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Wrench

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Everything posted by Wrench

  1. Find the Copperhead

    thought Fub's was talking about one of these.... http://www.postwarv2.com/copperhead/home_page_copperhead_01.jpg while not reptilian (Reptilicus??), it's deadly to tanks! wrench kevin stein
  2. Gepard, in the form of a "PS", you wouldn't happen to have end pieces for the rail bridge laying around, would you?? btw, the suspension bridge gets used in "Carlson's Canyon", as it juuusssst about fits over a small vally/gorge between 2 hills. TIA! wrench kevin stein damn, I WISH I could work in MAX!!!
  3. It DOES look a little cleaner, don't it?? Ed, are you re-mapping the interior sections as well, to stop decal-ghosting on the 'inside'? wrench kevin stein
  4. He'd have to contact Capun for the Spit V LOD, but he's welcome to use my skin/decals for it. Gramps has retired, so contacting him will be a bit difficult. Which A-4 mod? Kiwi or Oz?? wrench kevin stein
  5. Been using the living daylights out of your train stations, too. Every danm city in Korea's got like a million of 'em! Used them a lot for the Tunisia and NorthAfrica WW2 rebuilds, too. IIRC, you also did a couple of bridges for Suez/Isreal2. So, if I didn't say so in the readmes, Thank You, Michael!! wrench kevin stein
  6. guyran: you mean these, although I never did finish the NM one.... the camo is here, and at my site (for WoI, but needs a new FM for 08+ levels) Mind you, the SF2:I's WILL look much better! wrench kevin stein
  7. Moved to a more appropriate Forum. PLEASE do not post questions in the Knowledbe Base. Thank you! --------------------------------------------------------------------------------------------------------- For the lack of shader effects in the terrain data ini, it sounds like you're probably on a pre-06 level patch. Patch up to 08, and see what happens. (to see what level you're on, start the game, and LOOK in the lower right corner of the main menu screen, they'll be a date code ... something like **.**.06, if still at the 06 patch level) wrench kevin stein
  8. Not for NextGEns, as guns are seperate folders, with seperate data inis, and are simple text edits as to gun pods, you would have to edit the entrys for the actual gun (like the SUU-23, you'd edit the M61A gun entry) wrench kevin stein
  9. North Cape would be better.... Maybe I'll look into it after KAW, Indo-Pak, Panama, WW2-EAW rebuild, NorthWest Africa/Spain (for Torch) ... and I'd really like to redo New Guiena with the Green Hell tiles....but, that'd be SOOOOOOO much work!! If DEMs of the Baltic are available......I think that's be a GREAT map! wrench kevin stein
  10. Canopy Tweeks for Pasko's F-82G Twin Mustang Also, by inference, for the ETO and PTO "What If..." versions I relased some time ago. As always, save a backup copy of the aircraft's Data Ini!!! Open the F-82's data ini, and scroll down until you find the ]LeftFuselage[ section, and add the following new SystemName, where *** is the next number in sequence SystemName[***]=Canopy Scroll down more, to the ]RightFueleage[ section (it's just below the Left one, add the following SystemName: SystemName[***]=Canopy01 Continue scrolling down, until you reach the //Crew------ section. Copy/Paste the statement below just above the seperator line, or you can even place it IN the crew section [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=3.0 AnimationID=7 Now, while looking at the 2 pilot callouts (Pilot and RadioOperator), you'll need to add the canopy statement, the meshes are named differently, so here's the ENTIRE pilots section. Copy/Paste it over the existing statments (yes, I KNOW the armor values are wrong, having checked in the Pilot's Handbook for F-82) You'll note the use of the WW2Pilot, and the addition of the seat. My PTO version ALREADY has the seat installed, so it dosen't matter if you overwrite it.
  11. Clocking in, to start workin' the Night Shift wrench kevin stein
  12. Nice looking skins, Paulo! But I keep looking at the water, to see if the effects (ie: new waternormal and sea alphas) are working! That is, if you're using the new DBS tiles... wrench kevin stein
  13. There are no railways in WoV. Bridges, yes. Railroads/trainstations, no. Also, oddly enough, the WoV bridges/buildings/electrical power towers,etc ARE included in the GermanyCE object cat (can't remember if they're also in the SF2E version ... and I"m not gonna extract it to find out!) Rails, train stations & depots are found 'seperatly' (meaning, they originally come from the WW2 mods, excpeting the 'af20 depot building', which was created for CFS, then reimported/exported by Polak from the CFSMidway Groups PTO objects, and enjoyed a limited release of all 68 objects, 3 or 4 of which just don't work) Other 'railway objects' were custom made for YAP wrench kevin stein
  14. you could change the volume in wav theitself; I've done this for a lot of engine sounds, reducing them so I can hear the radio messages (cause some just seem too damn loud to me!). A good freeware sound program, the one I use, in GoldWave http://www.goldwave.com/ or, windows sound recorder should be able to do it, too. don't forget, there's 2 sounds the game uses, and they'e used for ALL RWRs (excepting MiG, if you use the TMF migrwr sounds): RWRTrackSound.wav RWRLockSound.wav wrench kevin stein
  15. No. completly different (mapping, lod, etc) wrench kevin stein
  16. Um.... the -4B linked above NEEDS TMFs -7, because THOSE are the Lods I used to create it with. And the cockpit, too. wrench kevin stein
  17. STill available at check6.. http://www.checksix-fr.com/ from the 'front page', go the SFP1, then to 'avions', on page 3 you'll find -7 and AU-1 also, here at CA in "Mirage & Dassault Aircraft" (prolly becasue it's Mirage FActory) http://forum.combatace.com/files/file/10022-f4u-7-corsair/ (btw, the "-4B" is also getting all new skins/marking, and hopefully, we'll have a standard -4 as well) wrench kevin stein
  18. Moved to a more appropriate Forum, where it's more likely to be seen btw, NICE looking boat!! wrench kevin stein
  19. If folks would actually read 'readmes' ... the original was designed for SFP1, at pre-06 levels. It shouldn't be any problem getting it to work in any other version, just adjust the CatPointer line in the terrain's main ini. Of course, you all know the new KAW mod will make this one more than obsolute ... if it was me, I'd paitently wait. wrench kevin stein
  20. 5 that come to mind right off.... Can't say which ones; but Monty's Skyraider (except for FM tweeks) is looking better than ever, with all new animations and general LOD clean ups and such like* (and, yes, I'll let this one slip .. it also gets a new, 100% accurate cockpit, so my Skyhawk-hack job will be replaced by perfection) wrench kevin stein *special thanks again to MontyCZ for giving me the MAX files to pass on to the 'Fixers'
  21. because the game engine is reading the 'parked statics' as vehicles, therefor automatically generating them for AR missions. One of the main reasons NOT to use them (with apologies to Comprnt). Unless, of course, they were installed completly wrong... parked statics should be... a) generated with the stock aircraft on airfields only as set in the airfield inis, or b) having the ini editated, added to the terrain _types.ini, their 'parts' placed INSIDE the terrain folder and then hand placed on airfields for eye candy Heres a quick little fix for the ArabNum decals....since you've already got them out. Create a Decals subfolder WITHIN the Mig-21MF main folder. Path would be: /Objects/Aircraft/MiG-21MF/Decals put them all in there. Then, EDIT the pathway for ALL your Arab nation 21mf skins decals ini, with particular emphasis on the Level 2 ArabNums, thusly: [Decal009] MeshName=Nose DecalLevel=2 DecalFacing=RIGHT FilenameFormat=MiG-21MF/Decals/ArabicSN Position=4.65,0.05 Scale=1.0 DecalMaxLOD=3 as the insignia and finflash are already in the cat, you needn't edit those lines, just the numbers. Do that for any/all the Arab skins, and that'll fix that. wrench kevin stein
  22. My pleasure; just release the skin/decal set when you've finished it! wrench kevin stein
  23. Crusade: apologies! I'd always thought it was you! Now, I'm gonna wonder WHO it really was! wrench kevin stein
  24. Just to stop any "differences of opinion discussions" before they start, .... With references to the KAW Terrain, there is ONLY one version ... built to 08 1stGen standards. It's then UPconverted to SF2, by 5 simple text edits. Everything else about the terrain, groundobjects are at 08 standards. Some of the new aircraft, however, are being built for SF2. Some will have the new bump-mapping feature, and destroyed models. Again, for those of us on XP/DX9 we won't be able to see the new 'effects', but they are still 100% usable, just with some restrictions. Like many of you, I too am handicaped by XP and DX9, with no possible hope of EVER upgrading as an entirely new computer would needed, and for somebody with no money, no job and little hope of getting one, this is the best that can be done. I totally agree ... it's f***ed up beyond all recall, but that's how it is. I don't like it, I just have to live it. This has been a great bone of contention, but has been resolved, as best we can. Things are easily down-converted; if I can do, so can anyone else with a few minutes, and text editor. Rest assured, I WILL make sure there's instructions for down-converting, even if I have to write a sepearte readme for it. wrench kevin stein
  25. HAPPY BIRTHDAYs!!! Diego and Baltika !!! Have a GREAT one my friends!! wrench kevin stein
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