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Wrench

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Everything posted by Wrench

  1. Gandalf vs Tram

    I think it's funny as hell!!! (watch till the end!!)) http://www.youtube.com/watch?v=cVy7YeeqGZQ#t=11
  2. yes, you can edit them for SF1 usage. Follow the conversion to sf2 instructions, basically, backwards. It's not advised of course, as that negates a majority of my work. The EAW Euro WW2 has also been rebuilt for SF2 usage. On that one, I should think minimal editing of the terrains' data ini should lower to that outdated level (btw, good to see you back again, Tailspin!!)
  3. did you put the mod into the AIRCRAFT's main folder (example: MiG-21MF/***) Not just the /SavedGames/***. Everything for a particular aircraft goes INTO that particular aircraft's main folder. -------------------- http://combatace.com/topic/20789-how-to-make-ai-planes-flyable/ lots of valuable information, that is still very applicable to SF2 in the SF/Wo* Knowledge Base and ALWAYS read the readmes that come with them!!! (if they have them, of course!!)
  4. I guess a google search is in order... color hexadecimal value to RGB value (or something like that!) still, don't know how that's gonna change anything, when the tga's themselves are painted green.
  5. KJakker is exactly correct! the terrain must also use the LimitedNations=TRUE tag, and have the allowed nations listed in the *terrainname*_Nations.ini but a Userlist is vitally important for any item with Exported=TRUE
  6. File Name: SF2:NA -- Iceland Targets Tweek Pak, V.1 File Submitter: Wrench File Submitted: 23 May 2012 File Category: Full Terrains IcelandNA Targets Tweek for SF2:NA = For SF2NA, And/Or Full-5 Merged Installs ONLY!! = *Note: for the SF2:NA IcelandNA map ONLY!!! It may be usable on Gerwins TFD/HFD based terrain, but many items will need repositioning due to the existence of actual coastlines* Some very basic enhancements to the target areas on Iceland, to increase the 'eye candy' and try to make it loook like people actually live there. Using the basic layout of several stock 'cities', filling in some gaps. As to be expected, there are at least 2 Easter Eggs on this terrain - one real, one fictional. I've tried to keep the needed ground objects to a minimum, so they are not included. You should have them from other terrain mods. (fishing trawlers, small cargo ship). Tried to keep it a 'stock' as possible. However, some enhancements have been perfromed on Air Defenses on both sides, but a -very- minimum, just in case things change radically with the next patch. 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. happy landings! wrench kevin stein Click here to download this file
  7. you don't. you repaint the various and sundry tgas that create the HUD and it's displays
  8. that original korea, aside from being totally inaccurate in all but the shapes of the landmasses, like the original EAWEuroWW2 use TOD objects for those "bridge" and "jetty" items. they were never textured. which is why the originals have been replaced with ones that work, and actually LOOK like the regions they're representing
  9. so, in other words, for "What If" aircraft Did you read the enclosed readmes (if any?? some folks forget to list required add-ons and where to get them.) Have you LOOKED at the loadout ini, and compared what it's asking for with what you have, or that is listed on the 'available weapons' on the Loadout screen on the loadout screen, of course. you'll see a button for it off the single mission, hangar screen
  10. like it says, other terrain mods. Pretty much any of them
  11. check for missing weapons. you'll find them named in the loadout.ini for the aircraft. you may need a Weapons Pak, if the loadout call for 'non stock' items it also might help to know, what aircraft, what timeframe, which game, etc. otherwise, we're just kinda guessing here. something might be specific to a certain era or nation
  12. was talking to Fubar on the phone the other day, and had him look at this thread, expecially the new map. He made mention of something I'd never considered, or even thought of. If properly scaled, THIS map could replace COMPLETLY! the stock VNSEA for Vietnam War use. Look at all the area it covers -- all of Thailand, Laos, Cambodia, and both Vietnams. Some hellacious potential sitting right there!
  13. Exp 3

    yes, but you have to say it PortuGreek
  14. Exp 3

    Indeed. macelena, consider yourself chastised with a virtual slap on the wrist (for both Expendables 3 and causing heart attacks related to the non-arrival of SF2 Exp 3)
  15. been doing that for some time in SF/SF2 -- certain city building repurposed and given target values. Shoot, I even built entire destroyed cites 6-7 years ago!! if you want already destroyed buildings, you just add the destroyed model to the types ini, place it in the targets ini and, viola! destroyed cities!! (the problem being is, not enough destroyed building lods!!) for example, an already destroyed hanger (obviously, for sf2...) don't remember exactly how FE2 does the target type =, but I'd suggest WAREHOUSE or FUEL_STORAGE; seem to prioritize the attacking (maybe even for ground forces -- I know it does for bombing/strike missions) the greatest shortcoming of ALL the 3W games is, non-destroyable TOD items. THAT would super!
  16. Happy Christmas from Chuck Norris

    awesome!!!
  17. Re: Forts

    rather than hijack the Be-2c thread, I thought I'd share a thought this way instead. there might be alternatives. 1 is a fort, albeit more Medieval looking, that can be found on the sf2 ww2 Tunisia terrain. They're scattered around Mareth, and one is used as an Easter Egg (Fort Zindernuff). It's composed of several items, that need hand placement (or copy/paste from the targets inis). It should be expandable, as the walls are separate pieces, as are the turrets. OTH, in the airfield development kits, again in the sf2 section, are these earthen berms of varying lengths (100, 150 meters for sure) Again, they'd need hand placing, and building a fort as shown on the tiles would take a bit work. But doable! It's item #7 in attached pic. I believe it has seasonal "skins" just thought you all could make something of it!!
  18. Re: Forts

    iirc, Sundowner made those berms. He may have the MAX files still. Be worth a PM to ask!!!
  19. did you shave off the glare shields, or "component remove ini tweek" them?? as far as I can tell, the IIb and IIc Trop use the 'original skins', other than being in jpg for the IIC Trop
  20. and I'll bet you didn't follow up on the research like a real modder would. you'll find, as I did by running down ww2 Japanese equipment -- in hours long searches not just crap listed on wiki; even to running down ww2 FMs on the subject -- that most of the larger caliber guns were made in VERY limited numbers, deployed in even lesser, and mostly only to the Home Islands. Trust us ... those of us in The Know, really do know. even if there was a 'likely candidate' for substation, don't you think someone (most likely ME) would have built it by now?
  21. http://www.youtube.com/watch?v=rkRIbUT6u7Q damnit! why isn't the video showing???
  22. yes, as Raven said... follow the pathway tree Downloads --> SF2 --> sound mods --> in game speech --> ??? you need to be at the root directory of each section
  23. who cares if they don't move!!?? As long as they shoot!! (expecially as it's being used as a stand-in until we get the pre-conversion straight-decked version for ww2 and korea!) it's almost criminal that the 4 3 inchers were left off this ship. I have the 08 level lod in my extracted archives, but the 'usual suspects' - gun, barrel, cannon, etc don't show via a hex editor search. EDIT: ok, also just check my pre-lock archived lods (dated 1/25/2011), and yet again, nothing shows
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