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Wrench

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Everything posted by Wrench

  1. mystre cockpit is SF2:I. A full-4 merged install should be able to reference it. If not, there's something wrong with the pointers in the ini. (btw, if they're based off Migs, why not use a Mig Cockpit??
  2. the old WoV SQMD works just fine in SF2 (you'll find it in 1stGen downloads, prolly in 'editors'. Works perfecto for locating carrier stations
  3. blank???? describe in more detail. better yet, how about a screenshot??? too little info to go on
  4. Happy Birhday Slartibartfast

    Happy Birthday! now, get back to work on those fjords!! wrench kevin stein
  5. no gun pod, just the internal Vulcan. Planning on euro and gray skins ... just need marking for NYANG
  6. still very much a wip (rivets, panels, and that odd mapping on the nose bumps, needs figuring out) wrench kevin stein
  7. Decals, maybe???? Unless the Red Stars ™ are painted on the skin....then, reskinning is in order. Also, it'd be a good idea to generate a UserList.ini for the Fulcrumbs, then you can select the nation from the Loadout screens dropdown menu, and it'll add the proper markings automatically
  8. Yes, indeed it does. Change the amount of fuel, and watch the AUW change
  9. Lost the will to fly/play

    so many mods are just 'hanging' due to lack of interst/general malaise I've got 2 terrains I should be working on, all the WW2 aircraft to try and update to SF2, several others in upgrade stage for SF2 but I'm just lacking the motivations .... been playing Plants vs Zombies
  10. isn't this covered in the 1stGen knowledge base on 'editing hardpoints'??? I'd suggest spending some time in KB; a LOT of your questions have already been answered. 99.9% of EVERYTHING in 1stGens works the same in NextGen SF2
  11. the 'fly all' defaults to the A-4B pit. Otherwise, you'll have to go through the standard procedure for getting the Migs flyable. Again. however, the cheat, is to have a backup copy of the main ini, with the the additional lines for the avionics, cockpit, the cockipit folder(s) etc, already set up and renamed to "xNameofAircraft.ini", and then just rename it.
  12. are the lod(s) called out in the AGM-65K ini?? As: [WeaponData] ObjectFullName=AGM-65K Maverick ObjectDataFile=AGM-65K_data.INI [LOD002] Filename=AGM65G-001.lod Distance=600 [LOD001] Filename=AGM65G-002.lod Distance=1200 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100
  13. unfortunatly, all lights appear round. No 4652 headlights, sorry! If they 'look' too large, make them dimmer. Brightness= (usuall number is 0.10) for 2-light systems, stay around 0.06 as to the Sentry skin ??? ???
  14. to gain something, you have to lose something ... usualy the winder stations on the Rhinos. Had asymentrical loads on the 1stGen F-4Gs ... You renumber ALL the stations to fit (don't even know if I still have the mod around ... but I'll look) there simply aren't enough group slots for it. There was a trick, iirc, for adding stations that don't appear in the loadout screen (Group=7 and above) If I remember right, you just add the new group IDs, list them in the loadout ini, and hope for the best. They will NOT be changable in the Loadout screen, as they're 'invisible'
  15. one of the reasons to keep pre-June extracted cats on you hard drive ... so one can read the lods with ones hexeditor and (hopefully) find the mesh name. Or just ask TK/DanW what the mesh name is. That's how I got for the EDA Harrier
  16. Version

    1,195 downloads

    Sukhoi Su-9A/9B and Su-11 Upgrade Pak for SF2 series A relatively large upgrade pak, with some relatively minor tweeks for Pakso's Fishpot series of Soviet Interceptors, for use with SF2 Series games, either stand-alone or full merged installs. As seen in the original Upgrade pak, landing lights have been added, and in this pak, canopies have been activated via a manual animation key (Shift/0). Landing gear rolling radi have been adjusted to make the aircraft sit a little more evenly in SF2. Afterburner effects have been swichted over to a stock, game supplied one. No other changes to the FM have been effected; there is the occasional 'burp' in it, but it flys and handles quite nicely, given the time passed from their Original Release ™. This package, broken down into individual folder for ease of installation, is the COMPLETE Package ™ of all 3 aircraft, and includes the changes from the WoE 08 Upgrade Pak. Mostly consisting of ini mods, that 'tweek' the data, and loadout inis, making them more usable in the SF2 series. Ordway's cockpits are also included, as is my 'instructional' text and jpg for use with the gunpods on the Su-11. This pack is designed to work with any, or no Weapons Pak, as Weapons ARE included, for those that don't have/use a weapons pak. PLEASE read the Notes below for some explainations of whyfores and wherefores, with reference to the Su-11. New 'generic' SF2-style hangar screens are also included for all 3 aircaft. Userlists have also been created, thereby limiting their 'deployment' only to the Soviet Air Force. This mod has been tested in SF2, Full 4-merged sims, at the May 2010 patch level. I haven't tested it in SF/Wo*, but don't feel there'd be any major differences, other than how the weapons are handeled. However, the landing gear rolling radui has been adjusted for SF2, and may need readjustment for 1stGens. The canopy fixes used here can be easily applied to the original 08 upgrade pak quickly, easily and with no problems. As always, it's reccomended to read this document through; there's some explainations along with the instructions as to why/how certain things were done. Also, for a full lisitng of Credits and Sources. Good Hunting! Comrade Wrench Kevin Stein
  17. 9P and 9L on the Paki version. It's the Team Viper F-16A-15 (at least, that what I call it). natioalized for pakistan.) Should be somewhre in the 1stGen d/l section. WARNING: uses Netz cockpit and avionics, and renamed/rebuilt fuel tanks. Also modfied data ini. Should be ready late this coming week. Will still need FM work. It ain't perfect, but fly pretty damn well, considering it's age (and other LOD issues, like major shd probs)
  18. Lost my animated water effect

    dx10 shaders, maybe??? pull the data ini from any of the stock terrains and compare. What is looks like, is the 2-type fx callouts may be custom-made. They may not work in FE2, without rebulding to take advantage of the new new shaders (even in XP. iirc, it's a game engine ™ thing) btw, the section I posted is from the Flanders terrain, after my conversion to FE2. This tutorial might be of some help: http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/
  19. Try chasing down Badgers in a F-86F -- there's a lesson in futility!
  20. yes. try using it for the game intended. Isn't there a version of NF FOR WoE? I'd reccomend looking a little deeper in the 1stGen downloads other than that, you'll be editing the entire targets ini to get the runway names correct.
  21. isn't that the old Team Viper/wpnsgt model? speaking of upgrading old stuff.... TeamViper's Paki version, with new historic serials wrench kevin stein
  22. Lost my animated water effect

    Like SF2, FE2 uses different effects shaders, with different names try this: [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 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 [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL 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=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000lol ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 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 [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP Fade=NORMAL StartFadeDistance=50.0 EndFadeDistance=50.0 [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=false AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Fade=NORMAL StartFadeDistance=50.0 EndFadeDistance=50.0 note the 'ter*nameof*.fx wrench kevin stein
  23. ansi vs unicode, maybe? Some gen2s MAY be in unicode, and therefore invisible to gen1 game engines just a thought
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