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Wrench

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Everything posted by Wrench

  1. here's one for fun, can be used on either gerwin's or the stock INA terrain... [TargetArea058] Name=Mt.Snaefllsjokull Position=279698,552538 ActiveDate=0 Location=1 Alignment=FRIENDLY add to your IcelandNA_Targets.ini. Unfortunately, on the 3W map, you can't add any 'terrain objects' (buildings). which kinda sucks. But, at least, you can let Prof. Lindenbrook have someplace to hang out!
  2. by having the 'custom' decals in the seperate (don't let them be pulled from the cats) /A-6E_79/*skninname*/D/*numbers*, and by renumbering them (after removing the 00 sequences). That's the only way I know! Or, have each squadron's skin decal set for the Modex required. seperate squadrons should have their own specific modex decals
  3. actually, no. I didn't even try ... of cousre, without knowing the node name, we could guess, and mabye.... dave: ou want that book???
  4. change it 0? as all level 2 decals SHOULD start with nameofdecal000.tga
  5. all that really would be needed is a partial template, if one wanted to paint the tail markings on the fins (and I've no idea on the mapping yet), or something to make decals from -which is MUCH easier! there's some nice profiles in the Checklist #3 on the Hawkeye, which I finally got converted from djvu to pdf. It's 220mgs, so if anyone want to try ... I'll pm them the book (if I can squeeze it into my pm box!)
  6. is this something newly broken??? testing the shipping routes on the PG map, and the ships show up where they're supposed to, but no "PRIMARY TARGET" tag on the E key display. or is this just something to do with the add on ships? In this case, it's the container ship (carguero?). They get hit and explode nicely, but 'mission fail'. or do we now have to only use the 2 stock boats????? I'm not understanding this at all....
  7. as ebruger noted over at 3W forum (and I'm exceptionally happy he did!! -- MANY MANY thanks Eric!!!), it seems to be related to any/all terrains which have had the NavalMap=TRUE statement set. It also seem to put waypoints (at least in my testing yesturday on the PG terrain), wwwwaaaaaaaaaaayyy off sometimes for CAS which is why on stock and/or unmodded terrains the Primary Target tag shows. Which reinforces my initial premise of something hard coded is "just ain't right". With us doing the diagnostic, perhaps we can help TK narrow it down, and not let the last 6 years of my life's work go down the s**tter. To say nothing of the 3-5 terrains/terrain mods still in the works (I'm sure we could get away with it in Panama, not having carrier stations...)
  8. enjoy it, guys! however, -- I made a mistake on the VAW112 skin -rename the folder BACK to USNGrey1, so that squadron will appear in the Iseland campaign
  9. no, not of weed, but the Sub!!! would like to have them 'in port' on certain map I thought we had, but can't find it!!
  10. thanks Russ! I'll get it 'docked' today, and post some screenies later!
  11. nope, but the old one works just fine, thank you very much
  12. File Name: SF2NA E-2C Hawkeye Upgrade Pak File Submitter: Wrench File Submitted: 18 April 2012 File Category: Other SF2NA Nor/Grum E-2C Hawkeye Upgrade Pak = For SF2, Full-5 Merged Reccomended and/or SF2:NA ONLY! = REMINDER: you MUST have SF2:NA to access the the E-2C. If you do not meet this minimum requirement, do NOT download this mod, and you'll not be able to use it This pak is a compilation of the 5 skins now available, and adds several new and/or tweeked inis, including a cockpit, that make this aircraft Player Usable. Importantly included is my (Patent Pending) "1 Click Restoration Main Ini", for when the aircraft reverts to AI controled after patching or DLC installation. The skins/decals included are: 601 Hikotai, JASDF VAW-112 (renamed from it's 'USNGray') VAW-121 VAW-123 VAW-124 The cockpit supplied is a very slightly modified version of the S-3B Viking. New avionics and data inis are supplied. Mods to the data ini add manually folding wings (use the Usual Suspect manual animation key, Shift/9), and all lighting positions have been corrected, and other running lights added as needed. Wingtip position lights will now 'move' with the wings when folded. Landing lights have NOT been added. A new turbine engine sound, borrowed from Del's C-130s is used, and supplied as well. New Hangar & Loading screens are included. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein see the rest of the readme for full credits! Click here to download this file
  13. well, that's cool! End Users ™ can just rename that folder.
  14. if I could just get the rotodome to rototate.... that would be awesomecool with the Screwtops markings..... hypnotic!! all 3 USN and the JASDF skin pak?? I'll need to do up a hangar screen...no problems. One of the few things that are still working....
  15. CHEATER!!! on my copies of Del's templates, there's 3 layer of various 'noise' small noise large noise weathering maybe fiddle their opacity a bit?? and/or take the specular, reflectivity and glossiness from the camo A-10 textureset ini?
  16. there's some screenies in The Gallery, illustrating the points. http://combatace.com/gallery/album/763-wrenchs-stuff/ you can see the targets are marked, just not tagged PRIMARY TARGET (to say nothing of having modern AFVs NOT showing all of a sudden...WTH is actually going on here???)
  17. unprimaried tanks

    From the album Wrench's Stuff

  18. unprimaried truck

    From the album Wrench's Stuff

  19. unprimaried ship

    From the album Wrench's Stuff

  20. I don't have anything bad to say!! OUTSTANDING!!! (makes me glad I added it to the Texas/Mexico terrain!!)
  21. 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!
  22. 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.
  23. 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
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