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Wrench

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Everything posted by Wrench

  1. that screenie shows 2 mix-match of Polak sea/desert transitons and some other tile inland!!! It would be a really good idea NOT to mix tile sets. You'll have to create new tiles to match whatever the base set (DS) is. (in this case, Polak's desert). Ran into the same problem with the Iran/Iraq map -- had to create 8-12 new tiles this might help too: http://combatace.com/topic/50042-simplified-sealand-transition-tile-creation/ on creating the alpha channel for the sea/land transitions. Rule Of Thumb: all tiles in TE are bmps. that's all it can read (maximum size of 256x256) tiles in the Terrain folder, are both bmp and tga (if you want working water). TGAs are used anywhere there's water. And dont forget the *tilename*_hm.bmp (height map for water effect) wrench kevin stein
  2. Is the question "How Do I Make AI Planes Flyable?" You add a cockpit to it, via edits of the main ini while directed more towards SF/Wo* and SF2, (and jets) the basic info is here: http://combatace.com/topic/20789-how-to-make-ai-planes-flyable/ Remember people! A lot of the information from the SF/Wo* series is equally valid in FE!!! wrench kevin stein
  3. I know it's an awful lot to ask, but would it be possible to use a little punctuation every now and then? Also, there IS a spell-check feature, even in the Fast Reply window (look in the upper right corner, for the ABC with the blue checkmark). It'd help an awful lot.. If I've translated the original question correctly.... plane vanilla Strike Fighters, cause a LOT of terrains NEED (read: REQUIRE!!!) the Desert.cat wrench kevin stein
  4. this might help some: (the 1stGen KB's infor is still very valid!) http://combatace.com/topic/37836-decal-ini-definitions/ remember ALL measurments are Metric, the distance is measured from the 0,0,0 position of the LOD there are several 'Decal Creation' tutorials scattered around, too http://combatace.com/topic/30702-decals-101/ (old, but good. i use a slightly different method) and this one in the FE forums http://combatace.com/topic/23485-decal-tutorial-long-with-biggish-images/ wrench kevin stein
  5. actualy, you CAN do it via notepad, BUT you MUST save the texturelist.ini from inside the TE. Steps: add new tile via TE function "Save Texturelist" add TOD items, save 'Save Texturelist' place tile "SAVE ALL" <--MOST IMPORTANT COMMAND!!! transfer TFD & HFD to terrain folder (after backing up what's already there), Test Fly wrench kevin stein
  6. help with Q-5s

    I'll have to look at mine ... I was using them when rebuilding the Himilaya terrain, and didn't have any problems (other than the obvious ones with the LOD -- low ploy and awful skins!!) wrench kevin stein
  7. F0r the SF2I Suez crisis package, I "rebuilt" parts of Cyprus, adding Akrotiri and Paphos. I'll have to look for the link ... but it's easily added to any IsraelME terrain, either 1stGen or Next (SF2) Unfortunatley, all the others are either too close or behind "The Wall" here's the link: http://combatace.com/files/file/11024-1948-war-for-independence1956-suez-crisis/ covers 48 and 56 wars I run this mod in a seperate mods folder, using the SF2I Exp1 exe. Keeps things nice and segregated; meaning ONLY the era-specific goodies are available. but the terrain bits are usable in all wrench kevin stein
  8. worse ... lazy wrench kevin stein
  9. AIM-26s and AIM-4s on a Zipper??? I don't think so!!! WAAAAAAAAY to big for that lower mount!! btw, the serial decals are also way to dark ... need to adjust the opacity in the alpha channel; try 85% on NM skins. other than that, they look pretty good! wrench kevin stein
  10. what's sad, is that I can ID most of the various circled bits the one near the middle is the ALE-40 CM dispenser, the gray w/black holes are internal spars, that show when the aircraft is shotup or destroyed... the other bits are various vents and panels and such wrench kevin stein
  11. Is it or is it not showing up in game??? You DID transfer the newly created TFD to Sweden terrain folder, yes?? wrench kevin stein
  12. as long as the skin bmps are 'square' (512x, 1024x, 2048x --and if you're sundowner, 4096!!! ) TK's given us this FANTASTIC decal system. IMHO, the only reason to paint ANYTHING on a skin would be to free up the mesh for more decals. AND .. the only things that I even consider painting on are things like NationalInsigina, or the occasional FinFlash Case in point: take a look at the SF2 Skyraider skin sets I've done ... you'll find very few things (if any!) painted on the skin; insigina, CVW codes, serials, right down to the aircraft 'name' and BuNums. It's just a matter of determining the mesh name (if stock, with a unicode capable HexEditor to READ the names only!, or if 3rd party -and it's incuded- the OUT file. That names the mesh heirarchy.) It just takes a little time and effort. But is usually well worth it wrench kevin stein
  13. My action photos from the Royal Navy

    thanks for sharing!! wrench kevin stein
  14. Tiles can only be placed via the Terrain Editor. They're placement information is stored in the TFD file. You'll have to add the new 'roadairfield' tile to the terrain's texturelist ini, and then figure out where it goes, and hand place it. THEN move all the objects via the _targets ini to fit the tile. don't even get me started on TODs.... wrench kevin stein
  15. Happy Birthday Spectre_USA

    Happy Birthday man!! wrench kevin stein
  16. Assuming (oh! that word!) it's the same as regular 3W game .... extract the HUDData.ini from the FlightData.cat, and edit the following lines: wrench kevin stein
  17. have you installed any mods lately that include the aircraftobject.ini??? wrench kevin stein
  18. No, but just do the switch in reverse. Read my tutorial in th SF2 KB, and follow the instructions backwards. or, just d/l the 08 level version of DBS in the SF/Wo* Terrains D/L section. The limited nations and water fix should work just as well. All the inis are in ANSI, so no other conversions are needed wrench kevin stein
  19. The confession of a troubled mind

    Courage is admitting it ... openly and to all. You've already done that. Does it change my opinion? Yes, and for the better. It makes ME proud to know someone with the guts to stand up and say who and what they are; something I've yet to come to terms with. Even though we've never met in person, I'm very proud to number you amongst the amazing people I've met here and in the "Real World" ™ Like NightShift said, now it's just a matter of redirecting energy towards another goal. You CAN do it!! wrench kevin stein
  20. You're welcome FrankD! I should mention, that when I zipped it up, I didn't remove a couple of sub-folders. One has the water fix, and the other is the limited nations fix. You all can just toss those, as all the needed bits are in the main terrain folder. BTW, the various radars included in the _put_in_GroundObjects_folder_, are NOT fully converted to SF2 standards. They're missing the RadarFamilyName= for aircraft with TEWS (to say nothing of not having the needed RWR tgas, or additions to the various and sundry RWR lists.) They'll just show up as "U". For vector-equpped aircraft, you'l get the usual line. RedAir fliers, not to worry ... you just get dead (Nikes and Hawks oh MY!!) wrench kevin stein
  21. meaning: this is a VERY old skin (pre-06), where all the tgas are just dumped into the main skin folder. Also, with SF2 all the LODs are 'slightly' different, to say nothing of the skins ALL being remapped (as Piecemeal can speak to from his recent conversions) If you create a new /D subfolder, You'll need to rewrite the entire decals ini for the pathways the reference these decals. All other that don't have a pathway (ie: FilenameFormat=Insignia) are stock, cat-supplied (insigina, Modex numbers -usnattack or usnfighter) Most of the mesh names have not changed, but WHERE the decals sit has. Use the stock decals ini as a guideline (looks like the A-4F, so it'll be in objectdata003.cat) for the Modex on the nose, "eyeballing" it's position (which I'm good at in the real world), I've move it aft 1 meter. The "NA" looks like the CVW tail code, and needs moving aft ~ 2 meters, and Up ~.75 it's a bitch and a half converting the Ancient Stuff ™ to modern settings wrench kevin stein
  22. the fort is also used in the WW2 tunisia upgrade I did ... scan the targets ini for "Fort Zindernuff" wrench kevin stein
  23. why not? the Iranian's routinely used their Tomcats in an AWACS role in the Iran/Irag war. wrench kevin stein
  24. here's the cockpit ini, for Kesselbrut's pit. now reads KMPH for airspeed, MPS for the VVI, and Meters for alt. I didn't change the fuel amounts (as I'm not really very good at converting gallons to lbs to kg or whatever is needed!) You can see in the attached screenie, it's pretty damn close! EDIT: do't forget to all "UseMetricUnit=TRUE" in the data ini! spillone' did a great job on converting the sound!!! C-47s always had that distincitve note (as heard in hundreds of movies....). There's one that comes into SM airport every now and then ... and you can ALWAYS recognize that engine sound. Of course, there's the 'gate guard' DC-3 on a pole in the middle of airport. (you can see it on google earth) wrench kevin stein edit: as to pictures, numbers, etc, have you looked at Farposst and military machine blog for books on it??
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