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Wrench

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Everything posted by Wrench

  1. Star Wars Screenshot/Vids

    Post your screenies and vids (looking at YOU JonathanRL!! ) here in this Thread I'll start if off with one from XvT, you might recognize the mission
  2. I'm sure there are a lot of us out here, that don't thank Erik enough. The man is on top of this site for us. So, let's all give him a BIG round of thanks and apprieciation!!!! Thanks Boss!!!
  3. my guess is that the Flanker mod had a crappy read me, that didn't include proper install instructions. They should go something like this .... Now, a lot of times, expecially for a first time mod installl, many of the subfulders my not exist. IF the download is properly set up, with the necessary folder (NOT within the /Objects folder), like /Effects, /Sounds, etc simply drop THOSE folders into the mod folder. You can see in the image below, the various folders WITHIN the mods folder (C:\Users\*YourName*\Saved Games\ThirdWire\StrikeFighters2) feel free to ask any other questions -- we're here to help!!
  4. I did the Saints some years back, it's in the downloads section. Save you some work
  5. Help please!!

    you just take that .fx line, and stick it in the Material section .... (this is from a different effect, you'll get the idea...) this one is form one of the millions of 20mm guns ... you can see the .fx line at the top. just copy/past that into your existing one i've done it lots of time, bringing 1stGen stuff into SF2.
  6. Help please!!

    can't speak to the aircraft issue, but check the effect statements for the guns and smoke. FE2 and SF2 use a different shader than 1st Gens something like this: [SmokeMaterial] EffectShaderName=effectLightLevel.fx <--- added new. [FireMaterial] EffectShaderName=effectFire.fx <---- DepthBufferCheck=TRUE extract a stock effect ini, and you should be able to see the differences in the statements, and do a simple copy/past of those effects Materials
  7. LOVE those harbor tiles!!! Great work!!!
  8. How about we try using English, as it IS the major language here at cA. Thank you.
  9. it's in the FLIGHT cat and after extraction goes into the /Flight folder of your mods folder. If you DON'T have it one (a /Flight folder) in you mods folder, something else is screwed up someplace other than that
  10. did you by chance edit or add a different HUDData.ini??? That's where the fonts are listed ---> this is what mine says, and it's never been touched either that, or -- "I don't want to say it was aliens, but it was aliens"
  11. racktype=BRU57, iirc There's a dual launcher rack in one of the old weapons packs (1stGen) I did it 15+ years ago for WoV; can't remember now. EDIT _-- look for "2ARM" in a late model weapons pack (maybe the gunny pak???)
  12. yes, PLEASE fix that screwed up font!!! I can't even fix (edit) it from my control panel
  13. unfortunately, I don't. AFAIK, there were never any released to General Public (tm). Sorry!
  14. That's what we terraformers do. Skinner's got it easy, compared to we do. Try doing it for a historic era - for example Western Europe in WW2, or East Asia (ww2 & post-war -- like French Indo-china. that's why it hasn't been touched for 4 years --that and a pandemic and of course losing Pat) each and every city has to be "run down'. Airbases/airports are a whole 'nuther thing all together. Since we're stuck with what we gots (stock) I gotta get Gib right, otherwise Trotski'll never forgive me. After all, he WAS a Rock Ape! btw, the decals for the Spanish C-12 RF-4 should have been in that original package I set you, DA' they're 100% accurate
  15. I've said it before, and I'll say it again .. Thank You All for this discussion. Every time I read these threads, I learn something!!
  16. well, the good thing is Cangas included all the parts necessary to (re)build a new Terrain Editor for this map. He included the most important thing -- the texture list!!! When (not if) I take it on, it'll be months before completion. Just so you all know. Research alone, expecially in north africa is gonna drive me nuts!! ()
  17. Ok, as you may have guessed from Veltro's post, I now have the max file for the SB17. Is there a volenteer Max Guru (tm) out there that wants to take on the project and make the needed changes??? (and maybe build the lifeboat?) I thank any and all in advance!
  18. the biggest issue/worry (yes, pun intended), the Gibralter Bay is missing! Make one wonder how to work around The Rock
  19. the terrain is in part 1. it uses the EAW euro tiles, like the old WW2 Europe map. and, boy oh boy ... does it ever need work. cities are empty, ports are empty, airfields need upgrading (some are just durt R3s with no infrastructure at ALL)
  20. View File SF2 Deuces Euro Desert Terrain Pack SF2 Deuces Euro Desert Terrain Pack 8/24/24 == For SF2, any and all, but Full 5 Reccommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released this "Euro-Desert". Basicly, retiled to a more lush green environment. What I've done here is fully update it for use in the SF2 Environment by adding or changing all needed statements in the data ini, and "fixing" all water bearing tgas with new alpha channels. Other than adding the 2 stock ships in port and some vehicles that show up parked in various places, NO other (outside or non-stock) items have been added! Consider this as close to the original stock desert terrain as possible! With some window dressing. As always (meaning: target area upgrades. Nothing TOO major). There are NO Easter Eggs. Sorry! (not sorry). When 'in game', on the terrain selection drop down, you'll see Deuce's Green Desert Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! The original readme is inside the terrain's folder, and is included for historical purposes. Good Hunting and Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 08/31/2024 Category Full Terrains  
  21. Version 1.0.0

    65 downloads

    SF2 Deuces Euro Desert Terrain Pack 8/24/24 == For SF2, any and all, but Full 5 Reccommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released this "Euro-Desert". Basicly, retiled to a more lush green environment. What I've done here is fully update it for use in the SF2 Environment by adding or changing all needed statements in the data ini, and "fixing" all water bearing tgas with new alpha channels. Other than adding the 2 stock ships in port and some vehicles that show up parked in various places, NO other (outside or non-stock) items have been added! Consider this as close to the original stock desert terrain as possible! With some window dressing. As always (meaning: target area upgrades. Nothing TOO major). There are NO Easter Eggs. Sorry! (not sorry). When 'in game', on the terrain selection drop down, you'll see Deuce's Green Desert Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! The original readme is inside the terrain's folder, and is included for historical purposes. Good Hunting and Happy Landings! Wrench Kevin Stein
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