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Wrench

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Everything posted by Wrench

  1. Adding stuff to FE2

    did you add the engine sound wav to the /Sounds folder??? A reminder to all: the Knowledge Base for SF/Wo*, and SF2 contains the basic information to mod ALL the 3rd Wire games. It's HIGHLY reccomended reading. http://combatace.com/forum/99-thirdwire-woewoiwovsf-1-knowledge-base/ http://combatace.com/forum/268-thirdwire-sf2-series-knowledge-base/ everything works exactly the same, just in the 'NextGens' (SF2/FE2), the location of the "mods folder" --where everything BUT core game operations files are-- is in a different place. wrench kevin stein
  2. Yup, time to start learning those skinning skills. If you don't have/can't get Photoshop, get Gimp. It's free, and does pretty much everything that PS does. what you'll need to do, is create a couple of new layers on whichever skin bmp needs the RedStar ™ painted out on one layer, you'll redraw the panel lines on another layer, you'll redraw the rivet lines (if any) on still another layer, you'll 'color match' the background gray, and paint over the RedStar ™ then, using the opacity slider, drop down the panel and rivet lines opacity to match the look of the existing ones. flatten layers, and save the skins (alternatively: one could now add the required insignia TO the skin bmp, and not have to worry about decal placements) if one dont know how to draw panel and rivet lines, simmerspaintshop.com has EXCELLENT tutorials. Read them, and practice them. we all started somewhere ... it's your turn now!!! (after all, those of us that've been around for so long will be needing replacements at some point in time ... we aren't going to be doing this forever) as to decals, they're not too diffucult to figure out placements ... use a 'known location' (example: the lights on the wings, and move inboard). It may take an hour or so, but it quite easy to do, after you've done it once or twice. Also, study any decal inis for the aircraft; someone may have already plotted their positions. wrench kevin stein
  3. 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??
  4. 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
  5. blank???? describe in more detail. better yet, how about a screenshot??? too little info to go on
  6. Happy Birhday Slartibartfast

    Happy Birthday! now, get back to work on those fjords!! wrench kevin stein
  7. no gun pod, just the internal Vulcan. Planning on euro and gray skins ... just need marking for NYANG
  8. still very much a wip (rivets, panels, and that odd mapping on the nose bumps, needs figuring out) wrench kevin stein
  9. 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
  10. Yes, indeed it does. Change the amount of fuel, and watch the AUW change
  11. 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
  12. 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
  13. 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.
  14. 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
  15. 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 ??? ???
  16. 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'
  17. 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
  18. Version

    1,208 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
  19. 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)
  20. 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/
  21. Try chasing down Badgers in a F-86F -- there's a lesson in futility!
  22. 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.
  23. 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
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