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Wrench

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Everything posted by Wrench

  1. have you added the CV to the terrain's _Types.ini?????
  2. well???? i don't know -- 9 other people have. i guess I can always post it in the ww2/skins section
  3. one of (if not) the leading FE modeler, quack74 and Ron "razbam", maker of fine payware addons!! Gents, have a great day, and here's a round on me for each of you
  4. here ya go! I've left ALL the layers intact (USAAF and VVS) you've probably got my other skins; in teh SF2/WW2/section (ones a P-400), so there's serial decals and other stuff plotted and redily avialable
  5. here's you new CV above!!! (is that a Grumman Duck on the cat???)
  6. what city, so I can see it in Google Earth, and get a better idear? (done a lot of work on the Home Island, both for Korea and WW2 Okinawa -which uses the vientam tiles)
  7. It's your birthday, Mr. Grinch!

    couldn't resist the play on words!! here's a coupla round on me; have a GREAT Day!!
  8. what exactly to be done? just replace an existing or create a new one for a specific use? for instace, on the MidWest map, I needed new farm & city river tiles (as the original river was too small) I took a germanyce RivS, RivT, C-RivS, C-RivT, and create a psd with them as the underlying layer (bottom layer is the sea tile, for it's matching water) the example below is a city-river-farm tarnsition i started with a sea the bottom, duplicated it. the dropped the germany tile on top, then the ISME city/farm tile on top of that. Then, lower the opacity of the city layer to see the river and using a small eraser tool (soft round 5) and follow the river banks and erase the ISme city parts that cover them. Since the germansea is a different color, I then erase the middle section of the river on THAT tile, leaving the banks their sandy/brown color. (repaint as necessary). Bring the opacity back to normal on the city tile, to see how they match. Do this back and forth until the river looks like it should. The flatten the layers and save as whatever name fits since this has water, it'll need a tga, but that's for anothr time what kind of farm tile are you tring to create?
  9. well, not so much 'jungle', it how the tiles are named by TK series tile name: GermanyG* = grass/farmland GermanyJ* = forest (ie: jungle) GermanyC* = city GermanyR* = 'rock' (or plains/grasslands) GermanyA* = alpine, snow covered GermanyS* = sea (includes sea/land transitions) Germany **Riv = river tiles don't forget, Stary's beautiful 4-season set for the final version (depending on where the snow falls in Japan -- it'll look funny in Kokura)
  10. ok, let's narrow it down... which tile set are you using for Japan? (for the KAW terrain, we used the 'germanyce' named set, but the tiles were custom made by Stary) Germany or Vietnam (I used vietnam for the WW2 'okinawa) it is a farm/city, farm/river, farm/river/city, farm/jungle, etc. once i know the tile set, I can answer better
  11. oh, sure...ask about the one tile type I haven't really worked with!! the only mountain types I've done are the snow to jungle/rock (VeitnamJR-Snow 25/50/75) for the Andes on the Panama map
  12. actually, i wouldn't even bother. We don't KNOW yet what SF2NA is going to bring; so anything done now is likely to get hosed by the 'new' system. why not be smart, and wait and see what we get?? Otherwise, it just pissing in the wind
  13. if SF2, this post is in the wrong set of Fourms let us know, and we'll get it moved to the right place
  14. for which Airacobra? Wolfs or Veltros??? if wolfs, I can give you my template, and you can make your own. if veltros, you'll need to create a new one
  15. PLEASE!!!!! DO NOT POST QUESTION IN THE KNOWLEDGE BASE!!!! All question, comments, etc go here in the main forums. -------------------------------------- your answers are probably in the SF2 KB, but be advised, MANY SF2 mods use lods that are in Unicode, and unreadable in 1st Gens. Short anwser: move to SF2
  16. oh, and btw, STAY AWAY FROM THE ISRAELME TILESET!!!! they really and truely suck
  17. welll................. it kinda sorta depends on what kind of tile you wanna make. Is it a transition tile (sea/land, farm/mountain, etc) or a regular kind? it's all done with layers...lots and lots of layers depending what the finished result requires (then, of course, if it's a city...adding the TOD buildings, which can only be done in the TE) it's not really all that hard; as a skinner you should be used to multiple layers. i should have, either archived or floating around somewhere various psds for tiles I've had to make. anyway, ask your questions, I'll do my best to answer!
  18. and other than the mapping being 'off', there's something wrong with the ones we've been using all this time??? Don't think so, but go right ahead with whatever you wanna do
  19. actually, the KIEV was tested on the 'waterworld' terrain. They're Marcello's projects (Forger and KIEV) no timeframe for release, but they'll be SF2 only
  20. Gulls in Flight

    Mine?
  21. aren't the in-game phantoms already capable of carrying TERs and rocketpods, ARMs, etc? I seem to remember that... pull the data & loadout inis, and take a good hard look at it ... you'll see
  22. if you need/want the squadron/signal 'in action'..... http://military-machine.blogspot.com/2008/04/aircraft-in-action-n114-37t-37.html if that's any help of course!
  23. well, in that case... open the offending terrain's data and do this: [WaterTextureMaterial] //EffectShaderName=terWaterEffect.fx <---this DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP that should eliminate the so-called problem
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