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Everything posted by Wrench
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Veltro2k's F-20 Tigersharks
Wrench replied to brettt7777's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
indeed. when I uploaded the 'remod' pack, everything worked. -
Yes, THAT terrain is still alive....
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
work goes slow due to the need for meticulous research, often needing new "special" tiles and so forth. But I'm still working on it this is planning map 3, as of this moring. I'm working on French Indochina, in particular Hanoi right now. -
Common pool of BuNos and Fighternums... how does it work?
Wrench replied to slick cowboy's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
yes, it'll pick from 000 to 024 but you STILL need to define the start and stop points For an example, take a look at any of my WW2 RAF birds (Spits, Hurricanes, etc). 26 letters, numbered 000 to 025, randomized [TextureSet] Name=411 "City of York" Sqdn RCAF Nation=RAF Squadron=411RAF StartDefaultDate=1 Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=26 DecalNumberStart=0 DecalNumberEnd=25 -
File Name: XvT-Bop "Patrol of the Liberator" mission set File Submitter: Wrench File Submitted: 09 February 2015 File Category: Star Wars Games XvT-BoP Mission Set "Patrol of the Liberator" -Rebel Alliance Missions - for either original XvT/Bop CD or GoG versions - You are a recent graduate of the Alliance flight officer's school. Upon graduation, you are assigned to the Nebulon B-class Frigate LIBERATOR. The Liberator is an independent operations frigate. It's new tour is a nearly year convoy raiding mission into the Outer Rim Territories. These missions are in BoP format, so that's required. No other ship patch or mods are needed (At least for the new GoG versions). Original mission set for XWCD by M.J. Grover, 1993 Converted for XvT/Bop Use by me (circa 2000, but updated 2/2015). As always, PLEASE read the enclosed readme for full install instructions, as well as the expected "Notes" section. Good Luck, and Good Hunting! Wrench edit: fixed updated date to correct year Kevin Stein Click here to download this file
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XvT-Bop "Patrol of the Liberator" mission set
Wrench replied to Wrench's topic in Star Wars File Announcements
thanks. a small error fix: the date of my 'updated' should be 2/2015 (like as in 'last week'!) -
Common pool of BuNos and Fighternums... how does it work?
Wrench replied to slick cowboy's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
decal number block size is the "limiting' factor -- you're telling the game engine that here are ONLY 16 numbers. decal number start decal number end tell the game engine WHERE to start adding those decals for instance... you need from BuNums 12345 to 12360 say, these decals are numbered BuNum015 thru Bunum030, so your entries would look like this: DecalNumberRandomize=TRUE DecalNumberBlockSize=16 DecalNumberStart=15 DecalNumberEnd=30 you entry in the decals in would be something like this: [Decal019] MeshName=Fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=***/***/D/BuNum Position=-3.65,0.10 Scale=0.5 DecalMaxLOD=4 they always be Level=2 decals you must define the start and end point (number) of the sequence also, for the record, TK has supplied 100 'modex' numbers. They are not always the proper sequence per squadon, either (100 series, 200 series, etc). But, iirc, there's 25 of each (ie: xx0 - x24) now, if you want all the C (112 production numbers) to use ALL 112 Bunums, your decal entry, assuming you created BuNum decals numbered 000 to 111 (0 always is the #1 spot), it would read like this: DecalNumberRandomize=TRUE DecalNumberBlockSize=112 DecalNumberStart=0 DecalNumberEnd=111 you may wind up making new modex number decals, of whichever series is needed, so to get the correct one on with their matching modex. I'm reasonably certain (without running down individuals), that you'll probably find them in differing squadrons. Meaning: some will have from 101-??? others 201-??? and so forth, depending on which of the ship's squadrons they were assigned to. (00 birds are usually reserved for the CAG) -
Version
24 downloads
XvT-BoP Mission Set "Patrol of the Liberator" -Rebel Alliance Missions - for either original XvT/Bop CD or GoG versions - You are a recent graduate of the Alliance flight officer's school. Upon graduation, you are assigned to the Nebulon B-class Frigate LIBERATOR. The Liberator is an independent operations frigate. It's new tour is a nearly year convoy raiding mission into the Outer Rim Territories. These missions are in BoP format, so that's required. No other ship patch or mods are needed (At least for the new GoG versions). Original mission set for XWCD by M.J. Grover, 1993 Converted for XvT/Bop Use by me (circa 2000, but updated 2/2015). As always, PLEASE read the enclosed readme for full install instructions, as well as the expected "Notes" section. Good Luck, and Good Hunting! Wrench edit: fixed updated date to correct year Kevin Stein -
Virtual flat tire after landing on the carrier
Wrench replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
that's one of 2 things: landing gear rolling radius or "height" of the carrier's deck mesh. neither one is truly worth messing around with. Adjusting either or both will cause other visual "oddities" elsewhere. -
LOD Viewer
Wrench replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
so, Ant, what you saying (or showing?) could be considered just the tip of the Iceland??? (pun intended ...ducking and running now!!) -
Define weapon launching rail
Wrench replied to shomu1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
aren't those not used anymore (per se) in SF2? What with the individual, folderized weapons, with their own _data.ini inside? -
Define weapon launching rail
Wrench replied to shomu1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't think that's possible perhaps only with a "year specific" loadout something like this: [strike_LGB_85] Nation=FrenchNavy StartDefaultDate=1985 DefaultFor=Strike Loadout[01].WeaponType=AtlisII Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank_SUE_Gray Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank_SUE_Gray Loadout[03].Quantity=1 Loadout[04].WeaponType=BGL400 Loadout[04].Quantity=1 Loadout[05].WeaponType=BGL400 Loadout[05].Quantity=1 -
Just checking that you all do know (or at least remember!) how to. Because, with luck, the first set of converted missions will be uploaded this week. These will be Training missions, and only for the Rebel side. Unfortunately, NONE of the original T/F CD missions are convertible, as XvTEd can't read their file format. If not, I'll write up a tutorial for it, and sticky it at the top of this forum
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image links aren't working wouldn't it have been easier to just rename the folder to fit the pathways??? Hell of a lot less work (and yes, that was my fault for forgetting to put the actual "htod" folder with the missions inside, in that main folder) and it should be "xwhist" but, whatever. Again, even after 15 years from the original work, I didn't have an issue with getting them to run (excepting one time where I had two number 134s -- that broke the list!) just a reminder to everyone ... all mission sets I'll be uploading are folderized. This is done to NOT create conflicts with existing missions, and to keep the installs 'clean' of loose files. However, I WILL be (re)checking all the pathways and folder names are correct. Hopefully, 2 more Rebel sets will go up in the next few days. Imperial sets are problematic ... many require ship sets that don't exist in the 'stock' game, and as we have no Draconis Ship Patch for the GoG versions.... Some of the Imp sets are just plain crap, too. I'm trying to find those that are 'the better ones'. Including the original TF CD mission sets (all converted around 2000, but, now need more fine tuning)
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The Spoils of War...
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Define weapon launching rail
Wrench replied to shomu1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
example: Loadout[01].WeaponType=bigbomb Loadout[01].Quantity=6 Loadout[01].Racktype= <------defined here in loadout ini -
I came across something strange...
Wrench replied to Soulfreak's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I doubt there'll be a response from TK, given his boards have been shut down for nearly 4 months. But still, that's in seriously BAD form to post those. I just hope FB has a pair, and stomps this monkey flat. But still, there's no real way to stop piracy. It happens all the time; even stuff that's ONLY supposed to be posted here, has shown up -without permissions for use, or even having been asked- at "other sites" edit: somebody should also inform Autodesk, makers of 3ds Max about the pirated content -
Fist of the fleet
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
the skins are very old ... all for 1stGens, which means they really don't quite work in SF2. several of them have already been done by others, updating to SF2. They're in the d/l section -
just to be sure, check the internal numbering of the added missions themselves (the sequence) this is my mission.lst from the /Train folder this is my rebel.lst from the /Train folder I don't know what else it could be!
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USMC Aircraft carriers for helos.
Wrench replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
by default, the VNSEA terrain does NOT have NA style "CV Zones" defined on the _water.bmp. but it still shouldn't crash. that's got to be another problem (like USMC NOT having carriers) I would just add "CarrierBased=TRUE to the data ini of the helos, along with the required "parking span", and test on a terrain WITH the proper CV coding. CarrierBased=TRUE CarrierParkSpan= (should be rotor span, but use ???) CarrierParkAnimationID= (since no folding wings, use -1 for anim ID -
They're in the C:\GOG Games\Star Wars - XvT\BalanceOfPower folder, right? not the "up one level" for just plain jane XvT? They have to be in the Combat or Train folders of BalenceOfPower
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http://combatace.com/topic/44621-adding-objects-to-your-target-areas/
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Since I am Camo Deficient, I need a Camo Skin Expert
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
they have pills these days to help out with that "specific" deficiency ya know. (would be nice to see the Snakes in that garb, too!) -
The first thing to figure out is the type of missions being installed. In the example(s) I'll be using are Combat mission. However, those that are Training are the same. The only thing I'm not fully clear on, is how to add them for Campaign or Battle (which are different, as the stock ones are playable from BOTH Rebel and Imperial sides) So, lets assume you've got a "single player" Combat mission set for the Rebel Alliance. We'll use the Headhunter TOD as the example. (and more Combat sets ARE coming!). As I use a 'folderized' mods add on, we'll skip the addition of the new mission folders (a simple copy/paste operation) to the main /Combat folder. I'm using the new, recently released GoG versions, but the Original CD versions file structure is 100% identical, so these would apply there as well. All mission set that I'll be uploading are for use in the BoP environment, as it added many 'new' ships to game. Go to your Star Wars - XvT / BalenceOfPower/Combat folder. Inside, you'll find 3 lst (or list) files. These are the controlers, so to speak, as they contain -in numerical, sequential order- the location(s) and names of the missions, both stock and add-on. In each of the mission type folders (Train, Combat, Battle, Campaign) are these 3 files. They are: Imperial.lst (contains listing for Imperial players) MIssion.lst (contains listing of ALL mission, for both sides) Rebel.lst (contains listing for Rebel Alliance players) Below is an example, from the stock, mission.lst You'll notice, that for some reason, the Balance of Power missions are out of sequence. They work just fine, but I believe that's because the other 2 are from XvT, and are stored "elsewhere". Don't worry about that for now. The original missions all work, so lets leave that alone. You'll also notice the "page breaks" , indicated by the double back-slash (//). That's also very important, as it tells the game engine where things start and stop Speaking of numbering sequences ... the mission.lst will ALWAYS have them in order (so to speak). Every mission set, Rebel (including New Republic), Imperial (including Imperial Remanent), or "Independent" , will follow the numerical sequence. It's ok to have breaks; you may have a set that runs 300-349, and the next set of numbers is 451-474. That's ok! The only thing that matters is that they remain in sequence. The converted sets I'll be uploading will contain the missions list, with the instructions to "copy/paste into the *** and mission.lst (*** for either Rebel or Imperial) So, now you've got a mission set, and you want to install it. Still using the htod set, after unzipping it, move, copy/paste, ship by various Freighters (FRT, MTRNS, CARG, etc) the /htod folder INTO the .../BalanceOfPower/Combat folder If the image is showing, you can see that I've already done the most important thing first -- BACKED UP THE ORIGINAL IMPERIAL.LST, MISSION.LST AND REBEL.LST !!!!! (If the image is not showing, look down below) You MUST do that first, before beginning to edit !!any!! of the lst files. I can't stress that enough!. They are the only copies available, and if you mess up, can easily restore to stock and start over. So, now we're ready to add the new mission's listings... Supplied with ALL addon mission sets (if the author is polite!) is an ***.lst file with the listings Again, for example, we'll use the htod set. This listing will be found in the readme for that mission set (do NOT use the htod.lst; that's for Campaigns!! A whole different can of Sarlaccs) It should be noted at this time, all the numbering sequences for the mission sets I'll be uploading are arbitrary; simply chosen as a convenient way, by me, too keep track of things. Now that we've got the new set's list, you copy the text, incuding the 2 sets of backslashes (//), and paste it into BOTH the mission.lst and (in this case) Rebel.lst. If a set of backslashes already exists at the end of the previous listing, just paste over them. As long as those separators remain intact. So, it should look like this (rebel.lst, with htod missions) You'll note that I'm showing the last and next sets of missions header statements. You can see how the slashes separate them. Now you can "save" and close the Rebel.lst. Do the same procedure for the Mission.lst, and save it as well. (don't forget to have backed up the original lsts first!!!!) I hope I've made this understandable enough for New Players. If not, feel free to post in the main Star Wars forum below (the "Does everyone know how to add missions" thread), or drop me a PM. Fly High and Shoot Straight!! wrench Kevin Stein
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That means they've installed incorrectly. If the mission is showing on the drop down, but no briefing, it's usually a numbering problem first off, make sure the numbering sequence stays intact. Make sure you add to the BOTTOM of each of the lsts. I'll write up a turorial as soon as I can.