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Wrench

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Everything posted by Wrench

  1. interesting to note, the bottom left corner of EVERY terrain is the 000000,000000 point. all 'places' are measured from that spot
  2. 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.
  3. 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
  4. 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!
  5. Gents, DO remember we have a "What If..." screenshots thread. Use it for the fictional stuff, if you please (btw: nice skins!!!) Egypt!!!
  6. 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
  7. 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!!!!!
  8. 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.
  9. looking good!! have done hundreds of lilghting fixes, I can appriciate what it takes to do it!!
  10. 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
  11. lo-rez = stock Israel tiles but the terrain loads pretty fast!!
  12. 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
  13. 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!!
  14. s**tcan the old one, and extract a new one.
  15. and that terrain ain't nowhere's near as accurate as mine Just so's everyone know, it ain't dead --no matter what Taz may think-, it's jsut sleeping very deeply. If you all haven't been following the posts (Taz -looking right at you), you're aware of the problems. Information will be released, when and if it becomes available For now, that's the end of this thread.
  16. Sometimes I despair at the Human Race

    and you're just figuring that out now??? once our fore-brains developed, evolution was done with us.
  17. because it was a pirated model, and therefore banned from CA
  18. thanks Eric! you know the code, right? I've only done the 20B, as that has the Libyan skin I wanted for the screenie...don't know if they all use the same node name [LeftPositionLight] SystemType=LIGHT Position=-6.75,-6.7,0.35 LightSrcOffset=-0.3,0.00,0.00 Color=0.98,0.25,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=wing_left_outer [RightPositionLight] SystemType=LIGHT Position= 6.8,-6.7,0.35 LightSrcOffset=0.30,0.00,0.00 Color=0.25,0.98,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=wing_right_outer ----- [AvionicsData] Name=SRD-5M GunsightRangingOnly=TRUE RangeUnit=Meters TrackRange=1000.0 ScanBeamAngle=10.0 MinAltitude=1828.8
  19. Happy Birthday to...

    WOOT!!! HAPPY BIRTHDAY! have a superb day -- and here's a round on me!
  20. this is a great pak... the only things needed are tweeking all the data inis to 'attach' the position light to wings so the move when swinging, and adding the gun ranging radar to all the avionics inis.
  21. found another Dos Gringos ya'll might like:
  22. excellent job guys!!! many thanks!
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