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Everything posted by Wrench
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B-47E SF-2 FIX
Wrench replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
no bombs were dropped by radar -
RAF F-111B - Commonality spreads across the pond...
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
yes, but even "What If.." has to remain plausable -
Questions about water editing (color and wave effect)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
if you're talking about the last pic, those are SG tiles, not rivers the ones in the german forum, shows an sg-rivl or rivr. the other tiles are SGs (with the Yak-38) why they keep screwing up has to be something on your end -- I'm using the same GCE tileset for the northern Europe map, and don't SEE any of these issues. you've got to be doing something wrong with the tiles themselves (alpha or the RGB channels), the data ini, the tile's _hm.bmp, the heightmapscale=, or something. I just don't know. without having each and every tile, and/or the entire terrain in front of me, there's no way of knowing. -
Fleet Air Arm Help needed!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
thanks for the link dsawan, but those are mk.IIIcs. I need data on IIBs nigel: of course it would be me ask right!!???? BPF is fairly easy, as I plan on resuing the decals from my mod of the old DAT Seafire IIIC, in BPF colors. I know the BEIF used an SEAC style roundel, and white ID stripes, on the IIIC and I'm assuming (oh! that word!!) the IIb as well. Since most of the carriers in the 43-45 timeframe were CVEs, I've been able to run most of them down (name wise) good thing the IIIC isn't ready yet!! Still needs more LOD work, but the IIB is. Just want to have a few more skins for it (oth, they'll be a mish-mash of MTO, ETO and hopefully!!! EIF thanks! -
Version 0.9
90 downloads
SF2 WW2 SEAC Spitfire Mk.V Trop Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the CBI players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. This package is for CBI (in particular, Burma and India aka "SEAC") Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in India. REMINDER: this is for use =ONLY= in a WW2 CBI-centric mods folder. The Skin(s) included with the package are: No. 615 Squadron "County of Surrey" RAuxAF as based in the Chittigong region of India (present day Bangledesh) upon arrival in-theatre. The Squadron Crest are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SEAC (Burma/India) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- -
Questions about water editing (color and wave effect)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
only in the terrain editor. Gerwin's tool is really good for 'seeing' target areas, generating the planning maps and water bmp, and generally getting the 'lay of the land'. This is NOT a slight to Gerwin; its a fantastic piece of programming, and helps out a great deal with a LOT of things I (and others) do. But, even with all it's faults, I can still do things in the 3W TE faster, and more accurately than the TFD tool. Especially when new tiles are needed. again, without screenshots, we're working in the dark. If you're describing what I think you are, you need to repaint those mismatched sections of the river/sea transition. TKs tiles, well there's no way to put it gently -- suck on a LOT of the tile-to-tile match ups a properly done city-river-to-sea tile looks like the one below. This is were the clone tool comes in handy -
Help id unit
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
and buzz numbers -
SF-2 Future
Wrench replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
the Firecan issue was fixed some time ago. (OTH, perhaps they're Directed Energy Weapons?? Gonna microwave ya to death) I've seen mixed columns in Armed recon missions; something that got added in 2013? 2012? After NA came out, irrc. (meaning: mobile AD units supporting truck convoys) -
Help id unit
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Called it!! who ever did the profile, totally dropped the ball on the US star-and-bar. Post-47, would have the red stripe -
Help id unit
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
with those markings, I'd guess a PTO F-6D. But the 2 red star victory markings, might indicate Korean Era. If so, the national markings are incorrect for post-1947 anythings. no code letters or numbers available?? Would help narrow down the search. The "14" doesn't help much!! -
Questions about water editing (color and wave effect)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
did you by chance use the waternormal.bmp AS the water??? That's the only thing, in ALL terrains, that has that color. That's a no-no I've restored the alpha back to it's stock type, from Stary's seasonal Germany. the odd thing is, there's nothing that I can see wrong with the RGB channels either. It's either something wrong in the data ini statements or ???????????? how you got that to show as such, I've no idea. -
Questions about water editing (color and wave effect)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
good! this is the tga? looks like GermanyCE ... lets see what's happening here!! -
Questions about water editing (color and wave effect)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
only if you use the correct image manipulating program. I use Photoshop 6, as 7 has some "issues" with 32-bit tga with alpha. I've never tried it with Gimp or Paint.net, as why would I need too?? as you mentioned about the yellow in the German Forum, about the yellowing. I can guantee whatever you're using is fouling up the alpha channels can you post a screenie of the yellowing? It'll help me see what screwing up, and confirm or deny my suspicion. Also, what/which imaging program are you using? -
File Name: SF2 WW2 MTO Spitfire Mk.V (Trop) Pak by Cocas Aircraft Factory & Co File Submitter: Wrench File Submitted: 10 January 2014 File Category: Spitfire SF2 WW2 MTO Spitfire Mk.V (Trop) Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/06/2014 -- Something for the MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. This package is for MTO (North Africa, The Med, etc) Spitfire V Trops -ONLY!!!- . Not to be used elsewhere! Seperate version(s) for CBI RAF and SoWesPac RAAF usage will be released at a later date. Skins included with the package are: RAF: No. 92 Squadron, RAF "East India" (after transfer from the UK) No. 417 Squadron, RCAF "City of Windsor" No. 1 Squadron, SAAF USAAF: 307th FS, 31st FG (MX) 308th FS, 31st FG (HL) 309th FS, 31st FG (WZ) (TORCH, and Post TORCh -yellow outline star/ball) Free French AF: GG II/7 FFAF (No. 326 Squadron RAF) (start 6/43) Squadron crests (when locatable) or in AAF cases the squadron patch, are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As most MTO-based Spitfires were painted the same camo, this reduces the size of the package. Only the markings (squadron codes, national insignia) change. All marking are decals, and decal randomization is TRUE. Other squadrons, RAF USAAF, FFAF, etc can easily be done by creating new squadron code letters. The Userlist ini has dates rounded to the closest whole month. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Spitfire Mk.Vb Trop (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. An revamped SF2 version of my original "box art" hangar screen is included. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Click here to download this file
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SF2 WW2 MTO Spitfire Mk.V (Trop) Pak by Cocas Aircraft Factory & Co
Wrench posted a file in Spitfire
Version 0.9
129 downloads
SF2 WW2 MTO Spitfire Mk.V (Trop) Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/06/2014 -- Something for the MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. This package is for MTO (North Africa, The Med, etc) Spitfire V Trops -ONLY!!!- . Not to be used elsewhere! Seperate version(s) for CBI RAF and SoWesPac RAAF usage will be released at a later date. Skins included with the package are: RAF: No. 92 Squadron, RAF "East India" (after transfer from the UK) No. 417 Squadron, RCAF "City of Windsor" No. 1 Squadron, SAAF USAAF: 307th FS, 31st FG (MX) 308th FS, 31st FG (HL) 309th FS, 31st FG (WZ) (TORCH, and Post TORCh -yellow outline star/ball) Free French AF: GG II/7 FFAF (No. 326 Squadron RAF) (start 6/43) Squadron crests (when locatable) or in AAF cases the squadron patch, are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As most MTO-based Spitfires were painted the same camo, this reduces the size of the package. Only the markings (squadron codes, national insignia) change. All marking are decals, and decal randomization is TRUE. Other squadrons, RAF USAAF, FFAF, etc can easily be done by creating new squadron code letters. The Userlist ini has dates rounded to the closest whole month. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Spitfire Mk.Vb Trop (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. An revamped SF2 version of my original "box art" hangar screen is included. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- -
Questions about water editing (color and wave effect)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
shaders are locked away; have been for some time as mentioned once before to change the water's color, you'll have to repaint the water on EVERY SINGLE SEA TO LAND TRANSITION TILE, INCLUDING RIVERS, RIVERMOUTHS, AND SEAPORT TILES. (the ocean tile's repaints is a 'given') -
Battle Hymn
Wrench replied to pappychksix's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
already in the KAW mustang pak, the ROK skin haven't seen that movie in YEARS!!!! -
File Name: SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9) File Submitter: Wrench File Submitted: 09 January 2014 File Category: Spitfire SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9) 12/10/2013 -- Something for the ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure minor fixes may be required. Skins included with the package are: RAF: No. 92 "East India" Squadron No. 610 "County of Chester" Squadron USAAF: 336th FS, 4th FG "Rocketeers" (circa 9/42)* (*Please note, as ex-Eagle Squadron aircraft, they still carry their RAF squadron code letters. The standard 4th FG codes did -not- appear until after transitioning to Thunderbolts) Squadron crests, or in AAF cases the squadron patch, are used as the paint chip, seen on the loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As all ETO Spitfires were painted the same camo, this reduces the size of the package. Only the markings (squadron codes, national insignia) change. All marking are decals, and decal randomization is TRUE. Other squadrons, RAF or USAAF, can easily be done by creating new squadron code letters. The AAF skin is set to start in September, 1942, as this is approximately correct for the 4th FGs formation. The Userlist ini has dates rounded to the closest whole month. SF2 versions of my "box art" style hangar and loading screens are included. All aircraft use a "pool" of plane-in-group letters, and serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Spitfire Mk.Vb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Spitfire from any other Mk.Vs you may (or may not) have. The skin template is NOT included, as it's being used for other variants. When those are finished, and released, the template will be also (in the hopes someone can fine tune OUT my mistakes! <grin>). As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Work Division- Click here to download this file
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109F questions ...
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
going through my ETO aircraft folders, I've found a "Bf-109F-4", based on Monty's S-99. Skins, iirc are Nigel's. going through all my books, including the modeler's datafile pt 2 on the F-K models, it seems VERY close to the F-4. It has fairly small breech bulges on the cowl, but has the wing bulges for the larger tires. 2 cowl MGs and center hub MG FF cannon. my question is ... is it, or would it be, close enough for use AS the 109F-4??? I've flown it on a few mission, and don't see any real handling issues. (obviously, we can CALL anything whatever we want -- simple text edit) For those interested, should I assemble a quickie package, so it can be examined by one and all?? (edit: they had a retractable tailwheel, didn't they??) -
SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9)
Wrench posted a file in Spitfire
Version 0.9
155 downloads
SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9) 12/10/2013 -- Something for the ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure minor fixes may be required. Skins included with the package are: RAF: No. 92 "East India" Squadron No. 610 "County of Chester" Squadron USAAF: 336th FS, 4th FG "Rocketeers" (circa 9/42)* (*Please note, as ex-Eagle Squadron aircraft, they still carry their RAF squadron code letters. The standard 4th FG codes did -not- appear until after transitioning to Thunderbolts) Squadron crests, or in AAF cases the squadron patch, are used as the paint chip, seen on the loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As all ETO Spitfires were painted the same camo, this reduces the size of the package. Only the markings (squadron codes, national insignia) change. All marking are decals, and decal randomization is TRUE. Other squadrons, RAF or USAAF, can easily be done by creating new squadron code letters. The AAF skin is set to start in September, 1942, as this is approximately correct for the 4th FGs formation. The Userlist ini has dates rounded to the closest whole month. SF2 versions of my "box art" style hangar and loading screens are included. All aircraft use a "pool" of plane-in-group letters, and serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Spitfire Mk.Vb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Spitfire from any other Mk.Vs you may (or may not) have. The skin template is NOT included, as it's being used for other variants. When those are finished, and released, the template will be also (in the hopes someone can fine tune OUT my mistakes! <grin>). As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Work Division- -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
"Spitfires Over Darwin" (aka "54 Squadron vs The Zeros") -
Lightnings over the Sinai
Wrench replied to ValAstur's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
the Lightnings are NOT SF2 (desert) only. I think the F.53 (and the others) came with SF2E; or from wherever, an expansion pak methinks, we got the F.1 - F.6s from -
a quick note on stary's hangars: they're backwards (read: 180 degrees off), so if the original faces 90, his must face 270 again, sorry for the English!
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(sorry for using English - but I don't trust the google translator) if the Russian freighter is the 'freighter2' from CubaOTC, you should use (or it should already be) something like this for the destroyed lod: DestroyedEffect=LargeBombExplosionEffect DestroyedModel=shipcargo2.lod <----points to the 'regular' lod SecondaryEffect=LargeOilFire SecondaryChance=100 if you want to get VERY clever, you can create a 'clone' of the shipcargo2.lod ie: copy/rename to shipcargo2_dest.lod, do a little hex editing on the 'new' destroyed lod, create copies of the various skins -again using the hex editor on 'search' to find them, repaint them a splotchy/mottled black to represent burnt paint and such, rename them slightly differently, hex edit the lod's bmp pointers to match -with exactly the same number of digits/letters as the originals !!!!- (example: ship1.bmp becomes shipd.bmp) and test in game by destroying it. with luck, it'll explode, and sit at it's mooring burning. simply because most harbors are quite shallow (3-12 meters more or less), and as the game engine really doesn't allow for rolling over and sinking at dockside, this would be the best. Something similar is how I've been doing it for years. you don't want to use the 'shipdestroyedeffect', as that, I believe, causes the model to sink and leave an oil slick. This way, it stays moored, but (sunk) and burning.
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OUTSTANDING!!!! fantastic job man!!! love the sound effects; I assume that's real, "attached" as the Movement sound? the train station/depot is nicely dressed,too. Great work!!!