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Wrench

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Everything posted by Wrench

  1. I'd look at Del's Hercs first. odds are, removing the gun barrels will leave a gaping hole in the hull
  2. oh really??? sounds like an advocation for piracy to me ... we banned an entire mod group for that very same thing. tread carefully -- things like that; even the suggestion thereof, don't fly well here
  3. put that in the data ini, in the ]AircraftData[ section near the top
  4. some have been repainted already. with luck, I put the tgas BACK into the appropriate folders (I know the af51 small crane is/was one of the worst offenders) I"ll through the folders again, and triple check that I do have the fixed ones inside. If not, I'll fix them!!
  5. great rocky mountain tiles!!! Me Likes!! pm inbound --------- don't forget Reggio Calabira, Cantania, Catania-Sigonella (and naval base!), Tripanni. Also looks like jjuuuuuuussst enough room to the west to add Tunis-Carthage Int'l . Malta, can't tell from this scale. You know how I hate empty spaces I should have some of my 'specials', port tiles in GCE format laying around some place (probably in the WW2 Norway!!) Unfortunately, using stock TOD objects
  6. THIS could be where you went wrong ... all you need from the Razbam Intruder is the cockpit folder, and the cockpit ini. IIRC, these plus the _avionics ini are included in the SuperPak. you don't install the full aircraft -- this WILL cause a conflict all I did for mine, was just used the cockpit folder
  7. why would you want to remove them? we have regular Hercs (non-AC variants)
  8. after things quite down from the holiday, i'll get the package posted. the work in 1stGens, SF2 and FE/FE2. no issues whatsoever
  9. once they're exported, that's it. they're done.
  10. I would have NEVER thought to have looked into a TOD with a hex editor!!! what it's probably saying, is similar to what the *name-of-tile*.ini says. for example, like below one I made for the Vietnam G-rivT3 (grass river turn, #3) tile the angle is self explanatory the MapClass I don't know; maybe referencing if it's a solid object or alpha object? position is also self explainitory; the 0/0 point is the lower left corner of the tile (all tiles, and terrains too for that matter) hope this helps some! edit: yes, it appears MapClass defines solid or alpha. looked at a city tile, and the various buildings are MapClass=0 how to import the solid objects ... that's beyond me! I think Stary and Brain32 know!
  11. they'd also need to be destroyable, each building mesh seperately, so to replicate bombed out sections of the city. as you mentioned, all cities would need to be perfectly flat (this can be seen with TOD solid objects too, as they're always vertical to the earth's center) using large lods like that, preclude the use of individual targetable objects (and many city TODs do this as well) making it intensely difficult to put things in cities to destroy (example: evildamncommbuilding, steel mills, generators, hot-dog stands) I'm also sure there would be frame rate loss, as well. Add multiple AAA/SAMs, it'll get lower
  12. Happy Thanksgiving.............

    Happy Thanksgiving to all!
  13. baltika, if you need maps ... i'll pm you the link to my secret stash. most charts, however are dated from the 1950s thru the 1980s. which is also good for a clod war timeframe ================== btw, YOUR GE is working??? mine is tits up most of the time ... start the cursed thing, and the earth starts rotating ... from the N/S axis!! I'm not the only one having issues with it. uninstalled/reinstalled 4 times just this month!!
  14. don't EVEN get me started.... I don't think they're mismatched, just missing a few transitions
  15. we're still waiting for SF/SF2 sale. I've set aside funds just for that!!
  16. it's like the discussion Fubar and I always have .... one day I'm going to build a SINGLE tile, with every terrain type available sharing that one space sea-city-river-farm-jungle-desert-mountain-green-airfield-valley-road-paddy-grass-rock-basketballcourt
  17. I see that, and think 'ok, which terrain objects are closest to those buildings/tanks etc'. the sea-city-forest-port-river tiles will be slight challenge though. doable, just a challenge
  18. I can add the trees and building, but they' only be the stock WoE style. I don't think those match Jan Tuma's (but can't remember - haven't played FE2 for a while! If you want, I'll zip up my FE only TE; you'll need to add all the new tiles and such (and maybe rebuild the texturelist ini)... don't exactly recall WHICH ones I've got sitting in there right now (maybe Gibralter??) looking real there!!
  19. comment OUT the lline for the HM.bmp on the S1 and S2 tiles. like so: //HeightMap=vietnamS2_hm.BMP iirc, they aren't used on the stock terrain
  20. the destroyed lod can be either in the root of /Aircraft, or placed within the actualy aircraft's folder. you just need to adjust the pointer call out in the aircraft's data ini: original style (as TK uses it) [AircraftData] DestroyedModel=F-4E_Destroyed.lod DestroyedEffect=VehicleFireEffect (this also works for those in the root of the /Aircraft folder) alternative, in the folder: [AircraftData] DestroyedModel=P-40n20-CU/P-40_Destroyed.LOD DestroyedEffect=VehicleFireEffect
  21. SHEILD Heilcarrier??? [Texture002] Filename=vietnamS2.TGA HasWater=2 HeightMap=vietnamS2_hm.BMP HeightMapScale=25.000000 Color=0.109990,0.196346,0.292984 SolidObjectTexture= AlphaObjectTexture= betcha it's related to these lines. you'll find them on ALL S series tiles do a search/replace in the data ini (after backing it up!!!) use this figure: HeightMapScale=2.0000 see how that works
  22. if you don't have SF2NA as part of the merged setup, you won't have the radars, as that dll ONLY comes with NA. some editing will be required try switching to avionics70.dll (for shits and grins) and see what happens. with luck, there's an f183 avionics.ini (or whatever it's called), and thing may start working also, I'd give the readme a real good perursal, there should be instructions and requirements listed therein
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