-
Content count
26,949 -
Joined
-
Last visited
-
Days Won
133
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Wrench
-
tod file format
Wrench replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I think so. Every other tod ini I've seen (or created) always seems to have it the only one that might be able to answer it is TK. But don't hold your breath EDIT: you made me look! Indeed, it IS adjustable, as shown below in the TE's object placement dialogue. But, what would be the point of having it randomly appear? One needs all the object present when placing the target objects, otherwise you may wind up with a factory with building growing out of the top or side? -
tod file format
Wrench replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Neither collidable nor destroyable. Been a very large sore point with 99.9% of players since 2002. Object Chance, is exactly what it says it is. TOD objects are present 100% of the time, as they are for all intents and purposes, permanent terrain objects. the position is the x/y coordinate for that particular tile; most probably, like the terrains themselves, measured from the lower left corner the angle is the compass direction in degrees (north, 0, is always the "top" of the tile) map class 0 is a "Solid Object" map class 1 is an "Alpha Object" (obviously the tree tgas) heights make no difference, as the TOD objects are always vertical with respect to the center of planetary mass (meaning: they point up no matter what the curves, ridges, valleys, mountains do. you can, and will, have things looking quite odd on hillsides at times) -
Joystick question
Wrench replied to tselepides's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You can copy & paste said Default ini into the other /Controls folder of the other 3 mods folders, and have the same set up for all. I've been doing it that way forever! -
tod file format
Wrench replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ah! I must have read over that part! 'Cause I don't see the actual x/y references in the display above. this is what I meant: that's what the inside of a tod ini looks like -
tod file format
Wrench replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
don't forget, those shown are NOT the stock TODs. The location and size of the buildings and trees show they're Stary's. His city items tend to be one or more very large groups of buildings, unlike the stock single buildings. What isn't shown are the locations (x/y coordinates), that are only available in that particular tiles tod ini. But still, a good find!! -
yes, indeed. the terrain engine has seen NO significant changes since 2003. This is NOT counting the SF2NA IcelandNA terrain, which is not a TFD/HFD/TOD type, but a LOD terrain. ALL items (trees, buildings, etc) are added via the targets ini. Think of it like that model of Ford Island you made for me years ago for the Hawaii map, but creating the entire surface features of the island of Iceland. Unfortunately, what it added in shader driven water effects, it lacked in many places (land/water interface actions, plane and boring surface textures, and causing very low frame rates on even high end machines) -------------- that is a VERY cool ruin!!
-
Not necessarily true; there's all those "Lost Cities" . Like Hamunaptra. Or Am Shere (so speaks the Master of the Terrain Easter Egg <grin>) ----------- The tile set I used, for example on the "modern' North Africa, is the stock 3rd Wire IsrealME, with some additional tiles for the ports and such. These had been renamed to the Desert tile set naming conventions for ease of the terrains rebuilding. These are 256x256 OTH, Stary's High Res IME set is 1024x. In all honestly, it isn't really necessary to go to 2048 as it will affect frame rates. The and terrains just don't have the level of detail. OTH (again!) a featureless desert is easy to create with the tiles we have.
-
Patches question
Wrench replied to tselepides's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Indeed, as all have said before me, if they are recent downloads (like in the last 14 months!), they are already at the July 2013 patch level. But, to be safe, start the game(s) and check the date in the lower right corner. -- nice painting! Looks like a DD to me, just by the gun mounts -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Wish Major Lee was still around; could use his expertise. -- Cocas NEW P-47D Razorbacks, still wip. Testing paint job and decals -
Merging FE2 with SF2, an experiment.
Wrench replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Don't say that too loud ... cause it'll get patched and locked. You need to use Gerwin's extractor, and it pulls EVERYTHING Actually I think it would work better the other way around, as SF2 has some FE2 coding in it. But it's definitely worth experimentating with in BOTH directions- 18 replies
-
Merging FE2 with SF2, an experiment.
Wrench replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did. I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed. Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on. Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis- 18 replies
-
Newbie: Questions
Wrench replied to tselepides's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Nick, I moved the post the the SF2 General Discussion Fourm if you've downloaded them recently, they (the sf2 games) should all be a the July 2013 patch level. This will also allow you to buy (if you wish) the various DLC (Down Loadable Content) paks TK has produced. ---------------- It's good to see you back! I remember your posts during the Olympics in Athens. When you get settled into the SF2 series, you might find this terrain's 'modern' version fun to fly over. http://combatace.com/files/file/12989-eastern-mediterranean-terrain-for-sf2/ while (mostly) designed for the SF2NA environment, as it has the 'carrier zones', it can be used without (better with it, however! for flying off carriers!). My apologies that the Corinth Canal is slightly incorrect again, Welcome Back!! -
OMG! Those vehicles are AMAZING!!! Love the wrecker/tow truck. A question: shouldn't the umbrella say "CINZANO" ???? (LOL!!) I'm not ready at the moment to go back to the Med, as I'm still working on East Asia (there's a thread in the WW2 forum on "THAT terrain") Plus some new Thunderbolts and Beaufighters Daniel and I are working on. But, yeah I think I can look at it at some point next year. Redoing the "modern" one back to WW2 would be a 'job of work', but mostly retargeting. It's quite doable. Have to remove the modern airfields and SAM sites and such, but not too terribly difficult. I'll look at it in the near future (early next year maybe)
-
Lockheed A-12 Cygnus
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
One of the main issues is the fact that it is NOT an SR-71. The YF-12 is a completely different aircraft in configuration, shape and (intended) usage. Every mission statement in the data ini is WRONG. The only thing the Blackbird did was fly very fast, very high and take pictures. In 3rd Wire parlance, that means only RECON as a mission statement. Don't even get me started on those textures .... Why do you think I went to decals for all on the F-12? If you really want to start doing modding for this game, you need to do all the research and skull sweat. You also need the skills and knowledge to back it up with. You can't just dump something like this on the community; we have people here with beyond expert level knowledge on damn near every subject that can be encountered, from ini editing to real world operators of the aircraft themselves. You can't call a VW a Cadillac, and expect people to believe it. If you want to do skins, why then (for example the F-35 and Me-262 -which can be a subject all it's own), was it necessary to upload an entire aircraft? As part of the team that worked on the 262 mod --again don't get me started-- everything was correct as of the release date. And I'm quite surprised the JSF team didn't go all ape-shit crazy when they saw that "mod". Which seems to have been built from ValAstur's "What If..." JASDF version, and also carries the wrong color US national insignia (should be subdued, not full color) Also, be it know that Veltro is NOT a signatory of the Freeware Accords. That means permission MUST be obtained before modding & uploading his products. -
Newbie: Questions
Wrench replied to tselepides's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You're posting in the wrong forums. These are for what we call "1stGens", which is SFP1, WoE, WoV, WoI. I'll move this thread to the correct SF2 forum. ---------------------- Also, you might want to read the SF2 Knowledge Base, expecially this post: http://combatace.com/topic/62302-what-is-the-mod-folder/ Basically, SF2 sets up (almost) exactly like 1stGens, but the "core files" (game system operatians files) are in the protected region of the HD. The Mods Folder will be found in your "Saved Games" folder. As to the Hunter, there are 11 versions 'stock' in game (1-9, plus export versions) There are 7 EE Lightning versions available (including export) As to Canberra's -NOT- B-57s, but real RAF/RAAF Canberras, there are 3 different variants (2, 6, 20) Key mapping is basically what YOU are comfortable with; having the most important one mapped to the stick (weapons selection, etc) WW2 is a whole different ball game, and we have a SF2 WW2 forum for just that! I'd leave SF2I installed, but just don't run the SF2:I exe, and it won't create a mods folder. In essense, each fo the sf2 executables will create separate mods folder, in other words, 4 separate game (5 if you have SF2:NA - which is a kinda requirement for it's built in carrier ops coding) by chance, are you the same Nick Tselepides from long time ago??? -
Lockheed A-12 Cygnus
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
well, if you really WANT me to make a liar out you... here's the original re-upload of Veltro's YF-12A Starduster http://combatace.com/files/file/13710-what-if-sf2-lockheed-yf-12a-starduster-by-veltro2k/ you don't think I"d recognize my own work, when I see it? -
WIP Mega THREAD!
Wrench replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
iirc, the guns should pitch and yaw. probably within a 60 degree cone of the rear. That makes the most sense to me -
Lockheed A-12 Cygnus
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
and that also wasn't EVEN an SR-71, but a repainted YF-12 (that isn't even the same aircraft -- not even close!)? That still contained BOTH Veltro and my work, despite the "claims" in the (not in English) announcement? That, like your other recent files, contained the entire aircraft, blatently ripped off and uploaded. Gone. Just like all your other pirated files. The next time it happens, you will be too. Honestly, there's better and smarter ways of doing things. ---------------- as to a 'real' Blackbird, iirc, the DAT has a beta out -
no, Daniel, my friend you're not blind!! I'd forgotten the versions I'm using are the 'tweeked' for SF2 ones (just the new shader statements) The SF2 "Eastern Med" version is for modern times . this is the ww2 version in 1st Gen downloads http://combatace.com/files/file/9365-north-africa-western-desert-ver2/ it needs a MAJOR overhaul. something along the lines of what I did for the modern version. it would be an awful lot of work, even with the new tiles I made for "Eastern Med" It was the Tunisia/Sicily/Italy/Libya I was working on this time last year, revamping to match the one above. Never finished it, as it would need the targets ini rebuilt, too.
-
next project
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
actually a Venom NF, as Pasko had done the early single seat versions ages ago. Unfortunately, I can't find the link; but I know Paulo did a boat load of skins for it! -
'Specific' Static aircraft generation, Can it be done?
Wrench replied to NIELS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
unfortunately, no. the randomness is controlled by the game engine. it pulls the parked planes from any/all available in the /Aircraft folder (which is why in KAW for example, you can see navy panthers or skyraiders on Tageu) -
Gloster Javelin FAW. 8-9-9R pack
Wrench replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
VERY nice!!! -
How to create/change MFDs that displays diferent pages?
Wrench replied to ricnunes's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
as was explained above, it CANNOT be done with this game engine. -
opps!!!
-
ww2 redone (by me) versions for sf2 are in the sf2 terrains downloads