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Wrench

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Everything posted by Wrench

  1. Crowded Airfields in Palestine

    Actually, the airfield ini may have been MY fault ... I'd assumed, obviously incorrectly, that FE2 was like SF2 in regards that the various inis stored in the cat files ... all those airfield ini are still in ANSI (of course, running as I am Win7, my damn machine don't care which is which)! Here's what you can do the switch back to 1stGEns on the Palestine data ini: (oh first, BACK UP THE DATA INI BEFORE MAKING ANY CHANGES!!!!! If you screw it up, yo can always pull it back out fo the original zip file) These are the sections in question: That should back date it to 08/FEG level (with luck!) Drop that over the existing sections. I always like hearing about how someone's family relates to something in the game ... which I why I spent more time than usual on the WW2 PTO mods than the ETO/MTO mods - as my father was there in the Phillipines 44-46. take some screenies, and post them if works!!! wrench kevin stein
  2. DO NOT patch beyond the 06 level!!! It'll turn ALL your aircraft in uncontrolable spinning tops. Also, don't forget you'll need ALL the RAF & LW bombers aircraft from the DAT site, the BoB terrain from here, etc. the game WILL crash or lock up if it missing something its looking for/needs to run to mod. Which, unfortunately you'll have to get first. remember, too, this is desinged for a stand-alone WW2 ETO game install. You can find out how to create one here: http://combatace.com/topic/19630-how-to-create-a-seperate-era-specific-install/ wrench kevin stein
  3. I've been wrong before! I could be wrong now!! I've found that vBridge3 (and the vBridge3End) fits quite nicely across almost all river tiles. The main span is ~100 meters in length, and the ends ~50. But like all the other, needs a flat region. As do the vBridge 1 and 2. They're all the same size wrench kevin stein
  4. GREAT!! B-17s rule! (for bombers that is!) just think of allllll those decals that are gonna be needed ....code letters, serials, air divivion tags, nose arts (!!!). wrench kevin stein
  5. NP!! can you post the link to the d/l???. Shouldn't be any 'code', maybe some inis, maybe a terrain; it'll definately be zipped up to compress it. Also, if it needs a Spitfire (since I'm the HeadPropHead here, I know pretty much where everything is), you'll need to sign up with the Dev A-Team, as they have 85+% of the WW2 aircraft (allied AND axis). Other than those in Wolf's WW2 plane pak, or even some by me don't have the LOD in it them, due to "regulations". http://cplengineeringllc_bb.cplengineeringllc.com/Forum/index.php?sid=d13c8446379546f32d69516a4ece53ec Follow the instructions in the Files and Boards Policies on that 1st page. You'll need 2 passwords; 1 for the board, ther other for d/ls. and the other VERY important thing ... 99.99999999% of the WW2 mods are designed for the 06 patch level. They get all kinds of f***ed up in te 08/SF2 due to all sorts of stuff and things. Also, a LOT of teh models are very old (2003-05) and have some 'visual diffincies' on more modern installs. We're working on it, but it's a long road... Don't forget, we've got a PropHead forum down below too! wrench kevin stein
  6. Put the whole thing in a folder on you desk top; the exe, inis, whatever ... that's what I did with Winge7, and have no issues using the (assuming the 08 level weapons editor.) May still need to run in compatability mode -can't remember now-
  7. Some glitches I found: Bandar Abbas Int'l needs flattinging on cities that use the 'large urban module', items ~312 to 320 are missing their Heading= line (ran into this MANY times, before I stoppped using it .. prefer to use buildings in TODs I DO like where this terrain is going!! (love the snow capped mountains in the Zagros!) You'e given me a lot of ideas for the Iran/Iraq map rebuild. Now, the only question is -- am I too lazy to create 60-70 new road tiles for it??? (and thereby have to plot the actual paths for truck along said roads for the truck routes for the Movement.ini?? Did that for Korea, and it's a PITA!!!! :suicide2: ) wrench kevin stein
  8. 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
  9. Sound question

    Damaged engine sound has NEVER worked since Day 1, SFP1... don't worry about it wrench kevin stein
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. worse ... lazy wrench kevin stein
  22. 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
  23. 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
  24. 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
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