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Wrench

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Everything posted by Wrench

  1. why not just use MediumOilFireEffect ?? however, you'll have to change (after extraction and placement in the folders) every single data ini for said vehicles, and every entry in all terrain's _types inis that have those vehicles entered.
  2. as I said above, without the "naval zones" present, which ONLY exists on the IcelandNA terrain, carriers and other battle groups will NOT show up on any other terrain by themselves. Some modifications will be needed. Meaning: without NA, and/or terrains BUILT for Naval Units, no battle groups will show up. You're not giving us enough information to answer the question -- which game and which terrain(s)? The more data we have, the better and in more depth we can assist.
  3. 1) try posting the question in a Forum where such question would be relevant (hence my moving the thread to the proper SF2 Forum) 2) did you read the enclosed readme for the ship?? It should explain all that is needed to know Meaning: if the uploader has done his/her job properly, inside the zip you'll have an /Objects folder, with the necessary sub-folders (hard to get the folder tree to show as text... //Objects GroundObject/ -name of ship folder Guns/ -for any guns needed Weapons/ -any new missiies Ships are best installed to game where a full 5 merged install exists - that is, with SF2NA as part of the core install, as NA carries most of the code.. The only stock terrain that has be proper coding for ships is SF2NA's IcelandNA. Further information can be found by searching the Knowledge Base, and various posts about "Naval Units", or asking a more direct question pertaining to a particular game (SF2V, I, etc) or 3rd party terrain.
  4. you know, all these difficulties would vanish if you'd evolve to SF2. Just saying
  5. ok after some experimentation, I can safely say the original 2005 lod is not working. at all and the DAT tower, from 2014 looks like crap! unconnected meshes, it's just really bad! (see below) so, yeah, it looks like a new one will need to be built. OTH, at least the Arch de Triumph is working!
  6. yes, because I didn't know then what the problem was, and never placed the Tower. So, there's no skin for it. -- FR: try making an ini for it. Summat like this: [LOD001] Filename=Eiffel_Tower.lod Distance=10000 [shadow] CastShadow=FALSE ShadowLOD= ShadowType= ShadowCastDist= MaxVisibleDistance= save as Eiffel_Tower.ini see if it shows. If not, then it's the lod that's toast. Thing is, I never remember it working in the 1st gen version of the terrain. It IS listed in the types, ini, right??? (I've made that mistake before!! )
  7. yakarov, I'd most DEFINATELY take them up on the offer of the max files!
  8. Did you check it with mue's LOD viewer? you can make a texture for it quite easily .... it's called for something called "oldmetal.jpg". And this is on the 2005, original version, NOT the one in the DAT ETO mod. (which might explain why it always crashed the game, when I was rebuilding the EAW Euro WW2 terrain with it in place) try this below:
  9. exactly. one would need to know WHICH version, the stock 3w ones or 3rd party You must be more specific on such requests
  10. it has to do with the landing gears, Here's from their Seiran: I know the IsSkid= is from First Eagles originally. looks like the ContactPoint= is one of the key lines. Their Rufe uses the same type of statements. (unlike mine, which uses a fake pilot float set up, their's has the float as part of the model)
  11. <cough> mue's lod viewer <cough>
  12. try changing the cat pointer line to GermanyCE, and download any of my recent terrains. Inside them, you'll find the necessary airfield inis. Desert_Airfield1.ini Desert_Airfield2.ini Desert_Airfield3.ini Desert_Airfield4.ini Desert_Airfield5.ini Desert_Airfield6.ini copy and paste them into the desert4 terrain folder. that should do it. if not, do the really smart thing, and buy SF2 (no suffix) from 3rd Wire. 75% of all terrains reference the Desert.cat. It is VITAL to have it. This is because, after on the 2011 or 12 patches, the desert airfield inis were removed form all but the desert cat
  13. The airports are already "dual purpose". The game engine makes no difference between civilian or military aircraft. An airfield just "is". Based on the aircraft's user list (exported = true), alignment (friendly or enemy), and the terrain's limited nation's list (which takes precedence over the games main nations ini) Aircraft are placed in their parking slots on airfields simply by their wingspan, as stated in each airfiled's ini. Having more buildings (terminals, gates, baggage containers) is a very easy add via targets ini placement. We just need the 3d guys to build them. what is really needed, are completely NEW airfields, as the 6 we have don't match any real world locations, civil or military
  14. probably the material assigned in MAX. Which is, unfortunately not accessable without the max file. well, ya tried!
  15. create a copy of the cockpit lod for safety. put is storage open cockpit lod with a hex editor, locate (search) for the image name in question, rewrite the file extension name, save. with luck, the lod will recognize the new format, and it will work. I've never tried this personally, but ... ???? --- nobody has seen pasko for nearly 8 years (or more!). it's doubtful we'll ever get (legal) access to the MAX files. There's a butt load of his work that needs some major overhauling (to be rid of open meshes that create decal bleeds, and other animation fixes -- like on the Horton wing)
  16. nice I-400. A real Seiran would be cool! there's something either in the collision statement or something like that, that "allows" water landings (and maybe takeoffs, too. The DATs been experimenting with it for a while)
  17. that is, more than likely, the issue. time to get a real stick, maybe?
  18. thanks! your's is looking pretty good too! (mine has the advantage of being 20-30 years earlier than yours!). What I don't know, is if the Causeway was road and rail in the 30s/40s, as it is today. I'd hate to have to add the rail ridges - but will if I need too. I just wish I'd had mue's tool when doing the WW2 Euro map & 'Norway' maps. would have made like a lot easier!
  19. indeed. they can be exceptionally tiresome to build. in the last 10 days I've laid more track then the union pacific on their push westward!
  20. it's a game engine thing. The only ways to fix it are : 1) after running the game, and allowing the main ini to build the texture listings, make it read only. 2) make the aircraft 'nationalized' versions ie - NK and PRC, 2 separate aircraft
  21. well, those are covered on my Northern Europe/Norway map!!
  22. leave it to the terrain guys ... these have to be placed individually into a terrain's _types and _target inis, then placed on the map. They won't appear any other way
  23. you also need to check (whichever) aircraft's data ini for Exported=TRUE, and have the new nation in that aircraft's user list ini. You also need to call out the nation in the skin's texture set (might not actually be necessary, but it does lock a skin/decal set to a nation)
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