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Wrench

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Everything posted by Wrench

  1. the SF2NA terrain is LOD-driven; no more TE. That terrain is build in MAX.
  2. remember, the alpha channel acts like a 'hold-out matte', that blocks all but the image in the center... i've zoomed up the image, so you can see it little better.... (yes, that's Rose from Dr. Who). Now, when I did these these for the P-61, the actual size of the working image was huge .... 2048 or above, then resized down to 256 or so for the actualy decal (some were even larger, with 10+ layers) this is the nose art decal, with just the background image. you can see the white background this is JUST the alpha channel, without anything else and this is all 4 channels, RGB plus the alpha I picked a nose art to show, as they usually are oddly shaped, and multi-colored. I type in the lettering in black, then block it off with one of the marquee tools (usually the rectangular), then use the paint bucket on the lettering to change the colors. This is done BEFORE adding/creating the alpha, and any color other than black with change the opacity down and not show as 'bright' as it should be. To get the image centered, I cut the lettering/image out and then paste it back into the background layer. For some reason, PS automatically centers the image; then merge it down flat. Then, copy the background (with the image), create the new alpha, the paste the image into the alpha channel. But there's still more to do... For LRRH Herself, to keep her quite visible, no changes in opacity on the RGB layer are attempted ... we want her to shine!!!. After creating the alpha, I had to 'paint out' or remove any of the alpha INSIDE the figure (as can be see in the alpha-only image) - it's pure white, to allow her to come through in all her glory. The edges are painted using a 1 pixel hard round brush, following the outline of the body. Then, the interior gets painted out. It can take some time, but the end product is well worth it.
  3. decal with All 3

    From the album Wrench's Images

  4. decal with alpha 2

    From the album Wrench's Images

  5. decal No alpha 1

    From the album Wrench's Images

  6. I'm assuming you have all the proper Bad Guys ™ installed for the time frame (I know, dumb question ... but...) I've never had that happen, all the way back to 2004, when we built the first WW2 installs. Have you tried this, on the SingleMission statement, in the Options.ini... StartYear=0 EndYear=0 That's what's in mine, and seems to work OK. I only have a PTO WW2 atm, so can't check the other theatres (btw, didn't notice this before, but MTO IS North Africa! Unless its' the DAT one)
  7. JRL's video's are worth the watching!!
  8. You mean the Gilbert XF-120???? try brake_R brake_L that's what I found
  9. yes, it called "copy/paste", and "allow the Overwrite" So.... thusly... Unzipped, NF4+/Objects ---> copy/paste /Objects OVER the existing /SF2:E/Objects folder. When asked "Overwrite?" click the "Yes" box. it don't get any simpler than that! You'll do that for ALL the new addon folders, allowing the Overwrite each time.
  10. actually, by fiddiling with the x/y/z of the cockpit position, on could even 'hide in plane sight' (as you can see, I'm not quite dialed in yet....)
  11. no, it shouldn't do anything but remove it from sight in the cockpit. Do that, and look at the extrnal model. if the probe remains ... if not, it can be done by the HideExternalNode= line added to cockpit ini (unless, of course, that remove the Raz one -which it shouldn't with luck) or... in the Nose section: ShowFromCockpit=FALSE and the odds of us getting AFR are so close to Zero ™ that makes no difference
  12. per target area, in theory, the max number is 999 objects listed. The game only recognizes 3-digits - XXX. Remember, too, that's 3 lines/entries for each target area object ... so if one creates a 999 object target area, that's 2997 individual lines/entries. Total target areas, also in theory, is 999. The most I've ever built has run into the 400s. As to populating, see my other post about the spawn/de-spawn of GroundObjects. Terrain objects (those from the terrain cats) are a completly different animal; they seem to be permanent fixtures well beyond the 50km Bubble ™. Hence, the reason I keep them to the minimum amount necessary (prefering to use custom TODs for cities), to hold processing cycles down, and (hopefully) keep framerates in mid-20s or above (you do know the human eye can only see 25 FPS?)
  13. with very few exceptions (Col. Scotts fer isntance, USAFE) they're all Korean Era i think that missing tank might be a mass hallucination ... I don't ever remember seeing it!
  14. on the physical map, or listed in the _types ini??. There IS a difference....................
  15. I'd reccomend (yes, shameless plug!) my SF2 versions of the G T-Jet ... in fact there's 3 different 84s recently (well, last year/early this year) released for SF2 that should work pretty damn well in 08 levels (with minor tweeks) Also, if you d/l those, you'll see I used the Sabre drop tanks ... they're about the correct size and shape (see below)
  16. Ethiopian AF Su-27 Flanker

    Version

    360 downloads

    Ethiopian AF Su-27 Flanker Skin Pak 2/10/2011 = For SF2, Any and All = A new skin/decal pak for the Marcfighters Su-27, representing EtAF Flankers from the late 1990s to the present. A new "Userlist.ini" is included (may not be fully accurate, and changes/updates are welcomed!), as well as slightly tweeked data, avionics and cockpit inis (made some general fixes in regards to things not working/missing/fitting quite right). Weapons are NOT included, so you'll need the GunnyPak or some other full WeaponsPak for SF2. You also =MUST= have the Su-27 in your game install (doh!) to install this pak to. These skins have been partly repainted (with redrawn panel and rivet lines) in several areas to remove the painted-on markings creating a 'blank' canvas to allow for the use of decals for ALL markings. The side effect of that, is other countries can easily be created by simple edits of the decals ini. On this version, as stated above, ALL the markings used here are decals. Serial numbers are 'best guess' based on the limited information (both text and photographic) available. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein
  17. Oh! for the heady days of open cockpits and silk scarves!!! try canopy_front that's all I could find that seemed close
  18. File Name: MiG-21UM Mongol by AmokFloo File Submitter: Wrench File Submitted: 12 February 2012 File Category: MiG-21 MiG-21Um "Mongol" by AmokFloo = For SF2, Any and All* = *Reccomended for Full-4 merged, as it references some decals from SF2:E and SF2:I* Fairly Complete SF2 package of the MiG-21UM "Mongol", with a collection of skins (well, those that I had ... feel free to add others!). 10 skins/decal sets are included in this package. Looking through the 1stGen downloads shows several more skins that can be easily added. You have these skins in this package: 4 Indian AF (24 Sq, 101 Sq, HAL, IAF Gray) 2 Czech 1 East German 2 Soviet (NM & Camo) 1 "Generic" overall Desert (tagged for EAF) A new "Userlist.ini" is included (may not be fully accurate, and changes/updates are welcomed!). Minor tweeks to data, loadout and avionics inis. The avionics ini now as a gun-rangine radar and an audio-only RWR. A new Hangar screen is also included. All lighting has been adjusted to fit the aircraft, however, a landing light was NOT added. It also references the 'MiGEngine.wav' from TMFs MiGs (not included) Decal randomization is set to true, for the most part. With a little luck, I got them all dialed in correctly!!! Feel free to make any/all adjustments and correction. Weapons, with the exception of the MG pod are NOT included, as they use all stock in-game items. The KV-1 seat is also included in the /Pilots folder. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein Click here to download this file
  19. you know what, I'm just gonna make the tweeks, assemble the full package, and upload it. Lots of small fixes -- avionices (gun ranging radar, etc0 give me a few hours, as I have to make a hangar screen too
  20. interestering, .... that's completely different from what I have. Did a lot of tweeks on it for the Indo/Pak mod... weapons stations... loadout...(generic!) I remember (vaguely!) doing research, and now I'm not sure if they carried the GP-9. I DO recall the MG pod... here's the stuff for the gun...there is NO lod!! Cerate folder "21UM" main ini: (ie: 21UM.ini) [WeaponData] ObjectFullName=21UM Gunpod ObjectDataFile=21UM_DATA.INI [LOD001] Filename=NOLOD Distance=1200 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 weapons data (ie: 21UM_Data.ini) [WeaponData001] TypeName=21UM FullName=MiG-21UM Training Gunpod ModelName= Mass=28.000000 Diameter=0.000000 Length=2.100000 AttachmentType=WP,SOVIET NationName=Soviet StartYear=1969 EndYear=2030 Availability=2 BaseQuantity=6 Exported=TRUE ExportStartYear=1969 ExportEndYear=2030 ExportAvailability=2 WeaponDataType=3 GunTypeName=7.62mm_PKB MaxRounds=200 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,1.000000,0.000000 EjectShells=0 have a 98.8% accurate userlist.ini too, if anyone wants it. Or I could just put everything together in one Big Pak, and upload it.
  21. lights are an esay fix .. take the positions off the stock Fishbed, and move as needed.
  22. in 1stGens, there was this thing called the MissionControl.ini, that had the altitude statements; and you could edit them. I've looked through all the usual suspect cats, and I think it just dosen't exist in SF2 anymore. which is too bad, as it had this statement: [Altitude] Normal=3000 Low=500 VeryLow=100 High=5000 VeryHigh=8000 If anyone finds it, let me know!! edit: oh, dopye me!! It's n the MissionData001.cat, and it reads exactly as above. It's still editable ... extract, drop in /Flight folder. Drop VeryLow= to maybe 50?? all numbers are meters AGL
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