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Wrench

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Everything posted by Wrench

  1. will there be a PC version of it? (since I don't have a device to play it on...)
  2. this is a well know thing to us terraformers. what should be said is: Do this for all tgas
  3. sometime the ocean's don't present themselves automatically, just like the transitions. You may need to hand tile EVERYTHING. S1 & S2 are tiles 36 & 37 in the stock TexturelistWoE.ini. Are they showing up on the list? You should have 123 tiles listed, the original stock tiles
  4. those all require a full-5 merged install, as THOSE aircraft must have the A-1H lod from SF2:V
  5. simply add them as a new group of hardpoints, and position accordingly. that model is exceptionally old, and was never 'quite right' to begin with (meaning: not really finished). We'd need a single seater before a 2-seater. Needs much better mapping, otherwise, how are we to do Hawk Hunter's Wingman Special?
  6. you got it Russ. Be heading your way shortly. I don't know what exact state it's in, but ...
  7. pilots require separate folders for each 'figure', and those folder should reside in a separate /Objects/Pilots folder. The folder tree would be like this... ... /Objects //Pilots ///*name of pilot figure* in each pilot folder should be the ini skin (a bmp or jpg) lod
  8. 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.
  9. 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.
  10. 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.
  11. you know, all these difficulties would vanish if you'd evolve to SF2. Just saying
  12. 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!
  13. 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!! )
  14. yakarov, I'd most DEFINATELY take them up on the offer of the max files!
  15. 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:
  16. exactly. one would need to know WHICH version, the stock 3w ones or 3rd party You must be more specific on such requests
  17. 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)
  18. <cough> mue's lod viewer <cough>
  19. 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
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