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Wrench

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Everything posted by Wrench

  1. hangar screens are nothing... the setup positioning for SF2 and FE2 are identical. Hot spots, the 'blackboard', etc. They'd be a lot easier to do than SF2 ones .. to keep it in the same FE2 stock style, just use a screenie of the parked plane. Guess I should upload my SF2 hangar screen template, at some point in the VERY near future! wrench kevin stein
  2. the effects should be able to be imported for the other games fairly easily (oh! that word!). I"ll ask one of the effects gurus. I also noticed the smokestack effect not working either (as there's generator buildings on the Desert and Canary Islands I've been fiddling with ...and they're stacks aren't working. OTH, one might be able to export ALL the items from FE2 INTO as era specific build of SF2; whcih may defeat some of FE2 purposes (purposi?). All the required dlls seem to be there (as compared to SF2), NavalObject.dll, etc an so forth. Experimentaly, if anyone want to give this a try, create a NEW install of SF2 based off any version, merged or not, rename the exe to "SF2WW1" and run it. Then, DELETE all the aircrft and ground objects, and objectdatacats, copy/paste the SF2 ObjectDatacats, terrain cats, etc, and hope that works. otherwise, it's extract ALL the objects, folderize them and rebuild the entire install from teh bottom up. An awful lot of work, just for ships! wrench kevin stein
  3. in the main Range ini, is there this statement: LimitedNaions=TRUE wrench kevin stein
  4. Dont hate the haters...pity them! wrench kevin stein
  5. OK, I can categoricly say that I cannot get anti-shipping missions to work on several imported terrains, that I KNOW were/are working in SF/Wo* and SF2 (ww2 palestine, canary islands and the stock Desert) Even with edited aircraft data inis, adding the mission statement, and edited loading inis, with known good, working movements inis, I've come to believe that TK has left out the needed coding for antiship missions. on the flip side, one can always populate ports with docked ships, and they should appear as targets for "Bomb Something" missions. One just needs to import the ships (the small cargo ship, trawlers, etc from SF/Wo*/SF2) adjust the start years, add them to the types and place via the targets ini, and will probably work. wrench kevin stein
  6. Thanks Heck! That's a big help! btw, have any/many of the DAT WW1 birds been updated for FE2? (some may still have my 1stGen FE hangar screens!) wrench kevin stein
  7. Decals not showing up in FE2

    Without a full pathway, and just the tga (those are the decals), that means it's referencing STOCK insignia, in the case of the Roland, iirc, that's German (?i think?) Looking at other decals inis, for stock aircraft extracted from the ObjectData cats, that is the correct name. Is SF2, some of the insignia got renamed. It looks like the MaxDecalLod= line is incorrect; change it to =3 and see what happens. For the record, I'm 53, so I guess middle age fits me too! Never been a big follower of WW1 aviation, but FE is just FUN! Unfortunately, there's not too many mods built directly for FE2, so one has to do the legwork themselves, in updating/adapting the 1stGen FE/FEG. Other problems probably exist as well, more than likely relating to flight models. (we're STILL doing that for SF2 as well) We're having the same issues with SF2, in trying to bring my/our beloved WW2 aircraft over and update. With over 5 years of modding pretty much ONLY WW2, I hate seeing all my hard work going to the wayside. (with over 250 aircraft, including variants -- for ETO/MTO/PTO/CBI- it's quite a daunting task). I'm also the 'HeadPropHead' for 1stGens/SF2. So, yeah I can feel for you. There are a LOT of FE aircraft that need serious overhauls, both in their physical models (the LOD), and expecially in the Flight Models. The original modders or modder groups can only do so much at a time, what with dealing with more "modern" projects, and the extingencies of Real Life ™ We learn by doing! wrench kevin stein
  8. The First Eagles Knowledge Base

    Further elaborating on Basic Knowledge... Reading and following the informataion in the Game Manual (that pdf file, located -strangely enough- in a folder called "Manual") is essential. For 1stGen versions, it'll be in the main game install; for example (***/FEG/Manual) For SF2/FE2, it should be found in the Programs(x86)/Third Wire/*gamename*/Manual (assuming a Vista or Win7 OS) All the 3rd Wire games are set up pretty much the same, so 90+% of all the information already available is equally valid in FE1 and FE2. Said information can be found in the Knowledge Bases for SF/WoV/WoE/WoI (1st Gens) here: http://combatace.com/forum/99-thirdwire-woewoiwovsf-1-knowledge-base/ and for SF2 series here: http://combatace.com/forum/268-thirdwire-sf2-series-knowledge-base/ an awfull lot of work has gone into collecting, colating, and trying to keep it (relatively) current. Also, sometimes specific posts in the various Forums may have the answers you want. You may be forced to use the site's Search Feature, which dosen't always give you what you want. Then, go ahead and post the question; somebody will have an answer, or (hopefully!) give a link to the relevant post. Happy Landings! Wrench Kevin Stein
  9. Userlist must be for each vehicle, iirc most of the tanks and the stock Zils don't have one (extract ObjectData001.cat, and you'll see). Hopefully, since they're alredy "Red" they'll probably (operative word!) show up. Again, only testing can show for sure. Anything with "TANK" as it's ground object role will appear in CAS mission (including Infantry units). I got my start in modding this series (2004) with ground objects, so I've learned a few things! wrench kevin stein
  10. looking forward to the 3-toned SEA style!! wrench kevin stein
  11. Check the DAT site, CP posted the fix for you wrench kevin stein
  12. sweeeeeet!!! See what one little mod starts??? you guys rock! wrench kevin stein
  13. Yes. BUT... for truck routes, it ONLY uses GOs with "TRANSPORT" as their GroundObjectRole= statement (so, if you want BRDMs, to show, change their RECON to Transport). The 'usual suspects' are (red side only) SovietTruck, SovietFuelTruck, and any of Kesselbruts ZiLs, the recentl uploaded Urals, the old ZiS truck. If one is cleaver enough (like someone I could mention ) one could even take the MAZ SCUD carrier, 'clone it' and make it into a transport vehicle you'd encounter in AR missions. Somebody did that for the DS mod, iirc Just add the RANGE nation to EACH of their users' lists. You'll need them for CAS as well (as i recall adding some Ground_Attack routes, too). Give them a LARGE year spread The Range's limited nations thing just didn't workout right for me *but only on this terrain!*; so I don't use JSFAggie's newest one. wrench kevin stein
  14. Decals not showing up in FE2

    And WHY would you want all the aircrft with ALL the same numbers??? Isn't that slightly purpose defeating, expecially with Historical Aircaft ™? It takes less than a minute, once you get used to it. 1st Gens have had that ability since 2004, when the Objects/Decals folder was added (iirc) with WoV. SF2/FE2 takes is just one step further. The onus is more on the mod uploader to split the various and sundry bits into their proper folders; that's how we been doing it for SF2 since pretty much Day1 (since we were forced to! --evolve or perish, I guess!) If they haven't been seperated, here's a real easy way to fix that, and dosen't involve editing decals inis to change pathways... 1)download and install the aircraft as per instructions (ie: to Objects/Aircrft/*aircraftname*. If it's Old School (1stGen style), it'll have the /aircraftnamefolder/Skinnamefolder/D subfolder already set up as per 1stGens. 2)copy/paste the ENTIRE aircraft folder into the /Objects/Decals subfolder. 3)Open the newly copied aircraft folder and DELETE all the lods, inis, cockpit folder, etc from the main aircraft folder 4) open the skin folder, delete all the skin bmps, tgas, textureset ini, decals ini --everything BUT the /D decals subfolder go fly there's really nothing too it! wrench kevin stein
  15. More sightseeing, in our contiuning series of visting World Heritage Sites... wrench kevin stein
  16. there's shouldn't be a complete T-28 here, as that's a DAT release, and propritary (sp?) to their site only. as to the Vulture, WHICH download? the original release.. http://combatace.com/files/file/7555-so-vaurour-ii-n-iaf/ or the upgraded one ... http://combatace.com/files/file/10953-vautour-iibn-for-woi-updated/ (which includes the F-86D radar equiped cockpit) the original REQUIRES a merged install or SF2E as it's referencing the Hunter9's cockpit. Which is not in either SF2 or SF2V, nor SF2I (as the Hunters are not in either one of those, and in SF2I, they're AI only, and don't have the necessary files.) A bit more info is required to nail down your issue ... like, which game did you intall it to? Not giving us much to work with here! wrench kevin stein
  17. that's the very same list I used for natual metal skin!! (in fact, a txt file with those number may still be in the zip in the download) wrench kevin stein
  18. BoB used the ex-Spanish AF Buchons (and ex Spanish He-111s, too!) you can see them near the beginning of the movie, when 633's base is attacked, and during the "Trench Run" sequence, and in the little clip below I never tire to listening to Ron Goodwin's theme music! wrench kevin stein
  19. actually, it is. I've already done it wrench kevin stein
  20. Decals not showing up in FE2

    DL= down load the set up should be exactly the same as SF2, meaning, objects/decals/*aircraftfoldername*/*skinname*/D (subfolder) wrench kevin stein
  21. and, like several other 'total conversion' mods, we're waiting for Expansion Pak 2,to see what changes it bringes. the terrain itself, to say nothing of the NEW-build aircrafts, will be worth the download wrench kevin stein
  22. Great Story

    That is just f***ing stupid ... those narrowminded, pinheads can DO that, simply because of men/women like that. I'm glad they got chased away. I can't even think of words foul enough to describe people like that... how sad for humanity wrench kevin stein
  23. I HATE rail yards!! wrench kevin stein
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