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Everything posted by Wrench
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June 2011 Patch and .catExctractor Issue
Wrench replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
Version
1,202 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 -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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) -
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/
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Most Difficult Intercept...
Wrench replied to Lt. James Cater's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Try chasing down Badgers in a F-86F -- there's a lesson in futility! -
Runways
Wrench replied to DEVIL11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
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
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Restarting in WoE
Wrench replied to LeadZeppelin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ansi vs unicode, maybe? Some gen2s MAY be in unicode, and therefore invisible to gen1 game engines just a thought -
Wings Over Africa Question
Wrench replied to TSgtT's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
when the problem first started after the 08 patch, I just renamed my to xAircraftObject.ini. Im lazy! -
Vietnam Planning Maps
Wrench replied to Jug's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
are/were the planning maps different from the stock ones?? The stock planning maps are stored in the terrain cats, and easily extracted (and fiddled with, too!) and yes, all the stock terrain maps are the same across both series wrench kevin stein -
Restarting in WoE
Wrench replied to LeadZeppelin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Moved to a more appropriate Forum, where it can be seen easier PLEASE do not post questions in the Knowledge Base! Its for answers only. thank you! -
Happy Birthday! wrench kevin stein
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Wings Over Africa Question
Wrench replied to TSgtT's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
did it come with an 'AircraftObject.ini"???? If so, rename it. I'll bet the control/keystroke assignements come back (it's an old fix from when the 08 patch first came out) -
Immune targets
Wrench replied to Capitaine Vengeur's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
there are also other "interestering and unique" ways to get around that issue. Mostly, since 'neutral' airbase cannot be used by enemy forces (ie: the Antung complexs). When the new KAW mod is rleased, you'll see how I did it. Hint: cloning 0 value objects -
Embraer EMB-312 Tucano
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
file removed by owner SHould be availabe at the Dev A-Teams' site. Follow instructions in the "Board and Files Policies" on this first page http://cplengineeringllc_bb.cplengineeringllc.com/Forum/index.php?sid=d13c8446379546f32d69516a4ece53ec -
Well, look who's another year older!!!!! EricJ EricGen Have a GREAT day my friends!!! (drinks for both of you!) wrench kevin stein
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Happy Birthday Guys!!!! have a GREAT day!! wrench kevin stein
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June patch available!
Wrench replied to Murphy'S's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
figures.... we leave on vacation Monday. wonder if the non-changing seasons bug is fixed -
A Vietnam Install for WoE?
Wrench replied to Jack Morris's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
To get it right, you'd need the VietnamSEA terrain (ie: VietnamSEA.cat, which stores all the terrrain bits). There are a LOT of internal differences; objects that are SEA specific in the stock Vietnam terrain that you won't find anywhere eles. So, yes, you'll need WoV to get it. wrench kevin stein -
The Tips, Tweeks and Tricks Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Cockpit Fixes for Ki-61s that use the Hurricane Pit: This mod will 'hide' several external nods of the aircraft lod (thankfully Capun included the OUT file so we can find it!) Ok, this should fix the SF2ish 'double cockpit issue'. We'll be editating the cockpit ini (I call mine Tony_cockpit.ini, basically just a renamed version of Kesselbrut's Hurri pit, with at Japanese gunsight) What you need to do, open the cockpit ini, and the data ini. You'll be using the EXACT numbers for the pilot's position FROM the data ini, as that is the correct location. So, this is the section in question, with the ided nodes and postions: [CockpitSeat001] HideExternalNode=WindshieldFrame HideExternalNode=Windshield HideExternalNode=CanopyFrame ModelName=HurricanePit Position=0.0000,-0.60,0.85 Offset=0.0,-0.1,0.0 ViewAngles=0.0,0.0,0.0 while you're in there, you might also want to metricize the gauges (excepting the fuel, which I didn't convert to KGs). You'll have to scroll through the cockpit ini to find them all, thre's not that many. So, these are the things to change: Knots -> KMPH Feet -> Meters FPS -> MPS -
See-through Tony
Wrench replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
the tractor beam is with the new (08+/SF2) shadow statement. It dosen't have a SHD of it own. -
Version
1,177 downloads
Republic F-84B/C Thunderjet For SF/WoV/WoE and probably WoI This little mod is a tweek to RussoUK's F-84E, with a new lod with the bubble-top non-reinforced canopy. It represents aircraft from the 59st FS, circa 1948. Russo made the new lod for me several years ago, and this has been languishing on my HD for some time; I figured NOW would be a good time to finish it off and release to all you good folks! The new skin, with redrawn panel lines (but no rivets - this was done before I learned how, and wasn't going back to add them!), Serial numbers are accurate, for B and C models. Squadron marking, the yellow color bands, are as close as I could match the few color photos I could find. The auto-speed canopy has been disabled, as this no longer works in WoI (and by inference, when the SF/WoV/WoE patch arrives), but I somehow managed to fool the game engine by assigning it to the arrestor hook; so, the canopy will open when you hit the "H" key. A new WoE-style hangar screen, and a new loading screen are also provided. The loadouts are designed to work with the Bunyap Weapons Pak of 6/06, but can be used with the Mirage Facrtory Pak. I've suppllied the necessary lods, bmps, inis and instructions for adding the older, WW2 style weapons to the TMF Pak. Also, for both, there is an edited version of Zur's F-86 drop tank, for use with this aircraft. So, get your Weapons Editors warmed up. For whichever version you wish to use, you'll still need to add the fuel tank (see Notes below) It should be noted this is 1of 2 Thunderjet mods I'm releasing; an Historic version, this one, and a "What If..." for WW2: 1946. They are designed to be mutualy exclusive, and are available as seperate aircraft downloads. This Historic version would be a perfect addition to a 'Cold War Gone Hot: 1948' scenario. As is the other for a hypothetical WW2 that runs into 1947, or later. As usual, PLEASE read the enclosed readmes; it'll make your life just that much easier. Etc, and so forth; blah, blah, blah, and so on! Happy Hunting! Wrench Kevin Stein -
Armed Recon Mission Types (it's a title)
Wrench replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It supposed to be random, but sometimes that randomization will give the same route several times in a row. Just one of them things, I guess! -
Armed Recon Mission Types (it's a title)
Wrench replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
no, not possible. Routes are either there, or not