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Wrench

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Everything posted by Wrench

  1. into the terrain folder itself, in the mods folder. If it's in the core files, the game won't see it at all. the way things used to (and still should --), is the engine looks in the folders 1st, then if it doesn't see what's needed, 'pulls' them from the various cat files. that's why stock aircraft have no skins or decals in their folders, and an add-on terrain that uses all stock tiles can just use the cat pointer line to locate what's needed. Same goes for other terrains, referencing terrain objects (evildamncommbuildings, for example), and so forth. now the weird thing, in the last 4 WW2 terrain mods I've uploaded, the pit1.bmp is residing in the terrain folder, with no lod, and the "new" sandbag texture shows with no problems. on this one, using just the texture in 3 different mods folders (SF2E, SF2NA, SF2) sitting INSIDE the GermanyCE terrain folder, it wouldn't work just some really weird shit going on!!
  2. you'll want to do a better job of repainting the texture, the one I have is just awful!!! After all, the flood bucket in PS really DOES flood!! Left (most) of the windows and doors!!
  3. ok, having tested this on 3 different installs on the GCE terrains, I can state that Rends is correct ... for some berserk reason, the stupid game engine is NOT seeing a texture residing within the terrain folder, as has been in the past. The only way I got the 'new' texture to show was (as I stated above) using my archived lods (you all know that all the items 08 level cats are 100% compatable with SF2, right?) renamed the ini, editied the lod name within the ini, renamed the lod, renamed the bmp, did a quick and dirty flood of 25% white (concrete looking) hex edited the lod, and saved everything. Added the new clone to the _types ini, replaced the tower at Bitburg, and below is the result why in hell what has worked since Day 1 is no longer, I can only attribute to some fuck up internally in the game engine.
  4. SF2 Germany Flughäfen...wo?

    you'll find containers and stacked containers in the Persian Gulf map (cocas did the lods)
  5. no apology is necessary my friend; I dropped the ball! oddly, the EAWEuro WW2 has 7 digit locations, and does NOT have this problem could be related to the higher latitudes or that Gerwin 'twisted' the base TFD/HFD to give the straight N/S orientation, as opposed to my original, which had the latitude 'warping', drifting things eastwards. (oddly, thinking about it now, the displacement is about the same ... if the map had the latitude convergences, the objects might show in the correct locations. Just don't know!!) but it's only on the planning map views. The in-flight map shows things were they are (or go or whatever!)
  6. Jaguars, flaps extented

    good catch!!
  7. New Guinea doesn't use carriers -- this is correct which phillipines? the latest ww2 44 version sure does. Rising Sun stuff we can't help ya with. You'd need to build the correct _water.bmps, and add the CV Zones, and the main ini editing of course
  8. Stary: omg!!! I totally frakking forgot!! Not only the hangars and lighthouses, but the new train station!!! shit man, I so sorry! I'll update the readme and re-upload the whole thing I know all about bad moods -- my sister is back in the hospital again since Monday. This year is already starting off like last year. Gepard: I mentioned that in the read me notes. I have NO idea as to why it does that. I almost cancelled/dumped this project because of that. But at least the in-flight map is showing correctly! Just have to roll with it, I guess!
  9. Version ver.2

    665 downloads

    WW2 Northern Europe Terrain for SF2 - For SF2, Any & All (*Full-4/5 Merged Reccomended*) This is an all NEW map, covering the Northern UK (Scotland, Orkneys, Shetlands), southern Norway, Denmark, parts of Sweden, Germany, The Netherlands, and LARGE parts of the North Sea. This map makes use of =BOTH= the LimitedNations and AllowedMission statements. There are =NO= CAS or other Ground Attack mission tasking, other than Armed Recon and Anti-Shipping. Strike, of course, for the bombers, remains (exceedingly!) valid. Armed Recon mission are constrained to within approximately 100km of the coastlines (more or less) for BOTH sides, due to the long over-water distances involved in some parts of the map. Like the last 2 ETO terrain remods, there is an extensive road network on both sided of the channel (lesser in Norway, of course, due to the tiling constraints and fjords!). As this map was (relatively) designed for anti-shipping strikes, you'll find plenty of them to keep you busy. Plus all the other allowed missions, for both sides. *Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, or be placed in their Real Life ™ locations, or exist at all. Several cities and other physical features (mountains, vallies, coastlines, forests, roads, etc) may also fall into this classification; Some populated places may exist only as a "named place" on the map (even some fairly large, and strategicly important ones). This was done for operational reasons. Many airfields/airports, some of historical significance, may also be non existant or not placed in the Real World ™ locations due to tiling constraints. Bridges may also not be in their Real World ™ locations, or run in their historical directions.* When in-game, you'll see "Northern Europe, WW2" on the terrain selection dropdown window. The bare minimum of Ground Objects are supplied; you'd be well adivsed to have the EAWEuro WW2 and Battle of Britain Rebuilds, with their included objects in you ETO mods folder. Other objects are also needed, listed in the "Other Stuff Needed" Section below. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but -BEFORE- installing. As always, the Notes and Other Nonesense section may make for entertaining reading, as it explains a few "oddities" you WILL experience! Please also read and -OBEY- the New Standard Usage Discalimer ™, as it's been changed slightly to reflect a change in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post. Good Hunting! Wrench Kevin Stein Edit: new readme uploaded within terrain, with corrected Credits. my sincerest apologies to Stary!! Edit #2 new inis with corrected postions/terrain size. with special thanks to Gepard for finding my mistake!! MANY THANKS!!
  10. the intercooler doors??? cool!!! I didn't see them listed in the data ini, I'll check again. I'll put a list together of the needed changes (that prop is the biggest!), and shoot you detail & scale and warbird tech books. and the aircraft, too, if you want. panel/rivets finished. has nose arts, too
  11. Jaguars, flaps extented

    sure those outers aren't just drooping ailerons?? look at the Indian Jag.
  12. except for the poor bastard in the Hurricane!!! Mission Success = pulled from the freezing water of the North Atlantic before Death!!!
  13. Daniel's P-47C base skin - done lighting - done cowl flaps control -done (automatic mach) decaling - basic done (for now -- corrections needed and will be made) weathering - to do panel & rivet lines - In progress (fuselage on Jugs are "unique") still to do (only in max by Daniel) correct prop visibility issue add bulged keel and correct drop tank/bomb attachments FM -- needs work!!! amarani's query got me thinking, and slightly motivated
  14. File moved to correct section If you're going to upload "What If.." items, PLEASE put them in the correct category!! Thank you!!
  15. The Sci Fi Airshow 2014

    if anyone does the F-302 "Mongoose", I've got a buttload of decals all ready for -- all the Odessey class battlecruisers tail codes, serials and 100 sci-fi themed nose arts
  16. this (more or less) explains the SF2 "mods folder" concept: http://combatace.com/topic/62302-what-is-the-mod-folder/ in fact, you might want to eventually start at the top of the SF2 Knowledge Base, and read all the threads. Only the first couple of mods are hard to install (being new at it). It's gets SUPER easier as you go along!! and ALWAYS read the readmes that come with add ons. If the mod uploader has done their job correctly, it can be pretty much 'drag and drop' enjoy!
  17. just wolf's 190 is all that available at the moment. Like everything else, new, improved, SF2 compliant FREEWARE versions are needed for damn near everything. Daniel & I were working on a C-Jug (pun intended). We haven't finished it. Maybe after the Beaus??? Who knows!! (see below -- as you can see, far from ready; lots of skin work and stuff like that there) Cs only had a very limited service life; probably around 9-10 months in England before all the D variants started showing up
  18. clocking in; beginning the Night Shift... meanwhile, earlier that day ... somewhere over Kent...
  19. THAT's gonna leave a mark!!! glad you got it sorted out. love the track layout. Did you use the track objects, or the painted tiles? (looks like the painted on ones) LOVE IT!!
  20. is it just me, or do Seafires look like pelicans???
  21. MiG-21UM Mongol by AmokFloo

    Version

    628 downloads

    MiG-21Um "Mongol" by AmokFloo = For SF2, Any and All* = *Reccomended for Full-4 merged, as it references some decals from SF2:E and SF2:I* Fairly Complete SF2 package of the MiG-21UM "Mongol", with a collection of skins (well, those that I had ... feel free to add others!). 10 skins/decal sets are included in this package. Looking through the 1stGen downloads shows several more skins that can be easily added. You have these skins in this package: 4 Indian AF (24 Sq, 101 Sq, HAL, IAF Gray) 2 Czech 1 East German 2 Soviet (NM & Camo) 1 "Generic" overall Desert (tagged for EAF) A new "Userlist.ini" is included (may not be fully accurate, and changes/updates are welcomed!). Minor tweeks to data, loadout and avionics inis. The avionics ini now as a gun-rangine radar and an audio-only RWR. A new Hangar screen is also included. All lighting has been adjusted to fit the aircraft, however, a landing light was NOT added. It also references the 'MiGEngine.wav' from TMFs MiGs (not included) Decal randomization is set to true, for the most part. With a little luck, I got them all dialed in correctly!!! Feel free to make any/all adjustments and correction. Weapons, with the exception of the MG pod are NOT included, as they use all stock in-game items. The KV-1 seat is also included in the /Pilots folder. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein
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