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Wrench

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Everything posted by Wrench

  1. Sure thing Dave; mind you, it's not fully targeted, and the movement ini needs complete rebuilding. I have some tweeks for the F-4D and Ant's F-4E as well (as well as the Iraqi birds need some reworking -the Su17/Su22-, as definately do the F-5s FMs). Even have some new-ish/dedicated ground objects. Speaking of Iran/Iraq, one should always pay close attention to warning/saftey signs when working with nuclear materials. Don't be a Homer Simpson!!! ('borrowed' Gepard's new reactor building from the PersianGulf terrain) wrench kevin stein
  2. again, we must ask the question ... Are you using the CORRECT Terrain Editor??? Since the tileset is based off WoE, you need the WoV/WoE/WoI terrain editor. The Desert TE will not work for WoE based terrains!!!!!!!!!!!! wrench kevin stein
  3. what cat are you pointing too and what airfield ini are being called out in the _targets.ini?? if you don't have the correct airfield inis INSIDE the terrain folder, or pointed to from the wrong cat, that's one of the results wrench kevin stein
  4. dave: is that the new TMF Kitty dressed as an Ali-Cat??? Sure could use the new one..... and not to worry about the terrain I'm allllllllllll over it! wrench kevin stein
  5. for those that (will) experience odd 'tractor beam' shadows across the ground from the Pit1, unzip this ini into the VietnamSEA terrain folder. It has the shadow turned off. (it's been an issue for several years -possible bad pit1.lod) Use it on any/all terrains that have the problem -which is pretty much all that have a pit1 sitting somewhere Piecemeal: nicely done, brother!! Soon, the Learner will surpass the Master! wrench kevin stein
  6. I REALLLY like the Desert Road tiles ... I might have to "borrow" them!!! LOTS of potential here!! wrench kevin stein
  7. must needs check this out meself, too! wrench kevin stein
  8. Location 1 = Friendly Location 2 = Enemy those are the 2 basic 'nations', regardless of nation name (ie: South Korea -1, North Korea -2) Common knowledge has always been you must have both sides defined, and both sides must have a least 1 airbase. (the only oddity I've seen so far is the Afghanistan terrain; it seems to work just fine without Taliban air bases ... as long as you don't try and fly for the Red Side ... otherwise, CTD. those can also be further elaborated in the terrains' Nations.ini, further splitting them in various location. Example, from the Libya map (which may not be the perfect example, as there's only on EnemyNation defined) The location defines, mostly, what shows up in the debrief and Medal Awards screen. (ie: Capt Smith is awarded the Air Force cross for heroic action over Tunisia) The other locations are defined and Firendly or Enemy in the targets ini Alignment line GermanyCE would be the best, due to both NATO/WarPac forces being present, and all the associated nations: as for the trees issue, you need to have 'clear' airfiled zones, with tiles that have no TODs associated with them. On the Desert map, this was no problem, as all the airfields were on Desert1 or Desert2 tiles, that have no associated TODs (these have the terrain buildings and trees in them) The VietnamSEA, and IsraelME tilesets include "AB" tiles (read: AirBase) IIRC, they are: VietnamG-AB1 VietnamJ-AB1 ISFarmAB ISGreenAB ISValleyAB ISMountainAB I don't recall if the stock Germany tileset has them ... my installs are so modded, with various new transions and other 'specific use' tiles that I've created -- so Germany may not have one. Don't forget, NONE of the stock terrains really come with large amounts of trees on them. What I do for transitions, is 'auto texture', THEN auto texture the transitions. Then, spend days upon days upon days retiling by hand to the get the shape, type and tile I want IN the place I want it. So, expect to go crosseyed, and eventually quite mad (love that English term!) for the next several months. Basic Rule of Thumb: Tile EVERYTHING first; sea/land, farm/mountain, etc --all main and transitions tiles FIRST. Then, start going over every square centimeter of the map, hand placing the needed tiles for the various cities, farms, roads, rivers and airbases. Once the terrain is fully tiled ... then the real fun begins. Populating it with region-specific target areas wrench kevin stein
  9. looks like my screenie over the KAW terrain (as a matter of fact, it is - from my 311 skin pak) wonder if he 'fixed' the weapons issue with the wing-fold, as they don't follow the wing, and don't remain attached to their hardpoint when the wing articulates. and are way off otherwise. The main reason I didn't do for one the upgrade pak I did. wonder how much came from this pak? http://combatace.com/files/file/6897-f9f-5-panther-skin-and-ini-update-pak/ wrench kevin stein
  10. completly different model formats; without extensive reworking the answer, unfortunately is no wrench kevin stein
  11. for the tiles you use IN the terrain editor; the ones you physically place on the map. I just paint a line across whichever angle is sits at. Expecially usefull for 25,50,75 transitions. Even MORE helpful for the damn pesky 3-way transitions (city-sea2-farm, etc) Don't do this for the one's that will be sitting in the terrain folder, in the game itself. It'll look realllly funny...!!! examples below (from teh Iran/Irag map) wrench kevin stein
  12. well, to be honest, the REAL Indo=Pak terrain is done (with the need of a minor edit to remove a misplaced Kabul, that isn't even used). Thre's a screenie of planningmap3 in the EricJ's Afghan terrain thread. Just need some aircraft finished off ... the full mod requires a full-4 merged install for the Vampires, Mystres and something else I forget. We just need to get it finished, and out. But, with the limitednations=true, it keeps out the riff-raff. ONLY India & Pakistan are allowed. Which is the way it should be. wrench kevin stein
  13. which is exactly what that tut will accomplish. Trust me, brother!!! I've done it dozens of times!! The game dosen't care what the skin or lod is called -- it's all in the ini (as opposed to the wrist). All the names stay the same!! Here's a screenie of the best example I can think of... from my WW2 MTO install. A Spitfir Mk.VB (Trop), for the USAAF. in the main ini: and the data ini: It's so simple, once you do it, you'll kick yourself as to how easy it is. wrench kevin stein
  14. Sorry, not for several months, probably. But it is 1950s, 4-seasons version. Good luck in the military! wrench kevin stein
  15. why f*** around with hex editing lods??? All you need to do, is reanme the inis, change the nation for whom ever is using it (service-wise). Leave the lods and skin bmp names alone. Let everything point to how is stock. Everything can be done with ini edits, via the data, main, and textureset ini. Don't forget to re-wite the decals ini to get the correct 'new' nation's markings. didn't I write a tutorial on creating "nationalized" aircraft for the 1stGen KB??? wrench kevin stein EDIT: took some digging, but here's the link: http://combatace.com/topic/19469-how-to-create-a-country-specific-aircraft/
  16. wrong airfield inis would cause that. Match the airfield ini to the type called out in the targets ini. I deleted it a loooooooooooooong time ago, so I can't tell you what/which ones it needs. btw, that really ain't India ... it's more like Bangladesh. And honestly, it needs.... major work. Tiling is all wrong for such a tropical region. And the fact that all the nations in the region are classed as "Enemy", there's no 'Friendly' side. There's a whole tutorial in the SF2 KB I wrote on 'How To" convert 1stGen terrains to NextGens. http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ wrench kevin stein
  17. Actually, I wouldn't bother with trying to make a Korea terrain ... It's already been done (3 times, actually). There's the original version from 2004-ish, Spectre8750's Modern Korea mod, and this still-in-progress 96.8% Historically Accurate ™ version we of the KAW team are working on. I should know -- I built the terrain. And targetized it. We're waiting on certain game issues (for SF2 only it will be) to be fixed, and several aircraft to be finished. Not to burst your bubble; but there no need to reinvent the wheel. Other than that...Welcome! wrench kevin stein
  18. First of all:::::: PLEASE!!!! Do Not Post in the Knowledge Base!!! It's for answers, only. Questions, go here, in the General or Mods/Skinning Forums. Thank You!! I moved this to a more appropriate Forum. ============ Yah, definatly need a LOT more to go on here ... a screenshot is big help, too!! wrench kevin stein
  19. you need to create a *terrain-name*_citylist.ini, where in you list all the 'cities' (ie: target areas, including airfields) However.... if you have cities that DON"T need flattening, you can list only the airfields (as outlined in another of my posts somewhere in the KB) The data ini MUST list ALL terrain tiles ... even if they aren't used. This is generated off the terrain texturelist ini. If you have an incomplete texturelist, you will have an incomplete data in, and an incomplete terrain. Which means rebuilding it BY HAND, in the "Edit Texture Map List" function. I've had to that tooo many f-ing times. If, as you say, you have a backup copy of the data ini, and the number of tiles listed equals the number of tiles in the textureset ini, you can just copy/paste the ENTIRE section that starts with the 1st tile listing (usually the SEA1), all the way to the end. That should bring things back. You may have to re-generate the TFD, just to be safe. The TFD not only stores all the tile data, but the order they appear in, as listed in the textureset ini Told ya this was a f***ing nightmare, eh?? EDIT: also, to make life just a biiiiit easier, you'll probably want to paint you transition tiles IN the Terrain Editor, as seen in my screenie below. Each color represents a different tile transiton type. wrench kevin stein
  20. love the "No FOD" sign!!! all that's needed is the 3rdWire Parking Enforcement Vehicle!! wrench kevin stein
  21. opsss.. was my fraking old keyboard... yeah, that's it. blame the tool, not the mechanic!! wrench kevin stein
  22. I think they should all be put together in one package, and uploaded the Skins/Templates downloads section. They won't get lost (post-wise) in the shuffle wrench kevin stein
  23. opps forgot to mention, you'll need to extract the data in for the aircrft from whichever ObjectData***.cat it's hiding in. if you can't find it, ask. I've already got them all extracted, so I know which one is where wrench kevin stein
  24. basic tutorial: (albeit for converting auto-speed to animaiton, but the idea is the same) http://combatace.com/topic/53913-canopy-operations/ what's good about SF2, is TK added the animiation ID in the aircraft's data ini already, so you don't have to guess (this is from the F-4E)
  25. OPPPS!!!! No,but the Marines prolly won't come out to play.... wrench kevin stein
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