Jump to content

Wrench

ADMINISTRATOR
  • Content count

    27,028
  • Joined

  • Last visited

  • Days Won

    134

Everything posted by Wrench

  1. I don't have anything bad to say!! OUTSTANDING!!! (makes me glad I added it to the Texas/Mexico terrain!!)
  2. probably just some jackass BEING a jackass ... I wouldn't worry about it too much. the "Isengard" skin is somewhere in the SF2 skins section ... http://combatace.com/files/file/11908-lotr-the-evil-ones-migs-skinpak/ there's also LOTR RNZAF 'what if' Kfir's too (the Good Guys ™) http://combatace.com/files/file/11911-lotr-rnzaf-kfir-c16-raiona/ these are just for fun!
  3. no, this is not NA specifcally -- but a full-5 merged SF2 install, on the almost finished Persian Gulf terrain, flying in the late 1990s thru modern (2012) times these show up, can be targeted, but do NOT give the 'primary target' tagline container ship (carguero?) smallcargoship petrolero Oiler the MVs from the falklands mod also GAZ trucks (all of them!) don't forget too, the Zil trucks end in 1982 -- so if you want them working (or showing up!), you have to extract the data ini and change the endserviceyear to 2050 -even if it's wrong. honestly, I think it's something in the NOT SF2:NA exes/coding that is keeping things from working the way they should. Asked at 3w, and got in interesting non-answer, when the questiong was stated quite accurately. honest to gods, I'm ready to just give up. what's the point of building nearly perfect real-world accurate terrains, when nothing works as it supposed to??? Or, are we supposed ot ONLY use NA as our base install??? None of this makes any sense anymore.
  4. weird thing is, this is the EXACT same tileset used on the Iran/Iraq and IR2003 terrains, and it dosn't present with the same 'oddness'. Also, the 'original' map I stll have, converted to SF2 dosen't do this at all. try using these _hm bmps linked below: http://combatace.com/files/file/9205-black-desert-hm-bmps/ also, do this to the data ini: (backup the data ini FIRST!!!!) [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 //[HeightOffset] //LowDetailMesh=-1.5 //WaterMesh=0.8 [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.3 copy/paste that over the entires then, scroll down through it, looking for statements like this: [Texture015] Filename=desert1.BMP HasWater=0 HeightMap=desert1_hm.BMP HeightMapScale=2.000000 Color=0.968487,0.898184,0.774750 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA comment them out like below (there's about 12-18 of them) [Texture015] Filename=desert1.BMP HasWater=0 //HeightMap=desert1_hm.BMP //HeightMapScale=2.000000 Color=0.968487,0.898184,0.774750 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA also, change the cat pionter to the desert.cat in the main.ini [Terrain] TerrainFullName=Desert Storm DataFile=DS_data.INI TargetFile=DS_targets.INI TargetTypeFile=DS_types.INI MovementFile=DS_movement.INI NationsFile=DS_nations.INI LocationMap=DS_location.bmp WaterMap=DS_Water.bmp BriefingText=DS_briefing.INI DogfightFile=DS_dogfight.INI DogfightOnly=FALSE Longitude=44.433 Latitude=33.333 LimitedNations=TRUE GroundObjectTexture=tan NavalMap=TRUE CatFile=..\Desert\Desert.cat //CatFile=..\GermanyCE\GermanyCE.cat //CatFile=..\VietnamSEA\VietnamSEA.cat if you're running a merged install, and have SF2 and it's associated Desert.cat, you'll have no issues there. There's also a bunch of airfields that have become 'unflattened'. Unfortuately, without the full texturelist ini, I doubt I'll be able to flatten them without at TE crash. see fi those work/fix/help/mitigate/obfuscate or what ever! If it don't, you can always delte the DS terrain folder, and reextract from you downloaded zip
  5. ok ... we can also expand this for any vehicle that's an add-on, too. For CAS and ARMED_RECON, none of the 3rdParty one's are tagged "Primary Target" Only, the Zil truck, Zil Fuel truck and stock tanks show tagged properly
  6. so, as suspected, it's a "core files" issue? of course....
  7. it's paulo's skin/new airplane. ------- while hunting ships, we must have slightly annoyed the neighbors ... gunned that Turkey right out of the sky!
  8. not to worry!! that's just from my listing for the MF (and was only shown as an example of WHAT to move) -- you probably don't have the Isengard skin either!
  9. yup, the 'hidden Group 7' no longer works -------------- many thanks for this!!
  10. someone over on the 3W boards was complaining about the new anti-ship missions. How about trying it "Old School"?? (fortunately for our intrepid SPAD drivers ... their aircraft would be long retired before having to face the mass SAMs from the Soviet Fleet)
  11. a lot of maps seem to be doing that lately. Amongst other pecularities... is there enough room between them and the wall? (in reference to the above screenie, and that western-most base)
  12. got booted out of the cockpit, as I think I hit "The Roof", but it was still climbing, according to the display lower left very ODD!! pic 1 is the view I got stuck with, pic 2 is one the way down; could't pass up the sun/moon/horizon shot (and, so's you could see the aircraft itself)
  13. HERE HERE!! for how many months have I been saying that very same thing, to the yutz's that keep asking about stock skin templates???
  14. please note the "smapans" are TERRAIN Objects, not ground objects. They reside in the /Darwin folder, and act like any other 'building' All the stock 3W ships should work fine -- they do in my install, after the expected End User ™ update with the addition of a collision lod I'd remove all the DAT ships -- they probably are causing some problems. I have an upgraded HMAS Australia (after all, it's realy just the SCB-125 repurposed), if anyone wants it.
  15. happens a lot on non-stock TOD buildings ... could be a mesh error?? Flipped face??
  16. if you know the name of the skin, edit the MiG-21MF.ini, moving that skin to the #1 postion... example: of course, you'll have to do that EVERY time a patch or DLC comes out that 'de activates' the AIs made flyable...
  17. I just recently updated the Australia (that came with the Modern Darwin terrain) to SF2NA standards ... wasn't hard, as it's baciclly an Essex class .. simple copy/paste of the newest statements in the data ini. any interest? If so, I'll upload it to the 'what if' section
  18. PB: I think I left them out, as they're too far west and too close to The Wall you'll also notice I never to got the rivers/lakes/marshes/etc in like I did on the Iran/Iraq maps. (to say nothing of some of the iraqi s/e targets are actually IN Iran!! opps!) someday, if I can ever get the TE to stop crashing on the map, I'd love to go over it again and correct the several dozen mistakes I made (the whole Basra/Um Qasr/Shat-al-Arab region is wrong!)
  19. if they're revesed, I'd say 'make a new one' (had to do this several times already....) to say nothing of sometimes CVBGs NOT showing up in the naval zones, but cruisng across the enemy 'land zones' very much oddness here!!
  20. 100 years ago tonight

    I was wondering if someone was going to post a rememberance .... been watching the documentaries/docu-dramas all week. Thanks Ed! They that go down to the sea in ships, that do business in great waters; These see the works of the LORD, and his wonders in the deep. For he commandeth, and raiseth the stormy wind, which lifteth up the waves thereof. They mount up to the heaven, they go down again to the depths: their soul is melted because of trouble. They reel to and fro, and stagger like a drunken man, and are at their wits' end. Then they cry unto the LORD in their trouble, and he bringeth them out of their distresses. He maketh the storm a calm, so that the waves thereof are still. Then are they glad because they be quiet; so he bringeth them unto their desired haven
  21. I just encountered it on the Kamchatka terrain ... no matter what 'time of day' was selected, it was always night. So, being the terrain guy I is, I took a look as to 'what would cause only nights, on a normal terrain'. the latitude and longitude values were reversed! remember: lat will always be 0 thru 90, INCLUDING minus numbers for the southern hemisphere long will always be 0 thru 180 (although I've never tested minus numbers for east/west of the Prime Meridian, theoreticly those should work as well. moral of the story: open the name-of-terrain.ini, and check those lines!
  22. Today is my First Anniversary!

    Congrats, and MANY thanks Stephen. As has been said, you've brought new life to FE
×

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..