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Wrench

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Everything posted by Wrench

  1. 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
  2. Sound question

    Damaged engine sound has NEVER worked since Day 1, SFP1... don't worry about it wrench kevin stein
  3. A how to question

    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
  4. Crowded Airfields in Palestine

    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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. worse ... lazy wrench kevin stein
  15. 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
  16. 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
  17. 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
  18. 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
  19. My action photos from the Royal Navy

    thanks for sharing!! wrench kevin stein
  20. 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
  21. Happy Birthday Spectre_USA

    Happy Birthday man!! wrench kevin stein
  22. 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
  23. have you installed any mods lately that include the aircraftobject.ini??? wrench kevin stein
  24. 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
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