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Everything posted by Wrench
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getting Armourdave's A-7 skins to work in SF2?
Wrench replied to VA27Badger's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Killing Marks For The Other Nations
Wrench replied to a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
My Projects (EricJ)
Wrench replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
they're called 'tiperons'. NO, really!! the rivets look great!! wrench kevin stein -
F9F-5 Panther for SF2.RAR
Wrench replied to RedeyeX's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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 -
Persian Gulf Terrain
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
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 -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
My terrain and campaign problem
Wrench replied to Bearwolf's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
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 -
Push Too Far Campaign & Exploding on Runway
Wrench replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
Piecemeal's Airfield Mod For Stary's 'Green Hell 3'
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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 -
Persian Gulf Terrain
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I REALLLY like the Desert Road tiles ... I might have to "borrow" them!!! LOTS of potential here!! wrench kevin stein -
Piecemeal's Airfield Mod For Stary's 'Green Hell 3'
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
must needs check this out meself, too! wrench kevin stein -
DEM data help
Wrench replied to umm's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
F9F-5 Panther for SF2.RAR
Wrench replied to RedeyeX's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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 -
B-26 marauder
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
completly different model formats; without extensive reworking the answer, unfortunately is no wrench kevin stein -
DEM data help
Wrench replied to umm's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
anyone convert Ansons India terrain?
Wrench replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Clown me hard!
Wrench replied to Spectre_USA's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
How to get dem file?
Wrench replied to Bearwolf's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sorry, not for several months, probably. But it is 1950s, 4-seasons version. Good luck in the military! wrench kevin stein -
Clown me hard!
Wrench replied to Spectre_USA's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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/ -
anyone convert Ansons India terrain?
Wrench replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
How to get dem file?
Wrench replied to Bearwolf's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Voids In Sky - Nato Fighter IV
Wrench replied to Chutedangle's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
DEM data help
Wrench replied to umm's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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