WoE/WoI. It has also NOT been tested in the NextGen, SF2 series. You use it in these enviroments at your own risk. = =This mod is designed for use with the WW2 Weapons Pak by me, as it contains all the needed weapons . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era bombs, torpedoes, guns, etc. They are NOT included in this package.= As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read it all the way through, so as to be familarized with the procedures, and whatever issues I've encountered. Good Hunting! Wrench Kevin Stein -
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I'm so jealous!!
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3d help needed - piviot point
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
indeed it is Russ. Do you want to have a look at it? -
3d help needed - piviot point
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
the shape the bird isn't the issue here...getting the fucking gun to work IS!! :) Once that's done, all I need do is make some serial decals, reposition my old decals, whip out a few skins, and they can start to be released I DID get the muzzle light/position corrected. Oddly, it had to be set to the position the gun is at rest (meaning-pointing forward!!) but it still not tracking in pitch, and keeps disappearing (at odd times) into the fuselage. If I set the default pitch angle to - (minus) *something* it points up. This is why I asked for help ... I dont understand how this stuff works; is it ini dancing, or max??