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Wrench

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Everything posted by Wrench

  1. probably easily made; just a matter to fin flash decals and tail codes. Any other markings, again, easily done with decals
  2. it's DEFINATELY not SF2/NA ready. missing all the proper MissionData and GroundObjectData usage statemens, names list (required even for 1 ship classes), radar statements, parking slots, collision lod,. I haven't looked at the weapons fit, but if KJakker says it's off...well... The built-in parked airplanes have to go...so the game can generate the proper nation-specific parked birds other than that, it's nice looking, and nice to have a proper ship.
  3. Geary, who's say I'm sane??? you need to change the Location= for anything in Thailand to MATCH the nations ini statments any target area can be set to neutral, they just show as Red on the planning map, but nothing operates from or near or whatever those areas (see: WW2 Phillipines 1944 terrain for SF2). TK has not provided for anything other than 2 side, Blue and Red (unlike XvT which has six different affiliations, and each can be set individually) For Korea, I'd recommend the KAW terrain; with minor editing it DOES work in SF1, using GermanyCE for cat, as it's using GCE tiles. You just won't have all the SF2NA features, like operational carries. That original terrain is utter crap. The only thing close to being Korea, is the shape of the landmass.
  4. Geary, did you CHECK the nations locations like I suggested? you'll find Korat is Lactation=2, which is enemy, same as NV open the nations ini, and see if Thaistick is Location 3. If not, edit it
  5. the weird thing is, it seems to be ONLY on the planning map screen. The in-flight map, in game, looks to correct. Obviously, one doesn't see the Front Line divider. I wonder if used the Scale = 120 might have done that?? this is very odd. it also may be something that can lived with, if it's only on the planning map screen. The map is square, and so are the planningmaps Damn Round Earthers are messing up our game!! (at least the high lats!! ) I'm going to join the Flat Earth Society!!! I'd be willing to experiment with whatever you can come up, Gerwin. ( I still have 2 other terrains in the works, to - Kamchatka rebuild (waiting for Russo to finish the Laser, and Formosa/South China/Philipines for ww2) I'll just create a new TE for this to experiment with (that's easy enough, I do it all the time!!). AND ... rewrite the texture list so the damn roads are NOT at the top!! below is what I used when importing from the w020n090 dem
  6. rats! now I have to redo the 2 Vichy skins!!! thanks Veltro, we needed a newer model! this one is much nicer than the old one!
  7. well, I was totally wrong... been looking at this in game, with the TFD tool generated planning maps (yah!!), and you're 100% correct Gerwin. When in game, the planning maps show things shifted east at least 100km, if not more As can be seen by the red dot locations of the LW airbases, and the placement of the enemy A/C icons. Does the same in the UK, to say nothing of the Front Line, which should run down the middle of the North Sea. This is definatly caused by the east/west distortions on the height map, from the DEM. The base height field or whatever, MUST be perfectly orientated N/S, and E/W, otherwise these displacements happen. Now, I don't know what to do... 5 days work shot (and not just 3 or 4 hour days -- we're talking 10-16 hours a day I do this.). Somehow or another, I need to 'square up' the height map - in ways I don't know how to!!- retile and retarget Everything (fortunately, only 34 target areas at the moment). and damnitall ... I'd gotten Loch Ness and the valley heading south just about the way I wanted it! To say nothing of the fjords! and the 2nd damdest thing is, the charts I'm using (yes, REAL nav charts!) have the Mercator distortion built in, (see attached HUGE chart jpg - these are the types of maps I use when building terrains, just so's you know ! <grin>)
  8. you mean the Bureau Numbers (lets get it right!! ) there's 38 A-4C BuNums in my VSF-1 skin pak, if you wan to save some time (it's around here somewhere in the D/L section). You're welcome to 'em! EDIT: double check the x/y coordinates .. they're different from 1st Gen to SF2 (things are further forward, iirc; or was it aft?? disremember!) take the position of the wing star, move it aft .50 meters, and in 1.5. That might get you close
  9. you need the LOD to see the actual node names (which are unavailable if one didn't archive the pre-locked cats -which is how I found it) hmm.... what about using the flap name, but put the decal facing TOP??? Flap_Left Flap_Right give that a shot??
  10. try Flap_inside_L Flap_Inside_R see if that works
  11. NOT Photoshop!!! the actual tile
  12. Sweden is going to be VERY difficult ... Copenhagen/Malmo are VERY close to the wall on the s/e edge. Oslo is even crowding it. Gotebrug, again near the wall. for the desired WW2 scenario, it's ok, as it's Neutral. But what JRL wants...difficult. No un-doable, just difficult. One may even discover a german rocket fuel factory at the end of a fjord ... or parrots pining for the fjords... http://www.youtube.com/watch?v=4vuW6tQ0218
  13. not annoying, per se. you raised some VERY good points!! It's just we're, unfortunately, limited by a relatively outdated terrain engine. To say nothing of a terrain editor that less than fully functional. a place like Norway/Scandinavia would be a perfect use for LOD based terrain. Although I shudder to think of how large the file would be (since we can't see the Iceland lods, to get a general idea), and how low the frame rates would be (using IcNA as an example). Conisdering this is a 1500x1500 km terrain....how many thousands of megs ??? :(
  14. Yes, I know that I labeled Belgum as France (apologies to our Belgian friends). But as stated, France and Belguim are NOT part of this map. I'm sure you're aware of "The Wall", and moving the western edge further east would fuck up those parts of Scotland I wanted a fair distance from it (even if they play no part, and won't get targeted north of Glasgow). Ireland is BEHIND The Wall. The Orkney's and Shetlands, oth, make a nice place to stage raids from into Norway for ww2 operations, i'm not that interested in Sweden (sorry JRL!). As it's "neutral' .... This is more designed for the strike wings from northern England and Scotland for cross North Sea anti-shipping, strikes, and raids in general As to DEM distortion ... the orthographic projection causes this. It took me 4 hours to get the 'shape' as it is now. End Users will just have to deal with it. This is one of the reasons no one works these higher latitudes; they're all twisted out of shape in that not-so-fully-functional TE. If you think you can fix it, I'll send you the ENTIRE Terrain Editor, the 'operational' terrain as it stands (minimal targeting and shitloads of retiling needed to replace the damned road tiles that seem to have preference & perdominate all over the cursed thing... But I'm not messing with it.
  15. I really wouldn't do that... If you add statics, via targets ini editing, you MUST remove the game-generation parking slots form all the airfield inis, and said inis MUST reside inside the relevant terrain folder. And as most of the statics we have are, well for lack of a better term, shit, they look awful. just increase the ParkingChance= to 90, and hope for the best. Just let the game engine ™ do its job
  16. could be that I use 120% for scale, too. Bodo is about as far north as we can go (wall-wise). My most major worry are the lochs south of inverness to the Irish Sea, the firths along the coast, and them triple-damned cursed fjords!!!! as to BeNelux, that's pretty well covered on the EAWEuro WW2 map
  17. Version

    731 downloads

    Inside the zipped folder are the exes for.... March 2012 Cat Extractor March 2012 Weapons Editor March 2012 Guns Editor Happy Editing!! (note: I'm taking the chance and approving my own upload, so if it acts funny --like they have before!-- one of the other Moderator/Admins will have to disapprove and re-apporve it! Apologies in advance for any inconviences that may occur)
  18. I PMed him several days ago, about the Spitifre's we're working on, but havn't gotten any response. Anybody heard from or seen him around?? need some work done on one to create the early non-folding winged Seafire IIb
  19. most importantly, SF2 gives you the Desert terrain, which is needed for a lot of our terrain mods as the 'referenced' terrain for the goodies on the ground
  20. Oh No! They've gone and caught Clem!

    I remember when one washed ashore in Santa Monica in the 60s. It's on display at the Natural History museum, in a glass case to preserve it.
  21. Open de Canopy...?

    can o peas??
  22. Open de Canopy...?

    seriously, you NEED to post in the correct forum(s) for whatever game you asking about. otherwise, we have absolutely no way of knowing how to help you. I'd move this to the proper forum, or even answer it, if we know what you were asking about
  23. First Look (as discussted on this thread http://combatace.com/topic/80101-long-term-project/ ) Inverness, looking south west ish. it's taken 18 hours of work for THIS section. The height field adjustments for the Lochs is gonna be unbelievable!!! (meaning: the whole thing will prolly wind up similar to the panama canal - a sea level water way. Apologies to our Scots friends!) one the tiles are all straightened out (meaning: all one type, with fill-ins added later), I can start worring about air bases and cities. (note to self: find out where the old WW2 RAF bases in Scotland were/are. to say nothing of those in Denmark, Norway, Germany, Belgium, Holland, France, and the island groups north of Scotland) ...... the map will ONLY go as far south as Kingston-upon-Tyne. no need for anything further south, as that's covered on 2 other maps
  24. (hence the reference I made above to the Banff Wing) my gods...NOW I remember WHY I don't start terrains from stractch any more.... every single tile will have to be replaced -- BY HAND!!! the stupid fkedup TE has placed road tiles on every piece of open ground that isn't a Sea tile, even in the forest (J series). What isn't a rock ® series. there's no farm tiles, other than the few I've placed showing. what a piece of shit!! the yellow see is the alignment lines I've painted on to get the roads to line up (I use different colors on tile edges to assure 100% matchups). The close up are the myriad road tiles themselves some of you may recognize the Denmark region (I think the large island is where Copenhagen and Reptilicus is). The close up is the island itself. what a horrible thing to happen to a (semi) reasonable being!! AAAAAAAAAAAARRRRRRRRRRHHHHHHHHHHHHHHHHHHH!!!! months and months of work this is going to take!!!... TK is gonna owe several mice (mouses??) and treatment for carpel tunnel to tile this bitch right!! jeeeZZZ!!!!
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