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Everything posted by Wrench
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how do you load beta mods into sf 1
Wrench replied to yubba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Did it come with a readme file??? Unfortunately, to access it (assuming there is one -and there more than likely IS) you'll have to d/l it first Then unzip the thing into a temp folder (is best), read the readme, and follow the install instructions therein. If it's not to you liking for whatever reason, delete it. The 'readme' is the single most important, and most heavily OVERLOOKED file for any download. Many reaaaallllllyyy old mods may not have none or have one that is exceedingly minimal. In any case, it's essential that one does read it. Also, since you're new to the SF/Wo* series, I'd personally reccomend spending some time in our Knowledge Base http://combatace.com/forum/99-thirdwire-woewoiwovsf-1-knowledge-base/ Starting with the first post/thread and read them ALL. And, my favorite reccomendation: do NOT add mods right off. Play the stock, un-fiddled-with game for a few weeks to get familiar with the game systems, folder structures, ini structures, any and all small utililties (like the Cat Extractor -which you WILL be using), BEFORE starting to add things to game. Gain experience with it first, then start adding mods. wrench kevin stein -
Damaged engine sound has NEVER worked since Day 1, SFP1... don't worry about it wrench kevin stein
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1) missing textures explains the black aircraft (ie: you ain't got the skins in the skin sub-folder of the aircraft's main folder could you explain that in a little more detail??? Are you missing the external aircraft model? You can't be, as you say it's all black (btw, that's the material applied to the LOD in 3dMax. used to be white, changed with SF2/FE2 and their Unicode lods) wrench kevin stein
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all was pretty much explained the EXTENSIVELY detailed readme enclosed with it. Re-read the 2nd paragraph, at the top. You should have had to edit nothing!! Since it points to the Desert.cat from SFP1/SF2, AND the ww1 airfields inis are included .... that takes care of everything. Now, since it WAS designed for FE2, the ONLY thing you might have needed to touch was the Palestine_DATA.INI, to re-edit the shader effect lines BACK to SF 08 levels (ie: dx9 type), as would be seen in the Desert_DATA.ini. Trust me --- things get tested to destruction before they go out my door!! wrench kevin stein edit: the ww1_airfield in is is Unicode, resave it as ANSI. Again as this was truely designed for ONLY FE2......FE/FEG cannot read Unicode files, thus explaining you aircraft issue
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SF2 Exp2 UPDATE Jan2011
Wrench replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
and the propeller problem on my beloved WW2-era birds (read: Korea), and MOST of the smokestack effects. Still got one missing on the 'Schornstein2' I use at various and sundry factories. interestering stuff on the exporter, FC ... looks like many hidden visual improvements. wrench kevin stein -
How to add HUD in cockpits
Wrench replied to MiG_Slyer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
it's called "copy/paste" and/or extract and rename ... A perfect example would be the F-104S-ASA-M mod I did a while back http://combatace.com/files/file/4893-f-104s-asa-m-starfighter-mods/ it makes use of all stock HUD bits (F-15A), and works perfectly wrench kevin stein -
Help with my new terrain
Wrench replied to umm's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
New Plains are not working (invisible)
Wrench replied to SkyWalker2's topic in Thirdwire - First Eagles 1&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 -
To migbuster and everyone else
Wrench replied to DEVIL11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Fixing Decals to the right position of SF1 to SF2
Wrench replied to VA27Badger's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Road Airfield?
Wrench replied to gillg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
help with Q-5s
Wrench replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
RAF Akrotiri, Cyrpus
Wrench replied to GunnySonics's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
DBS Terrain, Full
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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DBS Terrain, Full
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
worse ... lazy wrench kevin stein -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
Fixing Decals to the right position of SF1 to SF2
Wrench replied to VA27Badger's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Road Airfield?
Wrench replied to gillg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Fixing Decals to the right position of SF1 to SF2
Wrench replied to VA27Badger's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
thanks for sharing!! wrench kevin stein
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Road Airfield?
Wrench replied to gillg's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Happy Birthday man!! wrench kevin stein
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Sorry to be a pain...another question
Wrench replied to Wodin's topic in Thirdwire - First Eagles 1&2
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 -
Controller issue
Wrench replied to MiG Killer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
have you installed any mods lately that include the aircraftobject.ini??? wrench kevin stein -
DBS Terrain, Full
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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