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Wrench

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Everything posted by Wrench

  1. wasn't ther something like that in the Falklands mods?? edit: yes, its called "OerlikonAAA", and is a dualmount 35mm. It'll need some updating, and a userlist as more than just Argentina used it. edit: http://en.wikipedia.org/wiki/Oerlikon_35_mm_twin_cannon part of the Skyguard system, so will definately need updating for SF2. Problem being, if you hand-place, and call specifically the radar and gun mounts, they won't show on the RWR. Standard bug
  2. the tiles go in the main TE folder, for example... (since I have many of them, broken down by tile type...) C:\Terrain Editors\WoI_Only_TE\*name-of-tile.bmp* texturelist.ini can go in either, but I usually have it in the terrain folder, since I use so many custom-made tiles... C:\Terrain Editors\SF_Persian Gulf\PersianGulf\TextureListPersianGulf.ini
  3. Geo is closing his site down. He wanted to know what do with all his 'stuff'. I said "Upload it here!" If you'll notice in the file announcements for First Eagles (and EAW as a well -and SF soon to come!), some of his work is already starting to appear. Just want to say thanks, George, for all the work over the years; all your efforts will not get wasted or lost. They'll all find good homes! So, gents, there you have it!
  4. Go For It, Brother!! I'm QUITE interested to see how looks/turns out! maybe one sided mesh???
  5. chain link fencing surrounding the entire airport perimeter??? You're a glutton for punishment, Enda!!! assuming 100m section lenghts, and depending on how far out from 0/0 .... (even my supply base/army base used over 200 seperate entries -and those were only 375m from 0/0 ....) you're talking over 1000 entries. I think the max listings are 999 for target areas. be a good experiment! better still, would be to have a fence built into the TOD for the airfield permiter tiles; assuming an airfiled2farm 25/50/75 type of thing. For desert/desert airfield tiles ... I shudder to think! but that chain link fence can be used in MANY places!! as to the barbed wire by Monty, you can find in a lots of my terrains, DS,ASW,IR, IR2003, etc. the lods are barbwire01 barbwire02 barbwire03 and barbedwire.tga the fence your showing is (and you obviously know this already) Fence.lod FenceLong.tga it's definatley more of a security wall; as used in IR2003 at the base near the Iraqi/Iranian border NE of Basra hope that helps!
  6. that's NOT the wire fence! that's more like a Hesco wall you talking the barbed wire fencing?
  7. Victory In Europe Day

  8. each national insignia is controled by the game's Nations.ini. the decals are numerical; each number (Insignia001) cooresponding to the number of the nation (Nation001), as listed in the Nations.ini And yes, DO try to post in the correct forums.
  9. it might really help to know WHAT game you're asking about, so that 1) we can move this topic to the correct Forum and 2) give you the right answer!
  10. interesting to note, the bottom left corner of EVERY terrain is the 000000,000000 point. all 'places' are measured from that spot
  11. you have to deal with the DAT directly ... follow the instructions they give on their front page. http://cplengineeringllc_bb.cplengineeringllc.com/Forum/viewforum.php?f=6&sid=6719810597431d33dd8989377f13afbd I'd reccomend READING everything there, and following their instructions basically, it's their file, and to get it -and access-, you follow their policies.
  12. same as I did on a couple of scooters .... the difficult part is not finding the node name; that's listed in the aircraft's data ini , but the location coord. I'll see if I can find the example... edit: from the A-4L: [Decal028] MeshName=droptank_c DecalLevel=0 DecalFacing=Left FilenameFormat=A-4L/VC13/D/tankstripe Position=0.16,-1.20 Scale=3.0 DecalMaxLOD=2 [Decal029] MeshName=droptank_c DecalLevel=0 DecalFacing=Right FilenameFormat=A-4L/VC13/D/tankstripe Position=0.16,-1.20 Reverse=TRUE Scale=3.0 DecalMaxLOD=2 [Decal030] MeshName=droptank_r DecalLevel=0 DecalFacing=Left FilenameFormat=A-4L/VC13/D/tankstripe Position=0.30,-1.20 Scale=3.0 DecalMaxLOD=2 [Decal031] MeshName=droptank_r DecalLevel=0 DecalFacing=Right FilenameFormat=A-4L/VC13/D/tankstripe Position=0.30,-1.20 Reverse=TRUE Scale=3.0 DecalMaxLOD=2 [Decal032] MeshName=droptank_l DecalLevel=0 DecalFacing=Left FilenameFormat=A-4L/VC13/D/tankstripe Position=0.30,-1.20 Scale=3.0 DecalMaxLOD=2 [Decal033] MeshName=droptank_l DecalLevel=0 DecalFacing=Right FilenameFormat=A-4L/VC13/D/tankstripe Position=0.30,-1.20 Reverse=TRUE Scale=3.0 DecalMaxLOD=2
  13. there's one for the Argie Scooters, but it has the round 'hump' as well ... looks like you'll need some 3d guy to make one!
  14. Gents, DO remember we have a "What If..." screenshots thread. Use it for the fictional stuff, if you please (btw: nice skins!!!) Egypt!!!
  15. since this, and the other Area88 skins are considered fictional.. PLEASE upload them to the correct download category, the "CombatAce What If.. Hangar" It makes file moderation easier. I've moved them to the correct section. Thank you
  16. it's a known bug ... the damn critter keeps showing up and turning OFF all my made-flyable stock MiGs/Su/etc. Wanna squash this little bastard!!! with a satisfying cruch!!!!!
  17. if Cadete is a freeware signatory, permission is already given. If not, shoot him a PM. I'm pretty sure he's working on one, though.
  18. looking good!! have done hundreds of lilghting fixes, I can appriciate what it takes to do it!!
  19. now, mind you, it still needs the TOD built .... and was really done as an experiment to see if it even could be done (or, should be done)... what do our other Terraformers/Tile Artists think??? (it's easy enough to switch back to the city1 if it looks too funky) the POV is looking north towards the Med
  20. lo-rez = stock Israel tiles but the terrain loads pretty fast!!
  21. it's a ground object problem; there's a whole thread on it around here somewheres. start by removing ships, and re-adding one at at time (the 3rd part cargoships, tankers, trawlers, etc). DOn't forget,too, all ships will need collison lods added you should also turn OFF the NavalMap, as that tends to 'remove' the Primary Target tag for Auntie Shipping, CAS and Armed Recon missions. TK is aware of the issue, but so far nothing has come of it* Make a copy of the _water.bmp, (saving the original), and paint out the naval zones. when I built it, it was never designed with CV usage in mind -- the waters are too narrow/shallow in that upper part of the Gulf. The ocean east of Bahrain, where a CV would be, is too close to the Wall *=the same reasons the completed Persian Gulf map hasn't been released
  22. Happy Birthday to Column5 and Crab_02!

    Gentlemen! (I use the term loosely!!) I raise a toast to you both! have a outstandingly outsanding Birthday!!
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