Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,941
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Wrench

  1. Version 1.0.0

    98 downloads

    SF2 Green "Not Desert" Terrain Pack 8/23/24 == For SF2, any and all, but Full 5 Recommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released a "Euro-Desert". Basiclly, retiled to a more lush green environment. This is my contribution in that vein. This terrain is designed to be FUN, and perhaps more than a little silly. As can be expected, there are Easter Eggs (tm) EVERYWHERE. This is a revamp of the stock 3rd Wire "Desert" terrain. It has gone through a somewhat extensively large rebuild (tile-wise), being retextured to a more cooler climate (see Notes) Large amounts of "eye candy" have been added to the airports, cities and other military targets. Ports have been upgraded with buildings, docked ships and other maritime goodies. The movement ini has also been modified, with additional and/or re-plotted routes. Be advised, that the original Desert campaign(s) MIGHT work, as I kept "things" as close as possible to the original, with the exception of FINALLY naming the tiled city regions in the southwest of the map that had never been touched since the 2003 initial release of SFP:1. However, I cannot gar-un-tee any of the existing stock or user made campaigns will work on this modded terrain; Be Advised! I've supplied a great number of Ground Objects (many of which you may already have), but you'll want to double check them after unzipping, to make sure you have everything before installing. Meaning: not everything has been supplied. Ground defenses (AAA & SAMs) use the generic tags (SAMLauncher, SAMRadar, etc), so there should be no problems with the Game Engine (tm) using what's in your Mods Folders. With Ground Objects in mind, this terrain has the usual minimum year spread from 1945 through (at least!!!!) 2050. There are NO mission restrictions, excepting Naval Action (no CVs!!). When 'in game', on the terrain selection drop down, you'll see NotDesert (Green) Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! It should be noted, you might (ok, WILL) experince longer than normal loading times on this terrain. It's because of all stuff I found I needed to include when (re)building it. Also, PLEASE read the "Notes" section for more data on the astronomical, geophysical and climatic conditions of this "region". Good Hunting! Wrench Kevin Stein
  2. View File SF2 Green "Not Desert" Terrain Pack SF2 Green "Not Desert" Terrain Pack 8/23/24 == For SF2, any and all, but Full 5 Recommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released a "Euro-Desert". Basiclly, retiled to a more lush green environment. This is my contribution in that vein. This terrain is designed to be FUN, and perhaps more than a little silly. As can be expected, there are Easter Eggs (tm) EVERYWHERE. This is a revamp of the stock 3rd Wire "Desert" terrain. It has gone through a somewhat extensively large rebuild (tile-wise), being retextured to a more cooler climate (see Notes) Large amounts of "eye candy" have been added to the airports, cities and other military targets. Ports have been upgraded with buildings, docked ships and other maritime goodies. The movement ini has also been modified, with additional and/or re-plotted routes. Be advised, that the original Desert campaign(s) MIGHT work, as I kept "things" as close as possible to the original, with the exception of FINALLY naming the tiled city regions in the southwest of the map that had never been touched since the 2003 initial release of SFP:1. However, I cannot gar-un-tee any of the existing stock or user made campaigns will work on this modded terrain; Be Advised! I've supplied a great number of Ground Objects (many of which you may already have), but you'll want to double check them after unzipping, to make sure you have everything before installing. Meaning: not everything has been supplied. Ground defenses (AAA & SAMs) use the generic tags (SAMLauncher, SAMRadar, etc), so there should be no problems with the Game Engine (tm) using what's in your Mods Folders. With Ground Objects in mind, this terrain has the usual minimum year spread from 1945 through (at least!!!!) 2050. There are NO mission restrictions, excepting Naval Action (no CVs!!). When 'in game', on the terrain selection drop down, you'll see NotDesert (Green) Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! It should be noted, you might (ok, WILL) experince longer than normal loading times on this terrain. It's because of all stuff I found I needed to include when (re)building it. Also, PLEASE read the "Notes" section for more data on the astronomical, geophysical and climatic conditions of this "region". Good Hunting! Wrench Kevin Stein Submitter Wrench Submitted 08/23/2024 Category Full Terrains  
  3. I have Deuces' all rebuilt for SF2, if there's any interest. The only things I changed are updating the data ini statements with SF2 statments (shaders, etc), and 'squaring off' those shity port tiles, and adding the 2 stock ships (cargo ship & tanker). I did add a few hangars to some of the airfields, but otherwise is 'as issued' in 2002 (ish)
  4. EricJ, don't forget the CubaOTC terrain. Nice Carribean vaction spot
  5. Never seen anything like this, on ANY terrain, even 1stGens. What I was doing, for grins and giggles, is take a look at Deuce's "Green" Desert 1stGen terrain. Got all the SF2 statements added, "repaired" all the water bearing tgs (so now it actually has "moving" water), and few other little things. But, a few of the airfields are a bit nekked. I just wanted to add a few hangars, so loading it up in the TAE, and the image below is what I got. You can the Objects, but not the tiles nor TODs. All tiles and TODs are IN the terrain folder. I've checked and double checked all the inis, to make sure they readable. Oddly, the TFD tool has no problems reading it, showing all the tiles and TODs. anybody got any idears why this is happening? I mean, I easily added the items by adding them to a stock, unmodded Desert terrain, and simply copy/past them into the Deuses_targets ini. OTH, these added items do NOT show in the target listing window, and any other item added show up, but is NOT moveable to a selected position. Some damn odd stuff, what??
  6. Version 1.0.0

    220 downloads

    SF2 Formosa Straits Terrain Revamp (v.2) by Gepard 10/15/23 *Full 5 Merged Installs Recommended* This terrain mod is designed to REPLACE any and all eariler versions. It also includes any previous updates from long past years. It is designed for use with the SF2-NA environment While the tiling has not been touched, (almost) all the target areas have been revamped, rebuilt or replaced. Several new regions have been added, and many of the other inis have been upgraded (See Notes for more changes). Several items (Ground Objects & Weapons) are supplied; in the Notes section is a list of other items you'll probably want to obtain. Be advised, you will experience longer than usual loading times, due to the weight of objects on the terrain. And yes, you can expect a plethora of 'hidden in the open' Easter Eggs. After all, it's my trademark!! (tm) As always, PLEASE read the install instructions, and the accompaning Notes and Other Nonsense for more details on other needed items. As is reccommended, unzip to an easy to find location, so you can access the readme for it's full instructions. Gepard's original readme is also included, for historical purposes. Good Hunting! Wrench Kevin Stein
  7. I was the king of that, for a long time!!!
  8. check the terrain's limited nations and nations.ini. Oz will probably need to be added, as VietnamSEA is a limited nations=TRUE terrain
  9. Yes, get the lod viewer!!! It's a mind saver! Once you start, you'll never stop using it. #1 tool for texture artists. Canopy_Frame is the mesh name also, remember that 'crew names' are Level=2 decals, linked to the serial or plane-in-squadron number/letter
  10. check the cat pointer line in the main ini also double check the read me as to WHICH cat it requires (just to be safe)
  11. as seen in another thread ... USCG PB-1G well, I was able (with the help of the LOD Viewer --all praise Mue!!--) to get the painted on stripes aligned (in 4 segments!) on the fueselage and dorsal fin. There are other problems; some holes in the right side of the fin, where it joins the upper fues, has the large belly radome and not the smaller chin radome the ARS units would have. Also, there's no internal mapping in the waist and nose regions so decals show through from the outside. I sure a 'fake pilot' unit could be added, as I've already hidden the belly radome. Just need the A-21 boat, eh?? btw, last time I worked on this was June, 2015!!!!! I wonder if Veltro might still have the MAX files, and if so someone could seal up the gaps and maybe create a seperate map for the interiors. If not ... well, it's really just for eye candy
  12. I built on 'long ago, but never released it (iirc). never finished the serial decals and such. Has some misaligned meshs, and decal bleeds too. Also has teh under belly radome, but that may be removable... might have to revisit it and see...
  13. arrrrh, we're off to be hunting the White Whale!!!
  14. DA: the 4th FG squadron's Sabres had the patches in the places I put them, based on photographic evidence (something I know YOU know about!!! )
  15. did you build the TGA correctly? It looks like it placed correctly (where I put the 334th badge). Did you exceed the number of decals per mesh (try not to go over 3, although sometimes 4 works) is the pathway correct for where the tga is stored? what level is the decal? Level-=1 only works for squadrons listed in game's Squadronlist.ini. If you've left if L=1, change to 0, as it's specific for THAT that skin only let us know what works or don't
  16. Just wanted to say hello to everyone

    We've missed you around here. Take care of yourself, brother!!!
  17. Yup, as has been said above (OlWilly REALLY nailed it!! thank you!) The player's stuff always works (well, most of the time). The AI suffers from HUA since one or another of the NA patches borked more than just EMC/CM for AI controled birds. You just have to make due with what we got, as we'll never get a fix from The Manufacturer, or be allowed to hack and share a "repaired" dll. More's the pity, given what can be done with this game series
  18. damn! all I got to ask is .... how the hell did the pilot see where he was going???
  19. just another Fitter
  20. 3W has a record of you purchase. You should be able to just download it again. I did a few weeks ago, as I couldn't find the All-In-One exe. Didn't have a problem
  21. Sometimes, you have to look twice. Then, you still say ... "WTF??????"
  22. found some old videos

    awesome!!!!
  23. at first I thought this was a weather report, given all the climate issues we've been having lately!!! nice one! I agree, the Ghost scheme is cool!
  24. ah, P-38 Lightning, maybe??? for FM data. might be lighter in GW then the Arava, but twin engined, twin boomed, 2 rudders one elevator
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..