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Wrench

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Everything posted by Wrench

  1. yup, lower right corner. found it last night. I'd forgotten about the all orange one I'd done for the 'fire fighter mod', and that section was colored in game. here it is with the full markings, although reduced in size. there were 3 pictures of them in the Osprey book (albit b&W), but nothing showed the CVW markings. So, to be different, I left them on. camo patter is not 100% accurate, but close enough for the game.
  2. indeed, but WHERE is it mapped to on the tail bmp?? the only thing I can think of, is that lower right region, just below the "tail cone". (and the flaps and ailerons do it too!)
  3. I would check the lat and long statements first...sometimes they're reversed
  4. a little better, just a few small bits to fill in. can't figure out WHY the damn rudder hinge area is still white..there must be a separate mesh I'm missing painting green... CL, the Osprey book is a bit vague...did they carry the standard marking on the tail and wings? (CVW code and modex?). The Osprey book said it carried the tail codes, with I assume are still the NH (like I've done before), but are they reduced in size like the cowl modex and insignia? Also, is says only 3 carried this experimental camo...but I'd have to do all 12 (well, HAVE done the 12 -- just reused my other decals)
  5. just a test... needs a hell of a lot more work....
  6. considering you're going to be missing ALL the terrain objects, as those are stored in the FE terrain cats, one might be smarter to simply take that terrain, build an SF special terrain editor install, and make the necessary adjustments there. Like retiling the airfield zones for the larger SF fields, rebuild the types ini completely to add all the required SF terrain objects, rewrite the cat pointer to one of the SFs terrain cats (desert or germanyce would prolly be the 2 best choices), check all height statements for each and every tile... then there's the size issue -- aren't FE terrains smaller than 1000 x 1000 km?? Then there's the nations -- is there the correct location the "usual suspects". Are there actual locations for NATO & WarPac bases? Does the terrain cover the region sufficiently to do so? I'm sure it's doable, but its not something the inexperienced should attempt.
  7. yes, they were reuploaded to fix a few little things. When that happens, the files need re-approving my us Staff members.
  8. thank you Deniss!! the nose appeared as it's the "seat" for the fake pilot to rest on. the reason the regular pilot figure was dangling off the bottom, is the game engine will always use the stock pilot figure when it sees a callout in the data in FOR a pilot figure. If the "specific" pilot figure is missing, the stock one is always substituted
  9. terrain creation and editing is not for the faint of heart; it's a very specific skill set. unfortunately, very few have the talent needed. It's an almost straight up learning curve, with failure lurking at every turn. jeanba, it sound like you do NOT have a fully set up TE for this terrain. There's instruction in the SF1 KB by Gepard** on "how to...". Otherwise, you'll have to get Centurion to send you his full TE for that specific terrain. Or, have him send it to one of us that can do it in a matter of minutes.(or a couple of hours, if the "city-to-airfield" tiles need creation) aces, you really don't want to get involved with this -- truly!! Stick to giving us new airplanes and ships. it's MUCH easier!! Trust me on this!! ** http://combatace.com/topic/26302-my-way-to-create-a-terrain-lesson-2/ some basic info
  10. can you be more specific? Not giving us enough to go on here.. Like, are you adding them in the correct place, like the .../SavedGames/ThirdWire/-name of game- (ie: the mods folder)
  11. you'll also need the complete texture set ini FOR that terrain; either from centurion or build one yourself. In other words, the question is: Is the TE you're using COMPLETELY set up, with all the tiles (in bmp format) that the TFD needs to read??? All the inis necessary?? viewing the height field in the TE however, is virtually useless. The only adjustment that can be (truly) made is "Level Airfield". That's handled through the city list ini for that terrain (build a new one, with JUST the one airfield to be flattened) btw, there are 12 custom tiles in that screenie alone
  12. city-airfield tiles are easy to make; I've done it lots of times. You will still have to create the new tiles, and new TODs for these 'mixed use' tiles. There's really nothing to it. Use the city/farm or city/desert 25, 50, & 75 transitions as your guidelines (in truth, you may only need the 50 & 75, depending on the "base" tile set -meaning desert, or Germany or Israel, etc) well my friend, no better time than the present to start!! Don't use the TFD too; it has to be done in the 3W Terrain Editor. Set up is NOT that hard.
  13. would that The Progammer have given us destroyable TOD objects....now, THAT would be something!!
  14. File Name: XvT/BoP Alliance Operation: Prelude To Yavin File Submitter: Wrench File Submitted: 20 November 2015 File Category: Star Wars Games XvT/BoP Alliance Operation: Prelude To Yavin 10/15/2015 For XvT =WITH= BoP addon (original CD) or the new GoG version This story (a 14 mission set) follows a small Alliance Task Group centered around CRS Nimbus and a secret Rebel Technical Intellegence Group, called the New Alderran Ship Yards (NASY). NASY is charged with examining and testing Imperial ships "acquired by other means". You'll see references to "H-Wings" or "K-Wings" or others, all of which we all know don't exist (and only appear in a few mission anyway!). That will be explained during the mission, so watch the radio messages. These are to be used/placed into your ...Balence of Power/Combat folder. All missions have been edited for fairness & balance, due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions where needed. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense Good Hunting! wrench kevin stein mission set by?? circa 199?? Click here to download this file
  15. one of the missions, I can't remember which, has an extensive radio conversation between the 2 flight members on the "Empire's new super-weapon". I liked how it came out another, the raid on the shipyard iirc -- there's some quite humorous banter between the YW flight members
  16. 1) place airfield on tiles with no buildings 2) use ONLY tiles specific for airfields, that have not attendant TODs (such as I do) and most assuredly, it needs major flattening
  17. remember, changing the HF statements in the terrain's data ini are global changes, while using the TE to flatten 1 (or 2 or 12) airfields are specific and localized height field changes but, hey! if it don't change nothing else...and it works :)
  18. Version

    16 downloads

    XvT/BoP Alliance Operation: Prelude To Yavin 10/15/2015 For XvT =WITH= BoP addon (original CD) or the new GoG version This story (a 14 mission set) follows a small Alliance Task Group centered around CRS Nimbus and a secret Rebel Technical Intellegence Group, called the New Alderran Ship Yards (NASY). NASY is charged with examining and testing Imperial ships "acquired by other means". You'll see references to "H-Wings" or "K-Wings" or others, all of which we all know don't exist (and only appear in a few mission anyway!). That will be explained during the mission, so watch the radio messages. These are to be used/placed into your ...Balence of Power/Combat folder. All missions have been edited for fairness & balance, due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions where needed. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense Good Hunting! wrench kevin stein mission set by?? circa 199??
  19. Gladiator

    me likee!!!
  20. unzip, drop the folder into your /Pilots folder you should also MOST DEFINATELY report the missing file to the uploader of the aircraft. The onus is on them to make 100% sure that ALL parts needed are included. Downloaders (end users) should NOT have to hunting around for something that should have been included in the first place
  21. 1) always use the 3w terrain editor for airfield zone flattening. the TFD tool is not prescise enough in it's height adjustments (all or nothing) 2) minimum size for runways 1, 2,3,5,6 is 5km x 5km (must ALWAYS be square). 6 x 6 is also good, and needed for runway 4 3) as Baff said, you must have BOTH the updated HFD and TFD. I, too found that out the hard way.
  22. oh way cool! it REALLY does go together like a model kit (just like as shown in the Modeler's Data File book) is the restoration for display only, or will it be flying? thanks for posting.
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