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Wrench

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Everything posted by Wrench

  1. transfering 2 inis and cockpit folder???
  2. so.... you're saying that the game engine dosen't need to know exactly where the water is on any given terrain? That is just needs to 'look for and at' any _water.bmp? Interestinging ... as the 4 stock ones all match the outlines of the landmasses depicted. if this is true...it's a hell of a time/brain/frustration saver!
  3. There is no simple way... you'll probably still have use the terrain editor (I haven't tested Germwin's neat little tool, as for me swappingout/adding/creating new tiles is not that difficult).. It not just a simple matter of adding a single tile ... every tile requires 3 transition tiles to fit the area surrounding it; for example, we'll use the GermanyC1.bmp (a central city tile) Surrounding that, assuming the cityscape gives way to farmlands...you have what the Germany tileset calls 'G' series (think of that as 'grasslands', even though it looks more like farmland to me...) where the numbered section represents the percentage of the tile covered, in this case, with 'city' GermanyGC25a GermanyGC25b GermanyGC50a GermanyGC50b GermanyGC75a GermanyGC75b so, at the very minium, you need 4 tiles ... the actual one used in the center, and the surrounding 3 transitions (25,50,75). You need to add the 4 new tiles to the texturlist.ini; again not that diffcult. After placing -- and making sure they're aligned correctly (that's one of the hard parts), saving the work will generate the new TFD, and add the new tiles at the bottom of the terrain's _Data.ini. Transfering that listing is a simple copy/paste into the existing Formosa_Data.ini. Make sure the new tiles are IN the Formosa terrain folder; copy/paste the new TFD into the terrains -BACKUP the ORIGINAL by renaming, I use a number (1-Formosa.TFD, 2-Formosa.TFD, etc) Use the targetstest.msn (in the 1stGen KB) to get yourself over the retiled zone, and see what it looks like. Sometimes adjustments to the edging where the trasitions meet may be necessary (ie: repainting) If nothing has been changed in height field dispay, like airfield flattening or adjusting sea level, you won't need the newly generated HFD. BTW, I'm in a slow process of reworkign the entire Formoas_targets & Types.inis, as there's some major issues with where and how target areas have been placed. Unfortunatly it probably won't be finished before sometime late 1st Quater of next year, and several other terrains have been in pipeline for some time.
  4. no one really builds anything for 1stGen anymore ... so you'll just have to follow the instructions outlined above
  5. didn't Stary create a mod with 'ejecting pilots'??? I seem to recall someing of that nature
  6. wonder if 'stand-off' jamming might be modeled? as to the name....we're know that for a while....
  7. look in the SF2 screenshot thread for "Mud Hen" (2nd to last page?) ... took about an hour to do
  8. Happy Birthday hgbn

    happy birthday Henrik!!!
  9. well, it comes (at least the 2 Mud Hens I have - E and E_04) with a 494th tail codes ... and as all the tail numbering/tags/colorband/serials are done as decals, it shouldn't be too hard. Since they're already coded for Lakenheath... see below......(note, should say 'repainting' -- mistyped!)
  10. trying to wrap my head around HOW the number work on AMI aircraft. Using the 6 & 7 stromo 104 skins as a base, can one assume that the first number (or numbers deisgnate eithr the stromo or gruppo?) and the 2nd set of digits the actual aircraft number. as seen below, a 46ABG, with individual number of 01. I ask because some of the references I looked up mention the main wing/stromo as first 2 (if 2 digit), gruppo/squadron as 3rd and individual aircraft as 4th. Which seems odd, as that only give you 10 aircraft. or is how I've shown below more likely?
  11. I see! Thank you gents! Makes like a bit eaiser knowing I only have to make 20 decals!!
  12. it's called SovietCamoflague, for some odd reason. Should be renamed to Desert. Also, the 'SovietGreen' in NF4 is actually gray!
  13. or edit the SingleMission.ini: [TargetValues] MinStrikeTargetValue=05 HeavyStrikeValue=500 NormalStrikeValue=100 don't know if it'll affect Campaigns, but worth a try!
  14. File Name: Operation Darius Part 3a -- Aircraft Part 1 File Submitter: Wrench File Submitted: 22 November 2011 File Category: SF2 Series Add On Missions and Campaigns Operation Darius Aircraft folder, part 1 this contains the 1st Part of the /Aircraft folder. Aircraft included are A - 3, as detailed in the attached screenshot (somehow, ths Part 1 got mislaid...) Click here to download this file
  15. To any and all concerned: all the vaious parts are now up in the SF2 Missions/Campaigns downloads. Excepting the terrain, which is obviously, in the Terrains d/l section have fun peoples!
  16. 1st making sure the 2 images are the same size... use the lined map suppled in the rar above as the bottom, or background layer. Drop the unimog.bmp on top of it, becoming layer 2. create new layer for panel lines, new layer for dirt/noise/other stuff. create new layer UNDER panel lines for 'the paint job' paint flatten layers, and save as new skin. how hard can that be ? You WILL need Photoshop or GIMP or some other program that can handle multiple layers
  17. why not just make use of the pre-existing Desert camo skin??? How hard can that be be simply redecal for Paran? Not even a 30 second job....
  18. I've deleted the non-functioning Aircraft Part 1 -- so use this one!
  19. File Name: Operation Darius - Part 3 Aircraft, Part 2 File Submitter: Wrench File Submitted: 22 November 2011 File Category: SF2 Series Add On Missions and Campaigns Operation Darius Mods Folder Paks, In Various Parts As the entire mods folder would have been FAR to huge to upload, the varous and sundry folders have been broken down into parts. You'll need to d/l EACH and EVERY part, and then unzip them into a temp folder to reassemble the entire thing. Once assembled, you'll need to create a stand-alone mods folder for the 'NATO Action Group' (aka NAG - or call it whatever you want). You'll then delete ALL the folders from the NAG mods folder, and use ONLY those supplied. (With the exception of the main /Objects folder - you still need someplace to put the G0,Decals,Pilots, Weapons and aircaft. BTW, the aircraft d/l is divided into 3 parts) ========= This is the /Aircraft folder, Part 2. It covers aircraft from E - F, as detailed in the attached screenshot Click here to download this file
  20. File Name: Operation Darisu - Part 4 -- Aircraft Part 3 File Submitter: Wrench File Submitted: 22 November 2011 File Category: SF2 Series Add On Missions and Campaigns Operation Darius Mods Folder Paks, In Various Parts As the entire mods folder would have been FAR to huge to upload, the varous and sundry folders have been broken down into parts. You'll need to d/l EACH and EVERY part, and then unzip them into a temp folder to reassemble the entire thing. Once assembled, you'll need to create a stand-alone mods folder for the 'NATO Action Group' (aka NAG - or call it whatever you want). ======= This is the /Aircraft folder, Part 3, It includes aircraft from FA thru T, as detailed in the accompaning screenshot Click here to download this file
  21. File Name: Operation Darius - Part 2 File Submitter: Wrench File Submitted: 21 November 2011 File Category: SF2 Series Add On Missions and Campaigns Operation Darius Mods Folder Paks, In Various Parts As the entire mods folder would have been FAR to huge to upload (855 megs zipped with 7z), the varous and sundry folders have been broken down into parts. You'll need to d/l EACH and EVERY part, and then unzip them into a temp folder to reassemble the entire thing. Once assembled, you'll need to create a stand-alone mods folder for the 'NATO Action Group' (aka NAG - or call it whatever you want). You'll then delete ALL the folders from the NAG mods folder, and use ONLY those supplied. (With the exception of the main /Objects folder - you still need someplace to put the G0,Decals,Pilots, Weapons and aircaft. BTW, the aircraft d/l is divided into 3 parts) You can, OTH, simply install the GroundObjects, Aircraft, Pilots, Weapons, Guns, and Decals to a regualar install, but you do so at your own risk. There is a distinct possiblity of severe damage to said install. Howver, use of the varous GroundObjects would probably NOT cause any difficulties. Many of them you may already have; 99.9% of the original releases were WRONG in how they were handled either for incorrect Nations applied and/or the complete and utter lack of proper Userlist.inis. This has been corrected. As yet, there is no 'Campaign' built for this .. it's designed for running single missions, as outlined in the various threads in the General Discussion Forum. You'd be adivsed to read through those, to get a feel for what's going on =========== This is Part 2, which contains the following sub-folders for your Mods folder's main /Objects folder, as seen in the screenshot above: Decals GroundObject Guns Pilots Weapons Click here to download this file
  22. Version

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    Operation Darius Aircraft folder, part 1 this contains the 1st Part of the /Aircraft folder. Aircraft included are A - 3, as detailed in the attached screenshot (somehow, ths Part 1 got mislaid...)
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