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Wrench

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Everything posted by Wrench

  1. WIP ... still working, but nearly done (at least this version!)
  2. Eureka!!! THAT is exactly what I've been saying all along.
  3. There ain't enough sea room to put them on that map. Historically, they'd be east of Santa Cruz Island. That places them either AT The Wall, or beyond it. Only a complete and utter mororn would put his CVBG to the west in the Solomons Sea. I don't think Halsey was that stupid. Nor were they south of San Cristobal in the Coral Sea. Any way you cut it, the Allied navy was at the mercy of long range bombers from Rabaul, Bouganville, New Georga and the rest. Don't you think I would have done that when I rebuilt it??
  4. Indeed! The 3w mission builder will create CVBGs. But the TERRAIN itself still need to be set up for it
  5. Then you better get over to Razbam then, eh???
  6. you're talking to THE Terrain Guy. I know all about placing target objects As to your request about the F-14, see my post above, #10 in this thread and btw, offsets on ALL airfields are only valid with a N/S orientation
  7. a 'dull' finish is actually more realistic. We're talking operational aircraft, worn, used, scratched, scuffed and beat to shit. Not a mirror-polished museum quality restoration. Were some bright? Maybe so; photo evidence shows some 4th FG NMs rather bright (could also be an artifact of orthochromatic film, as opposed to more modern emulsons). When possible, cross check again period color photos. When in doubt, dull it out. Don't forget things like a "clouds" layer will give a patchy worn, not-so-reflective look as well Look at the KAW Sabre skins for an example (while not as perfect as I'd have liked, relatively close). also, fiddle with the Reflection, Specular and Glossiness in the texture set ini NM finishes are a real workout, and I'm still learning them too!!
  8. you can't (re)use stock aircraft lods for "terrain objects" parked aircraft. Their world centers are based on their data ini, which includes the landing gears. Without that, they tend to wind up sunk into the ground (see the original Cuba OTC+ terrain for an example - a parked Beagle sunk half-way up the fuselage in the concrete!) doesn't work that way -the game even now still doesn't (really) support helicopters' they're still considerd aircraft by the game engine- ... and airport is an airport, as defined in the _types ini, and the objects airfield ini itself. Way back when, around 2006, for "The Factory Place", as originally issued, was considered an "airfield" to get the buildings to light up (as only airfields could have defined lighting - now fixed with self illuminating materials), In those day, you'd wind up starting in the middle of all the buildings, and blow up In essence, helos use "standard" game runways because the coding won't allow for anything else. As to a "helo base" (or more accurately, a place for them -static, terrain objects- to hang out), been there done that...
  9. actually, in SF2 it doesn't work that way any more. It's all done with the (name-of-terrain)_water.bmp where the "CV Zones" are painted on, and having the "NavalMap=TRUE" statement in the main ini
  10. if they're decals, check the decals ini for proper pathways, and to make sure the decals actually exist in some folder or another
  11. SF2 WW2 PTO P-38F/G Lightning Pak

    Version

    259 downloads

    SF2 WW2 PTO P-38F/G Lightning Pak 3/20/2014 -- Something for the PTO players -- = For SF2, Full-4/5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will =NOT= work in SF/Wo* 1stGen game installs, due to the excessive modifications made to fit them into the SF2 environment.* Mods/reskins/redecaling for Wolf257's P-38F aircaft. This pak replaces my SF/Wo* 1stGen 'generic' PTO P-38F. It is designed to represent P-38F/G model Lightnings as seen in the SoWesPac Theatre, in particular the Solomons Islands. The aircraft carries the markings of the 339th FS, 347th FG as seen in late 1942 through late 43. This is pretty representative of all early Lightings in theatre at this time frame. This is the full aircraft, and is complete with everything needed (except bombs & guns; you should have these already). The skin is in jpg format (now! with rivets!), Decal Randomization is TRUE. Damage textures are DDS format. When In Game, you'll see P-38F Lightning (W) The (W) indicates this as a Wolf257 aircraft, and will differentiate it from any other P-38Fs you may (or may not) have. As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Remember -- these are very old models, so they "are as they is". All original readmes, when discoverable, are included. Good Hunting! Wrench Kevin Stein
  12. no. however, you can limit the allowed nations in the terrains' nations ini., but that means having said nation (ie: PanAm, fer instance) in the games nations ini as well. Base parking is set by wingspan of the aircraft, in the airfield inis. Parking chance is also a percentage set in the airfield ini, but is still generated randomly. then you'd need: 1) find someone to BUILD and skin the statics 2) create specific locations that DON"T conflict with game-generated parked aircraft 3) hope it don't kill frame rates adding too much "stuff" to any target area increases game loading times (some my terrains are a perfect examples of that!), Depending on the poly count of the static lod, which can negatively effect frame rates when the game has to render them for player viewing. Best example is the aforementioned static Hercs, Puma, and Chinook terrain objects (and some other parked birds we have as well). Fortunately, they're very low poly lods and have a minimal effect. OTH, we also have aircraft automatically generated that REALLY fuck up the frame rates, as they're lods are not optimized (read: too many polys, or oddly placed polys or whatever reason). And don't forget -- anything and everything placed on the terrain has to be rendered all the time; they don't de-spawn like ground objects or game generated parked aircraft.
  13. did them all, excepting the Airacomet, over 5/6 years ago for 1stGens. They might even be still available in the SF/Wo* downloads. in fact, there's even a pre-1947 skin for EricGen's Shooting Star around here somewhere.
  14. nobody uses static aircraft lods anymore. The game engine (since 2010ish) generates them automatically
  15. yes, it's definitely a bug, and I've definitely experienced it. Must be something scripted into the AI routines Good catch Eric!
  16. looks like a pretty bad job of plagerism to me. I only see 2 files changed, with a current date. no credits given ... in violation of site policy try giving responses in English, too
  17. is it safe to assume the power poles are part of the rail track lods?? Some of them are appearing in the middle of adjacent tracks. Just thought I'd let you know! The thing looks great in game, I must say!!! Great work!! (even works in Asia, too!)
  18. I'd be glad to check it out! these will replace the existing track on a one-for-one basis??
  19. did you change the "available" years in the various Options inis in the various Mods Folders? They get overwritten, and need to reset (StartDate=, EndDate=) as per: http://combatace.com/topic/68224-adjusting-beginning-end-year-spread/ and... http://combatace.com/topic/55746-patching-made-easy-part-deux/ I won't comment on messing with an aircraft's data ini to change dates.
  20. note the natural metal banshee. filmed in the Santa Catalina channel, west of me!
  21. opps!! my bad! but, you know what I meant!! :)
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