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Wrench

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Everything posted by Wrench

  1. that IS an amazing skin!!! T-birds next maybe??? wrench kevin stein
  2. Gabriele: I, personally, wouldn't use the GermanyCE for the cat pointer ... Gepard only supplied the new road tiles he made. The rest of the desert tiles aren't included; I'd point it to the Desert.cat, or obtain the stock Desert tiles and install them. =========== Colmack well, as it uses the desert tiles, and the ODS set uses desert tile nameing conventions .... I'd say yes BUT... don't forget it's still a beta, missing all the city tiles, lots of transitions, and such, AND the desert road tiles won't match the ODS set ... I'd not reccomend it. (unless you're good a making new tiles ie: converting/modifying the roads to use the desert background) I'd wait for Gepard to finish it. There are MAJOR differences in ALL the transitions in the ODS set, as compared to the stock desert tile set wrench kevin stein
  3. never mind ...i'm an idiot! I didn't look far enough back in the 1stGen template section! wrench kevin stein
  4. tried that one time with the WW2 New Guiena map .. to simulate the volcano near, iirc Milne Bay. Never got it to work! It would give one big fart of smoke, and be done. the only way I've seen (and done it), is to place arty batteries just out of range of each other (about 1 tiles width), and let them bang away until they run out of ammo. When flying over them, you'll see the explosions and dust plumes on the ground (used on LOTS of my terrain mods for SF/Wo* and SF2) there's no reason it wouldn't work in FE as well. You'd still have to locate the batteries for each side, add the tubes to the types ini, and place them via the targets ini. not really all that hard (there's several layout already availalbe in many terrain mods -- I'd assume you need one facing east and one facing west) wrench kevin stein
  5. i thought it was for ease of maintence .. the mechanic can actually see what he's working on!! yes, most definately caused by more than 3 decals on a single mesh. You'll hae to edit the decals ini, after figureing out which one is the offending unit (probably the stab marking, cross or id number) wrench kevin stein
  6. MORE SAD NEWS

    . wrench kevin stein
  7. not having the H, I can't really check ... but the damage tga (the _holes thingy) has to match exactly the name of the skin bmp (well, usually!) The other thing, is the callout out for the damage tga IN the aircraft's main ini??? Exmaple: [DamageTexture] DamagedPostFix=_holes.tga DestroyedPostFix=_Shredded.tga other than that, I can't think of anything! wrench kevin stein
  8. oth, one can also only 'partly' redraw the lines, rivets, etc, where you're only repainting one color (this is obviously still WIP, and 'just for fun'. figuring out HOW and what serials will be interesting ... half arabic, half engilish; based on the phantoms, freedom fighters and ali-cats) wrench kevin stein
  9. actually rethinking this.... I'd use the D, as it has the 3-tone, and just use ini edits to recreate the H. Adjusting service years, engine specs, avionics, etc. Looking over each individual skin bmp, they're mapped identically. (but you've probably figured that out already!) Dial in the correct decal placements, etc, and you can create it with a minimal amount of files to upload. Using all stock, in-game stuff from a full-4 merged install. wrench kevin stein
  10. pretty much all the 'new' stuff goes here. wrench kevin stein
  11. there are no templates availalbe for any SF2 aircraft. Unless you make them yourself (not difficult, just time VERY time consuming) wrench kevin stein
  12. prolly be the same as any other NATO equiped airforce, using US equipment. Save a hell of a lot of time in editing loadouts! <grin> (btw, if you look at the A-7E's Userlist, Greece is listed) wrench kevin stein
  13. that's WHY we create the extensive, detailed readme. so people can ignore them wrench kevin stein
  14. it dosn't matter at all ... I've used both with no problems wrench kevin stein
  15. they all have the ability to do it, provided you have the requsite GroundObjects (read: CVs), but only in user-made scripted missions. in fact, NONE of the series has the ability to have carrier-based missions using the in-game single mission generator. wrench kevin stein
  16. wan't BlackFly Prod. doing one???? wrench kevin stein
  17. look for a misplaced comma (,) in the section of the relevant airfield ini, that has the game generated parked aircraft. Ran into that a few times meself EDIT: look at item #4... easiest fix is just renumber the parking slots wrench kevin stein
  18. isn't it pretty well explained in the Spectre8750s readme??? I'd suggest re-reading it. wrench kevin stein
  19. The real question should be: .. . ... .... How much hard drive space do you have??? That's the only physical limit wrench kevin stein
  20. have you checked the 1stGen D/L section?? http://combatace.com/files/file/5-a-7b-corsair-ii-for-strike-fighters/ http://combatace.com/files/file/529-a-7e-corsair-ii-addon/ http://combatace.com/files/file/530-a-7d-corsair-ii-addon/ not to denegrate AD's work ... which at the time pushed some game limits, but there should be TMF Corsair IIs in the SF2 section ADs WILL need some reworking to bring them up the SF2 standards (expeically with respect to the HUDs, FMs, etc) wrench kevin stein
  21. Photoshop, paintshoppro, GIMP, as you need to make the kill mark decals as 32-bit tgas. there should be a bunch of killmark decals in the 1stGen skins section. Look in there, and/or use the site's Search function. wrench kevin stein
  22. Well, since we're doing Persian Gulf, stuff, why not a shot off the Iran/Iraq map?? "Dawn Patrol", departing Masjed Soleiman AFB wrench kevin stein
  23. they're called 'tiperons'. NO, really!! the rivets look great!! wrench kevin stein
  24. Yes. Read the readme taht come with it, and it'll explain a LOT. BTW, there's a new -2 version, WITH correct cockpit coming with the KAW Mod, too. wrench kevin stein
  25. took me 13 seconds to convert it. as to the road tiles, what about reusing the GermanyCE's, suitably repainted for desertsand/mountain/farm, etc (plus the required transitions of course). I calculated the need for approx 57 tiles (give or take a few) wrench kevin stein
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