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Wrench

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Everything posted by Wrench

  1. I'd LOVE to see them!! ------------------ The IME city tiles issue is the tiles themselves, not the TE (for which I ONLY use the WoE/WoVE version of the TED as it a bit more complete, and just plane works better than the original Desert/SF1 version) as you can see in the screenies below, one shows the desert, Germany, Vietnam and 1 one the isreal city to farm 25 (although the desert is called 75, as 75% is desert, not not city) the IME set further compounds the twistiness by have 5 different city to farm 25 tiles!! (other picture) it's even worse on the 2 **50 tiles, expecially when one wants to add a road, since the straight roads need to be along the centerline of the tile (usually!)
  2. ok, looked into the lod, and all I could find was "nose antenna".
  3. to be truthfull, the stock airfields ARE a bit on the 'wrong' side. They're just "plain", you know? Anything we can do the dress them up, is a plus!!!
  4. Dart's don't have a center pylon ... that's where the weapons bay is!! it's an INTERCEPTOR!! not a fighter!
  5. I'll have to look in my archived pre-lock LODS. Be a day or two. just back for hospital for a minor procedure on me., still a little wobbley
  6. EAW Euro would be (relatively) easy to rebuild for the Stizkreig and BOF/Low Countries. It's just a matter of ini work, as the national regions are already divided. for something like that, however, it would be best set up as a completely separate terrain --- spent all morning looking at it .. I built a special 'germany' only TE, got it in there, made a few changes, saved everything, put the new TFD/HFD, data ini, etc, and the fucker still crashes at 10%. what a waste of my time I've been watching that too. wonder which terrain build of mine they're going to "borrow" for that. he posts updates on his Europe terrain over few months. Been only working on it for, what? almost 5 years new?? the failure to load keeps pointing me to an ini problem of some kind...just can't pin the fucker. even if a terrain is missing tiles in the terrain folder, they usually work; just leave black squares where they're supposed to be. very odd
  7. the most major problem with the IME tiles are, as mentioned, the city and city2-*** transitions. As everything is "square" in the game, having these rotated 45 deg off prevents proper city-**- road and city-***-river transtions. Also makes TOD building difficult, as they have to be placed with random facing, as opposed to the more general "grid pattern" seen all over the world I know I imported a LOT of the GCE or Desert river tiles, and remade them in the IME stand, along with the stock IME rivers - which are more like streams. Don't remember if I used them on the Modern NAfrica terrain, but the psds are here somewhere... standard river tiles, desert/GCE/VNSEA have a water width of about 200 meters (measured by the vBridge* section, with ARE 100 meters long). The IME "streams" are between 50-70 meters wide., and again are NOT square. JSF_aggie's desert set, as I used on the Eretria map -- with a GREATLY expanded set adding a LOT of missing transitions- could be considered as an alternative tileset for SAfrica. I agree the IME set has MUCH better coloring for some of the northern Sahara regions (the mountain tiles are nearly perfect for the Atlas mountains; the green tiles could be used for savannah or veldt? -- need to study sat photos -- even the brown valley tiles can be used for a LOT of mountain/hill regions -- color is excellent, and I used them for the mountains in cyrenacia), and possibly even sub-Saharan Africa. I've never really liked the desert set's coloring -- it reminds me of ERB's Barsoom (as described in the books, and the movie wasn't far off in the look) what's needed are extensively modified city and city2*** transitions, plus complete sets of all the road and river tiles -which MUST cover all terrain type -mountain, valley, farm, desert, city, jungle -- that could be upwards of 50 or more tiles in and of itself. And probable expansion of the IME rivers to include those confluence tiles (river-y), wherein they transition to the larger D/GCE/VNSEA type rivers It's a fair amount of work, but CAN be done. It's just the cities that's got me bugged --- but one can do amazing things with the clone stamp tool!! (to say nothing of city port tiles...) edit: there's a lot of the oddball transitions already done, check both the "Modern North Africa", and "Midwest USA" terrains for them editx2: and if you think THOSE 2 are expanded, wait until you see the expanded CGE set I'm using for WW2 Norway/North Sea/Scotland/Denmark/Germany/Netherlands terrain!!!. 8 new port tiles, and all sorts of odd things!! (some examples below)
  8. has anyone tested it in it's original state, in the original 1stGens? I doubt it'll even work there, but that needs to be tested as well. ------------ having spent nearly 2 hours on it yesterday, rewriting all the inis to make the necessary corrections to realign things, I can unequivicably state it is one fucked up piece of crap. Not even going to go into the 'fantasy fest' mess that the targets ini is in (it looks like north western Europe has suffered some sort of "time schisim", bringing all sorts of things from differing epochs - mosques in every city? did the crusades fail, and was there an Islamic reprisial invasion in the 1000s??? Off shore oil fields in the Baltic?? Misplaced, displaced, no clear zoned tiles for airfields; entire IMPORTANT cities and ports missing! ....an absolute mess. monkies could do better*.) and yes, absolutely craps out at 10%. My suspecions are a corrupt TFD or HFD or something not readily visible in one of the inis; which, as stated above, were rebuilt to the latest standard. One would be better off starting completely fresh. FInal judgement: shitcan it *BoB movie reference
  9. Did that already, on the 'modern North Africa' map -- a rebuild of the ww2 version for post-1960s
  10. I guess you must have missed the EAWEuro WW2 rebuild then; albeit the Low countries are "Occupied". But the targets ini is accurate. you can bet your ass did It ain't just a matter of 'switching sides', there's a LOT more editing required. Study the various inis; it should become clear
  11. the OUT is generated by MAX when the Lod is exported. Many times, the names of the textures are listed in it, at the bottom. In other words, is has no bearing on in-game operations. if a lod is NOT reading the texture, in SF2 they appear black in game. So, of it's grey, it's working. (EDIT: it appears no texture is applied by the material listing. the material IS probably the color. you may not be able to apply any textures to it. the only way to see for sure, is use a Hex Editor, open the lod and search for "bmp")
  12. antiglare_nose nose looking into the (pre-lock archived) lod, those are the only 2 named nose meshes. looking for "top" gives use clip_top_L clip_top_R (no idea what THOSE are!!!) however... anti_glare_fuselage turns up worth a try, eh!! (btw, liked the 'fragile but agile' skin .. there was a write up on the REAL aircraft in the December 2013 issue of 'Flight Journal')
  13. fixing the skin is only the matter of a few hours work redrawing some lines, and color matching to fill over the stuff not wanted. Then, the real work is decal placements; but again, only a few hours work. if Ron does fix the few (relatively) small issues, I'd find the money somehow, and get them again too!!!
  14. the extractor ALWAYS extractor to a kind of temp folder. you need to move it to the game install where you want it
  15. nose (although I call mine "Joe" )
  16. TK broke that fix earlier this year. "kicking back the wall" no longer works
  17. dude, seriously? need I remind you, it's still a 'work in progress?' I've given him copies of BOTH volumes of the detail and scale books that covers ALL Tomahawk/Warhawk marks, inside and out. you can't use il2 as the basis for comparison to real life or even to SF
  18. 3rd Wire Down Loadable Content aka, extra planes etc, that you purchase from TK ======== IDF mossie: http://combatace.com/files/file/13657-sf2-idf-dh-mosquito-fb-mkvi-pak/ IDF Beau TF Mk.X http://combatace.com/files/file/14115-sf2-idfaf-bristol-beaufighter-tf-mkx-dat/
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