Jump to content

Wrench

ADMINISTRATOR
  • Content count

    27,032
  • Joined

  • Last visited

  • Days Won

    134

Everything posted by Wrench

  1. that's exactly what it means!! cause there weren't none, in RL
  2. http://www.thirdwire.com/downloads_tools.htm from the 3rd Wire site. you need the cat extractor (should be in our download secetion too, under tools/utilities section. April 2012, methinks)
  3. oh yyyyeeeeeeeeeeeeeeeeeeeeeeeeesssssssssssssssssssssssssssssssssssssssssss
  4. wait .. I just noticed... AI Ritualistic behavior??? wtf?? is the AI now sacrificing virgins to volcanos????
  5. the Iranian threat...........

    me too! dark gray or black. It's more slimming
  6. is NUC listed in the bombbay callout as an AllowedWeaponType=
  7. not built. the map has insufficent 'sea room' for placement of NAstyle CV zones in their proper position* (ie: just the USN) * or improper postions either
  8. then, perhaps, this discussion should be in the SF2 forums, not here in the SF/Wo*s???? hhhhmmmmmmmmmmmm
  9. trust me ... you REALLY don't want to be messing with the targets inis. also, if it one of mine, all my terrain mods are 'locked' ... as per this addendum http://combatace.com...post__p__545949 for you own PERSONAL use, fine. but not uploading
  10. happens a lot on terrains built with the derst (SF1) TE do this in the data ini: [AlphaObjectTextureMaterial] EffectShaderName=xxterAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE comment out the fx line I wouldn't worry about the shelters ... this is where some peoples lack of understanding of the mechanics fo the game hurt things. those would have be NEW 3d objects (terrain objects), bult in MAX, exported, skinned and then hand-placed on the map like every other of that type of object. when I rebult it, it's a accurate as possible to Real World as the game engine (allows). And the crappy tile system.
  11. "Generic Hangars Pak" their orientation is 180 off the "normal" used on the Tunisia terrain, on one or another of the pto terrains and the eaw euro too (coming soon)] yes, Geo closed his is site and upoaded all his products (ww1 and ww2 !!) to their various sub-sections. Pity we couldn't get the MAX files too
  12. again, another 3W mistake ... Spitfire's are FIGHTERS
  13. looks about right to me! remember, the Mk.II is essentiall a -1A, withOUT rocket rails the Mk.IV is the -1D WITH rocket rails! damn confusing, at times!!
  14. seriously??? use a totally incorrect Mustang Pit, when a perfectcly good Spit pit has existed since 2006... whatever...
  15. now, just to clarify, we're talking the "Phillipines 44" (displayed name) map, with the SF2NA upgrades....right? NOT the PI 1941 by baltika because all the airfields work for me..
  16. yes, the royal navy variants
  17. those beauties are only AI controled by default. so.... add a cockpit
  18. oh, THAT's a good one!! I'm gonna steal it!!
  19. you put the brakes lines in too!!!!??? man oh man....with stary's pit it's gonna be a good one.
  20. that is the single most diffucult thing to do, let me tell ya!! and not just the city-river, the city river turn, the city itself, and city to farm tiles as well. as you cn see below, sometimes you get a bit lucky, sometimes not. which is why i made the city tods on the EAW Euro WW2 a little on the sparse side... note to self: need replacemnte Eiffel tower ... the 'imported' BoB one dosn't work....
  21. just watch out for "THE Wall"...it's only about 4-5 tiles west of Santa Rosa de Lima. when TK screwed us over, sometime between the March or July patch, he took away the abilitty to reset the world edge boundries, thereby negatinng several thousands man-hours of terrain work. On at LEAST 5 terrains....
  22. russ hasn't finished reworking the lod patitence. it's a virture
  23. well, it seems it started working... if I concentrate on ONLY the GCE tiled one, it'll be VERY long weeks before release. If I finish off the 'BN series tiled' version, that can be out in substantially less than "2 Weeks". However, when the GCE version is finished, you'll be downloading a MUCH bigger package, and have to delete this 'older tile' version. Please take into consideration that there are also several aircraft mods, of some importance, in the pipeline that would suffer delays YOUR vote/voice is important! Thank you for your time!
  24. with some of the "specailty" tiles that need making, and truthfully, that's on ly an hours work for me --it's stary that'll have to convert them to mulit-season (which is something I've never learned!!) stock TODs would have to used, as the placement of historical buildings and such would vanish with the usualy used overcluttered TODs (sorry, brother! your remember what we went through with korea!) make it diffucult to see an example of 'specialy tiles' is shown in the screenie below...in this case, my semi-famous "city 2 airbase' tile we'll see what happens...
  25. expeimentaly, one could try this: we'll assume (oh!! that word!!), a standard runway 3, which 'holds' one squadron -- now, unfortunatley, TKs airfiels are set up for " trailing" take off, so what we see like in the BoB movie is probably impossible so... we take our targets ini and suitably modify it.. [TargetArea0**] Name=RAF Manston Position=abcdef,uvwxyz Radius=6000 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=desert_airfield3.ini NumSquadrons=1 Target[001].Type=nolod Target[001].Offset=0.00,0.00 Target[001].Heading=0 ----rest of entires remain the same---- and see what happens. what you should get, is an 'empty field', with the various support building scattered around in their 'stand' locations. The airfield zone would need to flattend, of course, just like any other, and you'd need a 'blank' or empty tile to simulate the grass. weither this will actually work or not ...?????? This is a simliar idea to gepard's invisible airfield, as seen on his BoB terrain,which uses the 'flugplatz' tiles one can only try it and see if it works!
×

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..