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Wrench

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Everything posted by Wrench

  1. how come I don't have any problems like this at all????* My 3 ww2 installs work EXACTLY the same in SF2 as they did in 1stGens 1) you should NEVER have to touch the aircraft data ini for any reason, other than to fix the f***ed up FMs 2) all the terrains work exactly as advertised (other than with the minor tweek to the data ini, as in the Tunisisa one attached above). None of the WW2 terrains mods I've done make use of the limited nations statments, nor limited/allowed mission types. do you have the proper Formatins.ini, with the ww2 settings? (gose in the /Flight folder, with the nations.ini). Try the attached Edit: have you adjusted the year spread in the Options ini?? That's an easly forgotten tweek wrench kevin stein *other than trashed FMs
  2. View File LOTR "The Evil Ones" MiGs SkinPak LOTR "The Evil Ones" MiGs SkinPak -- For SF2, any and all that have the 21MF & 23MF -- A Just for fun Pure Fantasy Mod (a What If... that's beyond belief) Yet another in the Series of "Things That Prove The Wrench Is Off His Meds"... This is, basically, a redecalling of the stock MiG-21MF and MiG-23MF, but with new insignia decals for the the main Antoganists ™ from "The Lord of the Rings" Trilogy ©. We have: MiG-21MF "Isengard", for Saruman's forces * MiG-23MF "Morder", for Sauron's forces (*=how an Urik-hai is gonna fit in that little cockpit is beyond my understanding! Or if Sauron's Orcs are smart enough to fly a Flogger...) This mod also assumes that you've converted the AI MiGs into Player-Flyable units. If not, consult the SF/SF2 Knowledge Bases, and download Ordway's MiG cockpits. For those truely bent, these decals can easily be (re)used on any aircraft that suits your fancy, and where insignia decal positions are known. Just check the relevant aircraft's decals ini for positionings. As always, READ the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs, to make it a LOT easier to install (read: drag and drop). Have Fun! I sure did making these!! Wrench Kevin Stein Submitter Wrench Submitted 04/16/2011 Category What If Skins  
  3. well worth the investment! wrench kevin stein
  4. for those that haven't seen them, I went a little 'round the bend in the regular SF2 Screenshot thread: http://combatace.com/topic/55714-sf2-screenshot-thread/page__view__findpost__p__491367 I'm back on my meds now wrench kevin stein
  5. templates for Dels' Hercs are, iirc, in the 1stGen downloads section somewhere. for the others, none exist that I've ever seen (unless TMF has one somewhere for the F.1) when a template in nonexistant, one has to build one from scratch. Not tooooooooooo, if one is used to working with multiple layers, just time consuming as all hell! (and I should know!!) wrench kevin stein
  6. davokingy: upload to gallery, right click the image, read "Properties", and it'll give the pathway. Copy the link from that window, paste into this thread wrench kevin stein
  7. are you using the correct ww2 Nations.ini??? try the attached, below note: japanese naval airforces added, so all the appropriate aircraft of said service will need data ini editing wrench kevin stein REMEMBER: SEPERATE ww2 installs!!! Another Thing I forgot: you'll have to edit the Spit 9s data inis and user lists, as the start dete/year is WRONG for the Mk.9s -- should be 1943 (according to the SAM Modlers Datafile 'Merlin Powered Spitfires' -which is a GREAT book, BTW!) Also, remove the Soviet references
  8. yup, judging by the lake in the distance, he's near Bone, Algeria. Desert/mountains to the east and south wrench kevin stein
  9. it should look exactly the same. Remember, you SHOULD have a seperate, stand-alone mods folder for you MTO install, as there are theatre specific skin sets (as we discussed via PM) what differences are you see, specificially?? wrench kevin stein edit: don't forget, you can add this to the main ini, thereby eliminated ALL modern aircraft: [AllowedDates] StartDate=1939 EndDate=1946
  10. ahhhumm...if you look, you might find it in the 1stGen terrains downloads section. however it IS for WW2 only, and not for use after 1945. wrench kevin stein
  11. you're missing tiles somehow....or screwed up the data ini. Make sure you have the full terrain, and all 100 tiles in the Tunisia folder looks fine for me try the attached data ini (screenie was taken with this) wrench kevin stein
  12. The Evil Ones...... wrench kevin stein
  13. for Baltika's new NZ terrain, some interestering "What Ifs...." wrench kevin stein (the backward's bird has been fixed) Enemy aircraft still to come
  14. There's a lots of dam(n) groundobjects!!!! sorry, couldn't resist!!! actually, the correct terminology would be 'terrain object', as you'd put it INTO the terrain folder, just like any other building. wrench kevin stein
  15. actually, I only used stock items, to keep it more simple, until a full major targeting campaign could be implimented (but it's moot at this point ... Baltika's is light years better!) wrench kevin stein
  16. export the heightmap as a bmp (or what I do -which is slightly easier), use the planningmap3. Then repaint the land black and the water red. I think, iirc, it's saved as Index not RGB, then resize to 512x512, and rename to NZ_water.bmp, and list in the main ini (NZ.ini) I'll locate all the bits for R2 & R3; I know I edited the runway3.lod to rename a tga, so I'll have to find it. (I know it's in the Cuba and MidWestUSA, but....you know that goes!) you want the modified port tiles as well? (they'll need repainting, as they're basef off stock GCE -replacing the city parts and maybe the ocean as well. don't forget stary's lighthouses!!! And carrier stations! (or, I can always zip up tonix's whole terrain "as is" and you can use what's needed from my version of -no tiles included other than my new ones) Edit: what I meant on the locations, was just split into North and South Island; unless you want to keep the counties (??) or whatever! <grin> wrench kevin stein
  17. stingray: my question too! Expert+++ level photoshop skills??? (way beyond mine, that's for damn sure! ) wrench kevin stein
  18. holy crap! well, I guess I can shelf that rebuild now, huh? ... EDIT: some quickie comments: Location=1 is alwasy FRIENDLY, Location=2 is always ENEMY so those need switching throughout the _Targets.ini I have fully paved versions of the Runway2 and 3, so when you want them....(too many Runway1/5/6s used) I know it's a beta, but some transtions should be made for the city/airfield tiles, some 'sheltered ports' are needed too. Easy enough to do!! I see you solved the problem I was having with Lake Rotorua (sp?) Looks GREAT!! I also have the layout for Marsden Point Refinery (but it'll need locating, as its off the other map) the thing looks GREAT!! Found Osgilith! Maybe some parked WW2 planes at Wanaka? EDIT: (again!) will need the desert_airfield*.inis added as well, as some of the airfields are pointing to the Desert airbases. For those that want them, you can find them in pretty much any of my terrain mods; just copy/paste DIRECTLY into the NZ folder, and shen (as my grandmother would've said) wrench kevin stein
  19. Minas Tirith??? excellent........gonna check this out wrench kevin
  20. coupi: yup. only the damn thing wasn't casting a shadow, so I couldn't accuratly recreate the real photo wasn't there a fix for that?? wrench kevin stein
  21. self explainitory wrench kevin stein
  22. 1) locate the item in the terrains _Types.ini 2) locate the LOD in the terrain folder 3) open LOD with hexeditor, "Search/Find ..." bmp/and or tga (do BOTH) 4) note names of skin maps (the bmp or tga) 5) with hexeditor still open, copy/paste the necessary filse (bmp, lod and ini -if required) into terrain folder to be modified 6) copy/paste entry of object from it's original _Types.ini into the _Types.ini of the terrain in question; renumber to fit sequence 7) SAVE the modded _Types.ini Now the fun reeeaaalllllly begins... 8)open targets ini, locate airbase to be 'eyecandied'. 9)Using the 'targets test.msn, as described in the SF1 KB by Some Genius ™ in this thread: http://combatace.com/topic/44621-adding-objects-to-your-target-areas/ locate the offset (as described in that tutorial) for the object to be added. 9) transfer that information to the _Targets.ini, also as specified in aformentioned tutorial It should be noted at this time, however, that Piecemeal has already done the 'eyecandy' for the VNSEA airfields ..and I can't find the damn thing!! and it's in my SF2V VNSEA terrain folder! --but search for "PIECEMEAL'S AIRFIELD MOD ADD-ON FOR STARY'S 'GREEN HELL 3' TERRAIN" (at least that's what the readme calls it) HOWEVER... It may NOT be compatable with the Vietnam Mod/Expansion (and most likely isn't) The only problem I have with such a mod, is that not ALL airfields are fully military -- depending on the where, it may be civilian General Aviation/Internatinal airport or mixed use (civil/military -very common!!) but, there ya go! EDIT: I'd also suggest becoming intmately familiar with EVERY object in EACH _types ini, and ALL the GroundObjects (as they'll need entries added, too) Truck (both Zil and US, the Jeep, both FuelTrucks are already listed in ALL _Types ini, as TK has them sitting around the various stock airfields) wrench kevin stein
  23. it's not not MS or CFS, where the whole world actually is there, just with no man-made structures. It just kicks back The Wall a few KMs wrench kevin stein
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