-
Content count
26,946 -
Joined
-
Last visited
-
Days Won
133
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Wrench
-
Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
since they're just basic rectangles, squares and such .. very simple shapes, easy to render and low impact on frame rates -
who ever did it, good for them! 45 less murderers around
-
Problem with engine sound
Wrench replied to 1977Frenchie's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
if this is in sf2na, this is a know problem with a LOT of engine sounds. nobody know why, and TK isn't talking -
Wings over Korea all-in-one pak?
Wrench replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
if it needs max work, that would be the only problem. I had Raven look at one of planes, and they're all (most probably) max 2009 versions. So, they can only be worked on in MAX 09. OTH, I do have the max files now, so ... all we'd need is someone with 09 to do the fixing. (wish I know now to work the damn program...) -
my ww2 china map would be perfect for that!
-
Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I see!! NOW it become clear... it's a conspiracy between 3rd Wire and the Roofing Unions of the World!! -
Chinese territorial claims
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I see you've forgotten to add Lake Toba on Sumatra aside from that, VERY IMPRESSIVE so far!! did you have a much fun "installing" the Mekong and it's delta as I did?? <groan> edit; just noticed no Hong Kong or Guangzhou??? -
Balkan area on any existing terrains?
Wrench replied to MrGoTime's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
no -
Why are building roofs flat ? (stupid question)
Wrench replied to jeanba's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I assume you're speaking of the TOD objects, not terrain object buildings (like the barracks, HQbuildings or evildamncommbuildings)? -
What brings you back to SF2?
Wrench replied to MrGoTime's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
humph, never left. -
Montain Canyon terrain
Wrench replied to DeBlerts's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
ANW terrain here: http://combatace.com/files/file/7615-american-north-west-4-seasons-rebuild/ conversion instructions here: http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ be advised, do NOT use the environmentalsystem ini included in the terrain. You'll also have to remove it's statement from the main ini (AmericaNW.ini) That's designed for 08 level 1stGens, and is no longer valid in SF2 (and it don't work anymore anyways) -
Editing Aircraft Radar
Wrench replied to shomu1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
engine thing -
Editing Aircraft Radar
Wrench replied to shomu1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
For a test, and just for the moment, try ignoring the F-111s avionics ini, rewrite the pointer statement in the main ini to use the F-15s avionics ini. For this test, just use the stock 3W F-15A. We only want to see if the radar turns on. You wont have a ground mapping radar, just the air searches and such* You've already edited it to use the 70 dll, so try that. Don't worry about the various tgas, as they should be 'pulled' from their cat files when in game. I did something like this for another aircraft (a long time ago!) and I remember it working. So , give that a shot and see what's up. remember too, that avionics70 use "GM" for it's ground mapping statement in the avionics ini listing (use the Netz as a base) * GM can be added to the stock Eagles avionics ini too -
Wings over Korea all-in-one pak?
Wrench replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ok. I now have ALL of Daniel's MAX files ... so, all we need are volunteer(s) to work the problem. -
Wings over Korea all-in-one pak?
Wrench replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Glad you mentioned the Tu-2...made me look I think Daniel (Cocas) might have started at Tu-2 (see below). But it needs more 3d work -as can be seen by the props (or maybe it's just ini work?), and a skin of course I wonder it I can get Daniel's MAX files? Then the real trick is to get someone to actually WORK on it to finish it. (it's also be good for JRL's TSF, too) -
Wings over Korea all-in-one pak?
Wrench replied to Do335's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
fleas? but I don't think you want those!!! honestly, I don't think I've got anything left ... We are, of course, missing the one thing we truly need ... the straight decked Essex. But, what can you? -
F86 Advise - If You Have Some.
Wrench replied to Chutedangle's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
ok, since we don't know WHICH F-86F (or which Sabre in general), perhaps you could provide a link? IF it's for the A/E/F KAW pack, there IS a step left out of the instruction: I seem to have forgotten to add: "Copy/Paste the supplied Sounds folder DIRECTLY over your existing /Sounds folder. Allow the overwrite. But anyone seeing said folder should be able to figure out it needs to be added to their mods folder -
Kfir C7
Wrench replied to denissoliveira's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
http://combatace.com/topic/34386-adding-a-3rd-party-aircraft-where-a-stock-one-already-exists/ perhaps, to be of some assistance? -
the zeps and sheds look VERY cool!!!
-
amending the statement above should read: -- I know the larger smoke most likely will effect frame rates, so maybe used sparingly? don't forget, you can also add destroyed objects to the terrain (like blown up vehicles, buildings, etc). All you need is to clone the objecet in the types ini, and add it as a ****d name. I've done this on several terrain, creating completely destroyed cities. Something like this:
-
ok, a couple of quick tests... since I had the particle system ini already pulled, I went down the list, testing a few likely suspects 1st picture uses the AircraftSmokeEffect (it's a bit on the large size; maybe good for burning buildings?) 2nd uses the GroundComponentSmokeEffect (a bit small methinks) now, mind you, this is in SF2, so I'd extract the particle system ini from the Flight cat, and start looking. I'm reasonably certain they should be the same for the most part edit: forgot to add the types entry, with the effects statements
-
should work "as is" in the _types ini; the statements I posted are FROM the types ini for many of my terrains (albeit for a docked boat).
-
[WIP] Target Area Editor
Wrench replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
working fine for me! Make sure your setting are right this is a godsend for building rail yards!! I did in 2 hours what used to take 8-10!! (expecially good for India and East Asia!) blessings on you Mue!! -
secondary effect is what happens after the main, or destroyed effect. To add a persistent smoke (or at least until the player flys away), I'd recommend the VehicleFireEffect, as it's relatively small that smoking crater idea is BRILLANT!! what about using the ship smoke?, it should be darker (don't know if the crater would need a virtual engine), but in SF/SF2, when I place docked ships, I use the following entries: ExhaustEmitterName=ShipSmoke ExhaustPosition=0.00,-16.0,9.0 <--- of course, that'll be different! ExhaustEmitterSize=1.0
-
[W I P] Angola Terrain for the South African border war
Wrench replied to Centurion-1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
adding trees is done in the Terrain Editor. Both versions are (someplace!) here in the downloads section. (most likely, in SF/Wo* downloads). Look in the Tool/Utilities category There are 2, one desert only, and "WoE". The "WoE" version can be used for anything, includind desert, with very little work. It's slightly better for TOD object placement (and overall, slightly better)