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Wrench

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Everything posted by Wrench

  1. EVERYTHING is EXACTLY the same as ALL the 1stGens ... it's just now the folders are in a different place. Due to Vista/Win7 internal security settings READ and FOLLOW the instructions linked above
  2. This is not all that bad, for a first effort. Is it safe to assume this is a beta release??, as there's a LOT of annoying (well, to me!) issues. 1) unflattened airfields/airbases not centered on the 'cleared zones' Gisbourne need flattening; all other moved to center & rechecked 2) missing transitions/tiles misplaced approx coordinates: 831688,643291 3) city 'target objects' not centered/placed with city tiles haven't checked them all .. but Gisborune and Palmeston 4) lack of (my words!) usable targets...where are the ports??? NZ should be covered with them! 5)missing tiles (see screenie below)/odd placements/transition issues there's at least 3-4 that I found right off at approx Hastings 799221,544475 Christchurch 540396, 310289 Blenheim 629501,431654 "nearest target area" Timaru AB 415826,335075 Massive mismatching of all tiles, totally lacking in sea/land transitions around the coordinates above again, these are NOT slights ... just pointing out some obvious errors, that are easily corrected. Like I said at the start, it's a GREAT beginning --- I LOVE the mountains!! wrench kevin stein
  3. I had NO problems getting it into SF2. Took me less than 30 seconds? Didn't I document everything in the KB thread? What issues (except those listed below) are you having? However, it needs major reworking, in partucular the coastline transition tiles, airfield flattening, target placements and other stuff. I mean ... a LOT of rebuilding; several places have missing tiles. completly. Where are the ports??? I'm SURE you guys have places to park your boats!! I'll be listing my findings for toxin in the release thread. Actually for a first effort, it's not all that bad. For a beta wrench kevin stein
  4. terrain building/targetizations (read: ACCURATE targetization) is probably the most difficult thing to do in these series. I should know .... just look in the terrains d/l section for my name There are buttloads of maps already available (and adaptable) for both modern and post-modern usage, and lot more that should/need to be done. But the lead times are tremendous -- a good, accurate map can take literally months and months and months to do (well, in some cases longer... the new Korea map for KAW has been worked and reworked several times over the last 3 years, and it still ain't released) Learning the TE is akin to learning 3dMax ... but MAX is much more user friendly, and has features that actually work. wrench kevin stein
  5. View File F-4B Phantom II, VMFA-58 "Wildcards" F-4B Phantom II, VMFA-58 "Wildcards" Skin/Decal set (A "What If.." skin) = For SF2, any/all versions with access to the F-4B Phantom, merged or not = A complete rebuild of my "What If..." Phantom skin from 2006. This is a reskinning and redecaling of the stock, plane-jane F-4B (no year suffix), using Sundowner's templates (what a masterpiece!!!). New serial numbers and all new BuNum decals have been created. BuNums ARE 100% accurate, in that they are for F-4Bs. Since this is a fantasy skin ... they're purly there for looks. Many new decals, for crew names have been created and added to the canopy rails (these are characters and production staff from the Space: Above and Beyond TV show, with a few 'just for funs' thrown in). What is unusual for me, is the fact that most of the generic national/service markings are painted on, as opposed to my prefrence for decals. This was done to "open up" some meshes for other decals, thereby greating imporving the historical "look", and accuracy (!), of the aircraft. This skin/decal set is perfectly usable for ANY of the other F-4Bs (F-4B_65 and F-4B_67), and possibly even the F-4J. Renaming of the skin bmps will be required for use on the other aircraft, however, but their mapping is identical (this =HAS= been tested!). See below for more details & instructions. The skins are 2048x2048, so users with older, slower machines may need to resize them down one step to 1024; expect some detail loss, but they're still quite beautiful, even at the the smaller size. NOTE: I've supplied 2 different _1.bmps for use. The one being used right now has the ship name "USS SARATOGA"* above the squadron name. If you do not wish to use that, use the 'no-ship-name_F-4B_1.bmp'. Instructions for switching are in the 'To Install' section below. Included as well are modified data and loadout inis; the data ini has a new landing light added and the canopy activated via a manual animation key. Use Shift/0 to open and close it. The loadout ini removes the non-existant reconpod,from RECON missions, and replaces it with the 600 gallon tank. All other loads remain stock. The landing gear's RollingRadius has also been adjusted, as I've gotten sick and tired of the 'flat tire' look. The numbers I used can also be used on all the other Phantoms. Other improvements are some additional armor over vital internals. No other changes have been made. * the SARA was the space carrier The Wildcards was assigned to in the TV show; just keeping continuity <grin> As always, detailed, step-by-step install instruction are in the enclosed Readme. It's required you actually read it ... Good Hunting and Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 04/02/2011 Category What If Skins  
  6. ID(io)T Team 4th Birthday!

    you had to pick All Fools Day???!!!! Have a good guys! And keep up the good work!! wrench kevin stein
  7. They're back, bitches!!! You can, however, "Expect No Mercy"
  8. I stand corrected .. somehow didn't notice the props!! (old age????) You want the Viking? I'll never find time to finsh it off... wrench kevin stein
  9. did that in 2007 (at least, that's the date on the _data.ini)... called it "Viking Mk.3" to keep with the V-Bomber family (have it in anti-flash white too) wrench kevin stein
  10. you need to use stary's TODs (and associated terobject bmps and tgas) from his Enhanced GermanyCE set (as this is the tileset seemingly being used -even if the screenie above says different- rather than taking the easy way, and just learning from a stock setup -like everyone else has! Start with stock, then as experience is gained begin adding/creating/whatever new tiles) What you need to do, is open the STOCK GermanyCE_Data.ini, and stary's enhanced GermanyCE_Data.ini, and go line by line in the tile descriptors, and see what the differences are. They'll be quite obvious. The major one, being the difference between 123 vs 142 tiles If you're going to use star's tiles/tods, you MUST use his data ini (and by inference, texturelist.ini, and a TFD created FROM the enhanced tileset).
  11. there is no such stock tile as "outskirts". that one's Stary's. wrong terobjects_buildings.bmp wrench kevin stein
  12. missing the associated TOD files (which includes not only the buildings, but the trees as well) wrench kevin stein
  13. you'll be concerned with the _2.bmp and 3_bmp (or PSD as the case may be). Those are the 2 wing skins/templates easiest way to do it; resize teh original skin as needed to match the psd size, copy/paste it in as a new layer (UNDER all the panel, rivet lines, and other details), create ANOTHER new layer directly over the original skin, and just paint over the NAVY section of the wing on this new layer, keeping all the little details intact. Flatten, save as bmp, drop into skin folder wrench kevin stein
  14. moved to correct forum (sorry, I don't have an answer, just putting this where the right folks will see it) wrench kevin stein
  15. I guess this section somehow got missed....?????????? don't work without SF2:I wrench kevin stein
  16. I was thinking that too .. Ant would never make a mistake like that on his beloved Rhinos!! wrench kevin stein
  17. just because the tiles are in the terrain folder, dosn't mean they're placed/located in TFD (in my terrains, there's sometime a few extra tiles I've made, that aren't used) Here's an idea ... go back into the TE, and hand place the corner tiles in the locations where they're supposed to go, and recheck that location in game. Then, triple check the data ini, and make sure they're listed in it wrench kevin stein
  18. they'll be needed when I (FINALLY!!!) get the Central America map finished ... if I can get out of Flordia!! They look MUCH better, btw. What about the camo version? (ducks and runs....) wrench kevin stein
  19. standard markings depending on the timeframe... going back to 1945(ish) CVW letter carried on upper left/lower right wing and tail fin. Check the Squad/Signal USN Carrier Air Units books (#6160, 6161, 6162) However, you're right about the NAVY tag -- s/b only on fues sides, not the wings, as that would be the CVW/Modex location. Looks like it's time to break out that template!!! (oddly, post-WW2 and during Korea, the service name was sometimes carried by both USN and USMC squadrons on the wings, with the Modex number. more odd stuff, eh?? You'd think there'd be a T.O. for that!!!) wrench kevin stein
  20. BOMARC launches... wrench kevin stein
  21. my mistake -Mystre VIA!! opps!! (well, they STILL need uploading!! ) wrench kevin stein
  22. assuming they're painted on the skin bmps, only by RE-painting the skin bmps, and removing them. (and why would you want to, as that's a stock USN marking -NAVY, ... and the NL for that CVW) Ant's F-4B templates (SF2) are in the downloads section. Start learing to work with layers .. and really, it's not that hard! wrench kevin stein
  23. then I'd start checking placements ... because I can assure you, you're missing the GC75A or GC75B on those corners. And, like I said a few posts back, you WILL be doing s**tloads of manual tiling ... trust me, there ain't no one around here that knows that better than I wrench kevin stein
  24. Indian AF 1 & 8 squadron are done ... aren't they in the download section already??? (if not, we need to get them up there!!!) wrench kevin stein
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