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Wrench

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Everything posted by Wrench

  1. isn't there a check box someplace on the Options Screen (MainMenuScreen -> Options ->) that allows you to turn off all message text? I seem to remember seeing that someplace!! wrench kevin stein
  2. I assume you mean the pdf? Attached... wrench kevin stein
  3. notepad. it's just a simple text file. It lists the mesh 'tree', if you will, naming all the components. It's the same advice I gave Fox1313, and it worked well for him. "Think like an aircraft engineer" http://forum.combatace.com/topic/42553-fox1313/page__st__20 check out the last 3 or 4 posts .... wrench kevin stein
  4. mesh names can be found the OUT file in the aircraft's main folder. wrench kevin stein
  5. If you want a specific nation's insignia to appear on the skin, the ONLY thing that controls that IS the textureset ini's nation callout. Changing the NationName= in the data ini nationalizes that aircraft to ONLY that one specific nations (hence, the reason I've always reccomended creating nation-specific aircraft). But, if you wanted an American F-4F, you can still leave the NationName= to WGermany. You'll have to change the Exported= to TRUE, add the export start/end dates, and create a copy skin folder (call it USAF), with edited textureses and decal inis. You may not need the bmps, as the game engine ™ will still be looking for the BLW skin. It should be noted, however, that my recent experience with SF2, is showing that IF you create a nations specific aircraft; say ferinstance, a PLAAF IL-28, you'll STILL need to have the skin bmps extracted and placed in their own skin-subfolder of you new aircraft, otherwise you get the bare lod. (even with the userslist showing China, the skins didn't show with just the textureset and decals inis. It goes without saying, that a new userlist will need generating, and the data ini extracted and edited for PLAAF only useage. (note: what I didn't do was keep the same names, ie: SovietSilver with China as the nation. That might have worked without skin bmp extraction/moving to the new aircraft) So, no you can't have more than one nation listed in the data ini. You can reuse the existing skins, if you create new skin subfolders, with nationailzed texturesets. As long as the end user nations are 'allied' (meaning, you can't have RAF Fishbed that's "Friendly", without recreating the entire aircraft/folder and it's associated ini edits) and if THAT hasn't confused you, I haven't done my job right!!! wrench kevin stein
  6. Yup, you need seperat skin folder for EACH nation involved. Just look at how the stock MiGs are set up. wrench kevin stein
  7. for XP you path would be similiar to this: C:\Documents and Settings\yourusername\My Documents\ThirdWire\StrikeFighters2 but definatly, check the SF2 KB. Answers in there wrench kevin stein
  8. amen, brother!! The TE really blows goats. WE can only hope that in the next iteration of the engine, and if/when TK releases a new TE for it, has MUCH more functionality. Jan Tuma's terrain WOULD be closer ... does FE use the WoV/WoE/WoI TE??? If one has the texturelist, it shouldn't be too hard (famous last words, eh??) wrench kevin stein
  9. Dosne't seem to really matter .... for example, AmericaNorthWest in 'one' of my SF2 installs, NOTHING has been changed from ANSI and it works just fine. In fact, the glitch on 08 on the winter tile set seems to be gone completly. We're talking about the 'usual suspects'; factory place & it's buildings, other add-on structures. In another terrain (still building), I'm using a lot of the objects as seen in Polak's "Object Library 1", and haven't had issues with them either. ...other than screwed up shadows caused by the 2/10 patch, but ALL the objects (stock included) are equally messedup. The only thing I think it does, is increased loading time of the mission/terrain as it has to read both types. If all in Unicode, it's supposed to be faster (slightly -also depends on the target area density; how much 'stuff' has to get loaded) wrench kevin stein
  10. File Name: GermanyCE Road Tiles for TE Usage File Submitter: Wrench File Submitted: 19 Mar 2010 File Category: Tilesets GermanyCE Road Tiles - for use with Terrain Editor =ONLY= This little mod, as stated above is for use with the WoE terrain editor ONLY. It will allow Terrain Engineers a MUCH easier time in trying to place and link the various road tiles, without going crosseyed and blind in the process. What's been done, is after extracting the stock road tiles, I've painted the actual 'road region' a bright yellow (as seen in the accompanying screen shot). Now, when you load you textureset, the roads will show up so' s you can see them. As always, unzip to a temp folder somewheres that easy to find, and READ the enclosed readme for full, easy to follow instructions for useage Have Fun -- this'll help keep you sanity (just a little bit!) Wrench Kevin Stein Click here to download this file
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    GermanyCE Road Tiles - for use with Terrain Editor =ONLY= This little mod, as stated above is for use with the WoE terrain editor ONLY. It will allow Terrain Engineers a MUCH easier time in trying to place and link the various road tiles, without going crosseyed and blind in the process. What's been done, is after extracting the stock road tiles, I've painted the actual 'road region' a bright yellow (as seen in the accompanying screen shot). Now, when you load you textureset, the roads will show up so' s you can see them. As always, unzip to a temp folder somewheres that easy to find, and READ the enclosed readme for full, easy to follow instructions for useage Have Fun -- this'll help keep you sanity (just a little bit!) Wrench Kevin Stein
  12. Um, I actually have Dave's terrain partly converted to use the GermanyCE tileset. BUT ... like any other conversion from the desert set to european, there's major differences (like desert uses 68 tiles, and Germany uses sommthing like 128), so MASSIVE amounts of hand-retiling will be necessary; the WoEtextureset ini will need some 'looking' at, and renaming to Kosovo_texturexet ini -not a big deal-, the cities list rebuilt for good measure and every single target area -in particular cities and airbases (to say nothing of mountains, rivers, roads, lakes, coastlines) will have to be cross-checked and matched to where you place tiles. Having done a couple of these conversions, I can tell you this is abso-frakking-lutely NOT for the squeamish or inexperienced Terrain modder. There is also the issue of a lack of some transition tiles, and certain 'mountain' tiles (like is just plane rock with some trees) The T series is just "OK" for hills/mountains, while the A series are snow-bound all year. Having said that, if anyone has the experience, and the cojones to take it on, I'll pass along everything I have. And wish you "good luck chuck!!" wrench kevin stein
  13. Five Guys Burgers

    MDR is almost right around the corner from me....i'm just east of SM airport. while you're there, and if you have time, eat at Aunt Kizzy's Back Porch. It's in the big shopping center off Mindanao Way/Lincoln Blvd. Try the chicken fried steak. Down=home deep south cooking. Damn good, too! Linky to their site: http://auntkizzys.com/ wrench kevin stein
  14. Five Guys Burgers

    I wanna try the corn beef sandwich at Harolds.... speaking of 5 Guys, there's one in Cerritos, not far from my mother=in-laws (now my wifes house). As it seems that I'm going be to out there this weekend...an expedition seems in order. Any suggestions on what to order??? wrench kevin stein
  15. For our newer members, that probably aren't aware of it, a listing of "available mods" has been in the Knowledge Base for several years. Now, mind you, I haven't updated it since earlier this year (i think!), but here's a link to it: http://forum.combatace.com/topic/21870-the-mods-thread-a-listing-of-whats-available/ enjoy wench kevin stein
  16. interesting ... the ADs have the APS-31 radar, but not the searchlight pod. Looks like the left/right gear doors have been removed, too. One could easily convert/mod Razbams E into the -5. Of course, new templates would be needed.... I'd love an Altabross ... we coud redo "Flight From Ashiya" (and it'd fit nicely in the KAW mod, too). I have a thing for flying boats/amphibs. Capun's got the WV-2/EC-121 as well. wrench kevin stein
  17. moved to the correct forum PLEASE do NOT post questions in the knowledge base .. it's for answers only --------------- now, to the issue at hand .... it's safe to assume you have this statement in data ini for the aircraft in question (in fact, it's from the SPE's data ini): [Canopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED ModelNodeName=Main_Canopy Setting[1].Angle=45.00 Setting[1].DeployValue=5.0 Setting[1].RetractValue=3.0 MaxDeflection=45.0 MinDeflection=0.0 ControlRate=0.3 AnimationID=9 [WingFold] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=60.0 Setting[1].DeployValue=3.0 Setting[1].RetractValue=1.0 MaxDeflection=60.0 MinDeflection=0.0 ControlRate=0.1 AnimationID=10 you'll note their still "auto speed". Using the instructions I posted in the KB about 'manual animations for canopies' (actually, the Thread is titled "Canopy Operations", you can easily switch them over to an animation key. wrench kevin stein
  18. link to the Warbird Tech catalogue listing over at farposst: http://www.farposst.ru/phpBB2/viewtopic.php?t=8066 the maraurder book is in 2 parts (there's 2 rars) wrench kevin stein
  19. I should also mention, I think there's a Detail and Scale and probably a Warbird Tech on the Marauder over at farposst. Be worth a look-see! wrench kevin stein
  20. can only be changed in MAX wrench kevin stein
  21. if the squadron id patches are numbered (ala 001 for 1st squadron, 024 for 2nd squadron, 048 for 3rd squadron, they'd have to be DecalLevel=2 or, you can just create 3 skin folders, one for each squadron, THEN you can use DecalLevel-0 for the squad patch. I had to do something similiar on a P-38 skin I did earlier this year, as each had particular geometric tail markings. That's acutally the simpliest (read: lazymans -insert picture of me -->HERE<--) way to go, IMHO. wrench kevin stein
  22. VERY Nice!! Veltro, if you don't mind, I'm going to move this thread into the "PropHeads" forum. wrench kevin stein
  23. If you have permissions to download, you can get to the Forums, too wrench kevin stein
  24. are you kidding me???? we don't have an entire sub-sections in the Downloads called "WW2 Aircraft" and "WW2 Skins"??? You'll find an adjusted data ini for the Razorback in the updated 61st FS, 56thFG skin right at the very top of "P-47 Thunderbolt Skins". wrench kevin stein
  25. Best Sci-Fi movie ever

    ....and what I can't believe is when SyFy Channel showed mega-shark-octosquid whatever, I actually sat there and watched it all the way through!!! I mean, I just had to see the shark jump out out the water and eat a 747 at 10000 feet.... Gotta admit, SFC's movies ARE good for a few laughs, and more than a few groans... (c'mon, Debbie Gibson?????) wrench kevin stein
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