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Wrench

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Everything posted by Wrench

  1. what about the ww2 IJAAF/IJN number set? You'd need to create a bazillion-layered psd, as the numbers a one layer on this, and probably do some 'inverting', but they are outlilned (albit not perfect...)
  2. we can add that one to the "You Know You've Been Playing Too Much Strike Fighters When..." thread!! good one Beach!!! great picture, too btw!!
  3. I tested it on the SF2E Mig-23P, and it worked with very little issues (just had to add the sf2 fx statements to the DTV section) it's like Kesselbruts SF1 WW2 cockpits there's NO problems with them in SF2, and they were built around 2006!!!... all old stuff (lod wise) works in SF2. It reads both ansi and Unicode lods as to the plug in, iirc, you need max 2009. but not to be worrying!! EVERYTHING you've made works perfectly in SF2
  4. tod creation ain't nothing ... it's having the correct tgas for bushes that's a (very) small problem
  5. Pierre, are you in need of accurate maps of the region?
  6. you make them the same way you do for SF/Wo* (btw, LOVE the new factory pak!!)
  7. still waitn' on the screenie...and didn't answer the question EDIT: after looking at the tiles.... why are you wasting time screwing around the Battle of Britain terrain, when I just uploaded a COMPLETLY rebuilt version???
  8. ah, yah. turn it OFF in the main ini [shadow] CastShadow=FALSE ShadowCastDist=10000 MaxVisibleDistance=800 (this is from the 3W A-6, but you get the idea)
  9. like I said, check the GR7 data ini to see that the engine statements are calling for that exhaust effect
  10. seriously?? did you EVEN try dropping it in to an SF2 aircraft??? dollars to donuts says it'll work right out of the box
  11. have you looked in the /Effects Downloads section? or did it come with the GR7 pak?? ( check the data ini, and see if someone added afterburner effects for the exhaust. I have a vague recollection of something like this being released...but can't remember when!
  12. I didn't get a word of that.. so, if I can interpolate the OP... some aircraft have disappeared from the player usable list? that's because patching rewrites ALL the AI-aircraft-made-flyable, returning them to game-controlled. You'll need to 'rebuild' their main ini to make them flyable again. This happens every time the games are patched, or a DLC is installed. There's a tutorial in the knowledge base, on the 'one click restore' ini Helos have always been an issue ... can't help ya there Perhaps a list of WHICH aircraft are now unsable might be of some assistance to us in figuring out what glitched???? the loading issue; no real way of knowing with MUCH more information; what aircraft, what time frame, what terrain? working in the dark here... shed some light!!
  13. betchya that's a LOD problem, not a viewlist issue. some models world center may not quite matcth the game's center, or the min/max extents are off a bit. (ArmorDave's old Sukoi's are a good example of extents issues) remember, SF2 reads the LODs (almost completely) different from SF/Wo*, as evidenced with MANY 1stGen ports to sf2
  14. also, sf2 uses jpg for screenies delete the thing ... it's designed for SF/Wo*, and NOT SF2
  15. East Africa/Madagascar http://combatace.com/files/file/10948-east-africamadagascar-terrain-version-20-for-sfwo-and-sf2/
  16. File Name: SF2 WW2 ETO Spitfire 1A, 602 Squadron Skin Pak File Submitter: Wrench File Submitted: 01 November 2013 File Category: Spitfire SF2 WW2 ETO Spitfire 1A, 602 Squadron Skin Pak 10/25/2013 -- Something for the WW2 ETO players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = A new skin for the TMF/ModMafia Spitfire Mk.1A, representing 602 "City of Glasgow" Squadron around the time of the Battle of Britian (ish). REMINDER: this is for the TMF/MM Spit 1 ONLY!!! Like the original release of the TMF/MM Spit 1, it uses a pool of plane-in-group letters and serial numbers, so you MUST have to original release of the TMF/MM Spitfire Mk.1a to apply this pack to. The only thing different is the squadron code decal, LO. If you don't have this Spitfire, it's available at the following url: http://combatace.com/files/file/13510-sf2-ww2-spitfire-mk1a-by-mod-mafiatmf/ The skin is in jpg format, Decal Randomization is TRUE. The Squadron Crest is used for the paint chip, as seen on the loading screen As always, fairly easy to follow, detailed install instructions are included. So, please READ them Happy Landings!! Wrench Kevin Stein Click here to download this file
  17. Version

    74 downloads

    SF2 WW2 ETO Spitfire 1A, 602 Squadron Skin Pak 10/25/2013 -- Something for the WW2 ETO players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = A new skin for the TMF/ModMafia Spitfire Mk.1A, representing 602 "City of Glasgow" Squadron around the time of the Battle of Britian (ish). REMINDER: this is for the TMF/MM Spit 1 ONLY!!! Like the original release of the TMF/MM Spit 1, it uses a pool of plane-in-group letters and serial numbers, so you MUST have to original release of the TMF/MM Spitfire Mk.1a to apply this pack to. The only thing different is the squadron code decal, LO. If you don't have this Spitfire, it's available at the following url: http://combatace.com/files/file/13510-sf2-ww2-spitfire-mk1a-by-mod-mafiatmf/ The skin is in jpg format, Decal Randomization is TRUE. The Squadron Crest is used for the paint chip, as seen on the loading screen As always, fairly easy to follow, detailed install instructions are included. So, please READ them Happy Landings!! Wrench Kevin Stein
  18. yes, but WHERE would your enemies reside?? one of the major things people don't consider. Anything like that, automatically becomes a fictional "Red Dawn" or "The Wingman" style universe. (occupied USA) the entirety of north Africa, from the Atlantic to Eastern Med (Israel) has already been covered. the best suggestion is, go through ALL the terrain downloads, and see what world "hot spots" are missing from our vitural globe. Those that make practical sense, given the terrain engine limitations (don't go above 35 deg north or south latitude) 1st gen downloads ... lexx luthor's 6 Million Meter Map ™
  19. I can't see how could finding the coords be so hard? you use the existing USAF positions, and move from there. Or extract the decals inis for the various users from (whichever) objectdata cat they're in. easy peasy!
  20. only black squares showing in game??? did you ADD the tiles to the terrain's texturelist.ini? Did you SAVE the texturelist ini? Did you SAVE, then SAVE ALL in the TE to generate a new TFD and HFD??? Did you copy/paste the new TFD/HFD to the in-game terrain's folder? Did you ADD the new tiles to the terrain's in-game data ini?? Are the new tiles actually residing INSIDE the in-game terrain's folder?? if you'd post a screenie, we'd actually know what's going on
  21. Amrillo USAF is close enough why can't you put decals on the airbrakes?? It's just a simple location (done if enough time on the 3w Skyraiders and Scooters) the alternative for the *-roundel-** would be a level 2 decal with the 1stnum (ROUNDEL) 2ndnum as one decal. not hard to do at all. done it LOTS of times for RAF ww2 birds edit: mesh names are: airbrake_R airbrake_L easy enough!
  22. the Beau requires the DAT lod Pasko's Mossie should be a complete aircraft (lod included) the Avia's could be monty's -- if not, like the Spitfires, those are 3W DLC the Avai could also be the 3W DLC how about links to the downloads? Cause I know MY stuff should be complete, excepting the Beau
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