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Wrench

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Everything posted by Wrench

  1. must've been a pre-06 mod. After the 06 patch, the full path is required *aircraftname*/*skinname*/D/*decalname* if you've got the WoI expansinon for 1stGen, you should be able to make use of the SF2 RAAF Meteor skin/decal set I did for them. It's in the SF2 skins downloads, and is 98.6% hisorically accurate (also 77Sqds Mustangs too)
  2. CH: that one my A6M2 skins (Akagi, maybe?)??
  3. don't think that'll work at all. 99.9999% of listing can only use a single aircraft type (in other words, never seen that since 2003!) best advice: study/examine existing campaign data ini, both stock and 3rd party
  4. great job! one small tweek.... due to the use of painted on markings, add this to the bottom of both decals.ini. [Decal005] MeshName=LeftWing DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=0,0 Rotation=0.0 Scale=0.00001 DecalMaxLOD=2 painted on markings will NOT activate the Nation's name on the loadout screen, and this will fake it out!
  5. when it was originally built, GermanyCE. Even though the tileset uses the 'desert' naming conventions. when first released for 1stGens, we use WoE as the base, as that was the only one with the needed T-72s for Iraq. With SF2, Full merged, it don't make no difference anymore
  6. the learning curve is well worth the time spent. I, personally, just wish I could get the frakking terrain back into the TE (keeps crashing it), and fix all my pervious mistakes. And add the the damn rivers, like I did for Iran/Iraq. (which, of course, means lots and lots of bridges to be added --but, then there's the fun of blowing them up!)
  7. I'm right here ... a bit late, but here nonetheless. Yes, as said before, the 'white triangels' (or squares or panels or cylinders) are DX9 aritifacts in SF2. They tend to vanish with DX10, for the most part . Other times, the offending mesh must be moved. you do it basically, like we do to remove external aircraft part, but in the cockpit ini. how I do it, to keep it simple naming-wise, is call the items 'move1', 'move2', etc. (btw, you can see how it works on the 3W O-1E mod I uploaded last year -- i moved the living daylights around on Kess's Yak pit, to create the cessna(ish) pit you add a new 'insturment' that'll be the move statements: then, since the Yak-3 pit came with the OUT file, it was easy to ID the necessary components to move... unfortunately, we don't have OUT for boopi's Flagon pit, so some work with the hex editor to 'search' or 'find' the node/mesh name is in order. Here's where knowing aircraft components (real life) or even best-guess as to the name comes in handy.... in this case, my best guess would be 'gunsight' ... find and write down all the node names, then start moving them off one at a time. Sometimes, the parent WILL move the child mesh; sometimes not. Be prepared to spend several hours experimentating. have fun! (insert evil grin _HERE_)
  8. I've had my fill of Tomcat p0rn ... I want forests & fields p0rn!!!!!
  9. once again, moved this thread to the correct Forum, where it'll be seen by those that really know what's going on ========================== it's a game engine glitch, and even more prevelant in SF2 ... you'll have to use 'generic tags' (SAMRadar, SAMLauncher, EWR). Calling an object directly for placement can sometimes prevent it from showing. Which makes it a flat-out bitch and a half, when trying to build a historically accurate terrain where not only the locations of AD units are known, but the exact TYPE of unit... Also, the engine will sometimes NOT populate AD units near the player's base or nearby cities. This keeps computing cycles down by not putting things where they're not (yet) needed. And again, there's a 50km 'bubble' around the player aircraft. Things (ground objects) will not spawn outside that region. They'll also de-spawn as the player's aircraft leaves that area. A well know fact among the 5 of us terraformers...
  10. ......and..... read the enclosed readmes ... the most important file in any download. The reason I insisit vehemently on good ones being included.
  11. workin on a Marine gray for you ... just need to make correct loviz decals and find their positioning. and better pictures; don't know if HMAs use the squadron name tag or BuNums......
  12. also, the name of the Hellfire is wrong in the loadout ... s/b AGM-114A. The named weapon is always the "TypeName=" from the weapon's data ini after making the changes in the loadout ini, this is what I got.... seems to be several unmapped areas; albeit a beta it's not too bad (and I never use helos, as the game just don't like them much)
  13. and the loadout ini screwed up ... remove the extra zero (0) in front of the 10-20 callouts. the game don't need 3 digit loadout station numbers like so: edit the data ini too, and remove the STRIKE tasking ... these birds ain't used for that!! should read: PrimaryRoles=ARMED_RECON,CAS SecondaryRoles=FAC and that's all baby!! i'll have to finish editing, and then retest (had to go and d/l it....)
  14. EOGR= electro-optical guided rocket LGR= laser guided rocket (btw, will need a laser designator mounted/built in) WGR= wire guided rocket RKCT = single rocket (think HVARs or S-22) RP = rocket pod also, check the allowed max weight for each station; must be larger than the weight of the weapon mounted that's why I asked for that section of the data ini .... and which helo to figure it out from! like this....
  15. yes, it does! (ie: all inclusive!)
  16. what does teh data ini show for that station, and what does the loadout ini specify? can you post those sections (and what helo?)
  17. http://combatace.com/topic/68224-adjusting-beginning-end-year-spread/ that's why it's a sticky in the KB
  18. due to the amount of spamer and spam posts we've been getting here at CA, the Ministry of Air Defence has created a new missle... I present to you, the 12SPM-4 launcher. Based off the SA-3, it uses all the same hardware (search & track radars, etc). Is now available for export around the world
  19. check the readme (should be posted at 3rdWire) to be sure, but the Nov 2011 should be cumulative. when in doubt, always check the posted readmes at TK's site
  20. now, all we need is a cockpit (STOCK!!! not imported from WoV!!!) for that TRAM
  21. OnGroundPitchAngle= in AircraftDAta section of data ini
  22. Version

    2,438 downloads

    Upgrade for America NorthWest Terrains: 4 Seasons Inclusive Build -for SF/WoV/WoE/WoI and maybe FE? The original America Northwest Terrains; AmerianNW, AmericanNWinter and AmericaNWSpring, were released sometime back in 2003. They are exceedling FUN maps to fly on, as they are full of deep canyons and high mountain ranges. But...with the advent of the 9/08 patch for the entire 3rd Wire series, they can now be combined into ONE terrain, and with a few ini edits, allow for =ALL= 4 season to be present in ONE terrain folder. Seasonal changes are based upon the date a mission is flown, in single mission (month/day - year makes no difference), and probably in campaigns as well This package includes ALL 4 seasons for Major Lee's "America NorthWest" series, combined.This package is designed to TOTALLY REPLACE =ALL= the original terrains, with one single install. Editing has been done to the all the inis, as per the latest patch standards. Included are also my targets and movements enhancements, as seen in a 8/07 upgrade, with some additions. Included are the "Spring", "Summer" (by CA_Stary), "Thaw" (by Doghouse & Deuces), and "Winter" seasons as new subfolders of this rebuilt terrain. A new 'EnvrionmentalSystem.ini', that is terrain specific, was created that raises the cloud deck OFF the mountains. It's also super easy to edit, to allow for lower clouds, if that is your wish. You'll also find regional specific trees (pine) scattered across the landscape. It looks sooo much better with trees!!! :) For those looking for it, YES, there are more than a couple of Easter Eggs, as you've all come to expect. While set in the "What If.." world of the Global Sedition vs the North American Alliance, it's quite usable for just about anything. =EXCEPTING= no anti-ship missions, as there's no large bodies of water for shipping routes. (see my pleas for retiling in the "General Notes and Other Nonsense" section below) The movements ini has been expanded for more Armed Recon missions, with additional truck routes for both sides. Additonal targets have been added (one new city, airport and train stations for each side), and new Ground Attack routes for CAS missions. I added an oil field to the Alliance side, to give the Sedition forces something extra to bomb, and Alliance forces something to protect. I figure the story line would be "short on resources, the Global Sedititon is trying to capture the Salmon River Oil Fields and Elk Mountains Uranium Mines for their own". New country flags have been added (the 2 GS and Alliance flags are still here!) for NAA alllies - USA and Canada. This has been tested in WoE (my main Laboratory of choice..) As it was originally built for SF, no worries there. WoV should also be no problem. It -should- work in WoI and First Eagles, but you'll still need one of the Original 3 Terrains ™ for the terrain cat reacharound. This, however, has =NOT= been tested. You use it in these games at your own risk. Vista users should also have no problem with terrain effects, as the latest round of patching has apparently cleared up that problem. And the fact that there's no water on this map..... Included as well is FastCargo's SON-9A "FireCan" AA control radar, and some ini updates for a few of the stock "Red" AAA units, networking them to the FireCan. PLEASE read this entire ReadMe all the way through before installing; there are some issues I've encountered that need some explaining, and this will give you a better understanding of what I've tried to accomplish. Good Hunting & Happy Landings!!! Wrench kevin stein
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