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Wrench

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Everything posted by Wrench

  1. I need a generic 'tree' shape. Just the trunk, and one or 2 branches sticking out. Approx 9-12 feet high, 2-3 feet in width (ya know, just a plane-jane tree shape). With a texture (or the UVMap; I can texture it from there) TIA! wrench kevin stein
  2. hint: they're missing from a LOT of (what I call "partly") conveted Gen1s to Gen2 avionics inis wrench kevin stein
  3. Yes, this is why one merges game installs. With the userlists and limited nations statements in the terrains (precluding the uwanted from appearing), and the fact you CAN create seperate mods folders from each game's exe, the easiest and simplest way to go wrench kevin stein
  4. been there, done that. Somebody's not playing the WW2 terrains (in particular, the PTO ones) wrench kevin stein
  5. so, what would you call that? BlenHarrier??? wrench kevin stein (looks like a WW2 terrain that somebody either forgot to remove the callouts for parked statics, or double listed parking slots in the airfield ini)
  6. File Name: America Southwest (Texas/Mexico) for SF2 File Submitter: Wrench File Submitted: 04 September 2010 File Category: Full Terrains America SouthWest Terrain Updates, Fixes and Clean-Up For SF2 Series (Full-4 Merged Perfered) What started out as a simple "straighten out some tiles and fix some target areas", turned into a massive revamp.... Like the original, it takes place in the post-WW3-ish world of the North American Alliance vs the Global Sedition. It is desigened for use any time period post-1950 through the present day (ala The Wingman series, or the TV series 'Jericho' or any of a number of post-apocalyptic movies, books or whathaveyous) This is the FULL terrain, with some major changes updates, upgrades, etc. The targets, movements, data, types inis have all been expanded extensively. Massive retiling of a majority of the terrain will, hopefully, make it look a bit more like it's Real World ™ counterpart. Place names match the Real World; some however may be slightly displaced due to how terrains are built. This is designed to REPLACE the original (and it's updates) in it's entirety, and is designed =ONLY= for use in SF2, preferably with a Full-4 Merged Install. This terrain makes use of the Desert cat to "pull" items from. It may work with the Germany or Vietnam, but this has NOT been tested. It will NOT work with the SF2:I Isreal cat. DO NOT ATTEMPT TO USE THE ISREALME CAT WITH THIS TERRAIN!!!The inis have been excessivly edited for use ONLY in the SF2 series. With Expert Level Knowledge on terrains/terrain ini editing, it =may= be possible to back-date/adjust for use in 1stGens. This has NOT been tested, and is NOT reccomended. Those that try, can expect 0, zilch, nada, =no= support from me on this issue. You're on your own -you have been warned. Also added were many new tiles, updating/repainting of some other tiles (to make them fit and look better), and many new, custom TODs for buildings and trees and such. New planning maps have been generated as well. I'm trying out something 'new' on the symbols and labels, I hope you like it. And, just for fun, I've included a variety of missions flown over this map. Remember, these are for a Full-4 Merged install, so those that are not merged, may not have all the aircraft available. It goes without saying, that those flown from the Red Side, you MUST have flyable MiGs in your install. They have been editated to make sure all aircraft are stock in a Full-4 Merged. You will also be making some 'adjustments' to the FlightEngine.ini, with regards to expanding the map borders. This will eliminate certain 'issues' when flying near the map edges. Full, detailed instructions are below, in the "To Adjust Borders" section. It is ALSO highly reccomended you READ this entire document through before installing this mod. If you don't, you're SURE to run into problems. And then, we'll clown on you. HARD, and mercilessly. As always, unzip this archive to a temp folder or you desktop to gain access to the full readme, and the files herein. Again, as always, there's a "Notes & Other Nonesense" section with explainations and other ramblings. Good Hunting! Wrench Kevin Stein Click here to download this file
  7. Have you NOT looked in the downloads section????? There's a full 4-season set, most likely in the SF1 downloads section of Terrains. Been there for quite a while .... To even save you the trouble of trying to look for it, here's the terrain: http://combatace.com/files/file/7615-american-north-west-4-seasons-rebuild/ and here's instructions on converting to SF2: http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ wrench kevin stein
  8. Personally, I wouldn't have bothered. wrench kevin stein
  9. Plaaf trainer

    moved to the appropriate Forum wrench kevin stein
  10. Version

    748 downloads

    America SouthWest Terrain Updates, Fixes and Clean-Up For SF2 Series (Full-4 Merged Perfered) What started out as a simple "straighten out some tiles and fix some target areas", turned into a massive revamp.... Like the original, it takes place in the post-WW3-ish world of the North American Alliance vs the Global Sedition. It is desigened for use any time period post-1950 through the present day (ala The Wingman series, or the TV series 'Jericho' or any of a number of post-apocalyptic movies, books or whathaveyous) This is the FULL terrain, with some major changes updates, upgrades, etc. The targets, movements, data, types inis have all been expanded extensively. Massive retiling of a majority of the terrain will, hopefully, make it look a bit more like it's Real World ™ counterpart. Place names match the Real World; some however may be slightly displaced due to how terrains are built. This is designed to REPLACE the original (and it's updates) in it's entirety, and is designed =ONLY= for use in SF2, preferably with a Full-4 Merged Install. This terrain makes use of the Desert cat to "pull" items from. It may work with the Germany or Vietnam, but this has NOT been tested. It will NOT work with the SF2:I Isreal cat. DO NOT ATTEMPT TO USE THE ISREALME CAT WITH THIS TERRAIN!!!The inis have been excessivly edited for use ONLY in the SF2 series. With Expert Level Knowledge on terrains/terrain ini editing, it =may= be possible to back-date/adjust for use in 1stGens. This has NOT been tested, and is NOT reccomended. Those that try, can expect 0, zilch, nada, =no= support from me on this issue. You're on your own -you have been warned. Also added were many new tiles, updating/repainting of some other tiles (to make them fit and look better), and many new, custom TODs for buildings and trees and such. New planning maps have been generated as well. I'm trying out something 'new' on the symbols and labels, I hope you like it. And, just for fun, I've included a variety of missions flown over this map. Remember, these are for a Full-4 Merged install, so those that are not merged, may not have all the aircraft available. It goes without saying, that those flown from the Red Side, you MUST have flyable MiGs in your install. They have been editated to make sure all aircraft are stock in a Full-4 Merged. You will also be making some 'adjustments' to the FlightEngine.ini, with regards to expanding the map borders. This will eliminate certain 'issues' when flying near the map edges. Full, detailed instructions are below, in the "To Adjust Borders" section. It is ALSO highly reccomended you READ this entire document through before installing this mod. If you don't, you're SURE to run into problems. And then, we'll clown on you. HARD, and mercilessly. As always, unzip this archive to a temp folder or you desktop to gain access to the full readme, and the files herein. Again, as always, there's a "Notes & Other Nonesense" section with explainations and other ramblings. Good Hunting! Wrench Kevin Stein
  11. because the 'fake pilot' is only 1 pixel in width/height/lenght, and uses a completly transparent skin, thereby rendering is invisible. The 'seat' he/she/it/they uses are the components added (ecm humps on Scooters, canards, plyons on the F-79, etc) wrench kevin stein
  12. nope, just needs to stand there looking menacing (or hungry or ???) wrench kevin stein
  13. it's about 80% done (ie: all tiling is complete) just need to 'fill in the blanks' targetization for all the various and sundry countries/cites/ports/etc. Movement ini, of course, still needs doing. The front line is a nightmare to comtemplate on how to get it to follow country borders. Maybe early next year, depending on how fast Korea and India-Pakistan are finished wrench kevin stein
  14. um....hate to be a bother again, but would somebody happen to have a Allosaurus lying around???? Just for grins and giggles for something 99.9% ready for release??? TIA! wrench kevin stein
  15. in the downloads section; it was a free addon from TK for SFG ... I disremember the exact link, but browse through the F-104 aircraft downloads, should be near the end someplace wrench kevin stein
  16. Yes, we know. as to the Migs...ya know what a MiG-15 look like? Well, there ya go!..... wrench kevin stein
  17. Found this,too http://ed-thelen.org/ifc_acq.html lots of good stuff on NIKEs wrench kevin stein
  18. I want Alyssia Milano ... on a pony!!! wrench kevin stein
  19. Badgers have been here since Day 1, SFP1. As have Blinders wrench kevin stein
  20. covered about a gazillion times already ... check the Knowledge Base, look for a thread titled something like 'Converting AutoSpeed canopies to animation keys' wrench kevin stein
  21. we modders have unoffically chosen shift/0 for canopy, shift/9 for wing folds Don't forget to add the SystemName= to either the Fuselage or Nose sections of the Data ini which A-1H? Montys??? I remember setting it up for the update pak (ver6???)(which has gotten another overhaul for KAW) but you'll have to go into the Options --> controls --> customize to set up the animation key stroke. They're down at the bottom of the list. wrench kevin stein
  22. Actually, 08 level STOCK (emphasis added) aircraft DO have the AB nodes called in the data inis. Weither or not it actualy does anything ..... wrench kevin stein
  23. Absolutely. Not only that, but Mobile_AAA can/is also used in the static role (which is why you see ZSU-23s and ZSU-57s). AND... things like the Chapparell too (althought in SF2, the SA-8 are classed as Mobile_SAM) wrench kevin stein
  24. Here's the 124mm, just make a few 'name adjustments'. The ballistics should be 99.9% the same TypeName=125MM_D-81TM FullName=125mm D-81TM Tank Gun Caliber=125.000000 ROF=8.000000 MuzzleVel=1800.000000 AmmoWt=6.250000 WarheadWt=0.000000 Reliability=100.000000 Accuracy=90.000000 AddLight=TRUE MaxLightRange=2000.000000 FireColor=0.400000,0.360000,0.256000 GunFireEffect=TankGunFireEffect GunFireSound=TankGun EffectClassName=TankGunEffects EffectTime=0.100000 TracerTexture=Tracer3.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=8000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE wrench kevin stein
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