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Wrench

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Everything posted by Wrench

  1. 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
  2. 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
  3. No. completly different (mapping, lod, etc) wrench kevin stein
  4. 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
  5. 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
  6. Moved to a more appropriate Forum, where it's more likely to be seen btw, NICE looking boat!! wrench kevin stein
  7. 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
  8. 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'
  9. 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
  10. My pleasure; just release the skin/decal set when you've finished it! wrench kevin stein
  11. Crusade: apologies! I'd always thought it was you! Now, I'm gonna wonder WHO it really was! wrench kevin stein
  12. 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
  13. HAPPY BIRTHDAYs!!! Diego and Baltika !!! Have a GREAT one my friends!! wrench kevin stein
  14. My condolences to the Polish people (I'm 1/4 myself; my paternal grandmother came from a village near Warsaw) wrench kevin stein
  15. actually it's not missing, it just never had one; looking into the LOD with a hex editor, shows that NEITHER a tga or bmp is associated with it (meaning, it ain't got no 'skin') In other words, who ever built it in MAX either applied a material (to sumulate the metal) or just plane forgotted! Haven't seen it myself ... guess I'll have to check it out wrench kevin stein
  16. WHERE did you get that data ini?? It is seriously f***ed-up; all the armor values are WAY off!! Safe to assume you're not using the corrected one that's in the IsraelME Targets upgrad pak...cause that one above sure ain't mine!! The callouts for weapons engagement (AIR_AND_GROUND) should NEVER be applied to the main gun. Only be applied to the co-ax in the commander's cupola. If you want to add the ranging or anti-infanty MGs, they'd be placed on the main gun mantlet and/or the front hull. (their RealLife ™ positions excape me at the moment ... if it was an M-48/M-60 I could tell ya) here's the CORRECT data in for the Mk.1, minus the coax MGs
  17. Basically, you can't. The physical mapping of the aircraft has been changed. If one is real good with PhotoShop or Gimp, and knows the 1stGen mapping you can try to adapt them. It's not easy, but doable Best solution: find an MF already done for the EAF for WoI, and use that. Or, find the MF templates and make one. Sorry, that's just how it is BTW, WoI comes stock 6 Mid-East camo skins; 3 EAF, 1 Syrian, 1 Iraqi, and 1 Algerian, just for the 21MF wrench kevin stein
  18. Is it safe to assume this is SF2:V?? If so, you might have to extract the VietnamSEA.ini, and change the year spread (now called AllowedDates) for the terrain, as all the NextGens now have that statement built into the TERRAIN, as opposed to the SingleMission.ini in SF/Wo*s as below (obviously, mine's already editated to MY taste...) wrench kevin stein (this is from the VnSEA targets enhancement package, hence the "NorthVietnam" terrain name)
  19. They're like my Malibu; come on automaticaly when it gets dark You can extract the cockpit.ini for any/all aircraft and adjust the "on time" ... this is for the F-100D_64 [CockpitSeat001] ModelName=f-100d_64_pit Position=0.0,4.09,0.81 ViewAngles=0.0,0.0,0.0 MaxYaw=170 MinYaw=-170 MaxPitch=90 MinPitchFront=-45 MinPitchRear=-35 LightRange=1.5 LightInnerConeAngle=65 LightOuterConeAngle=70 LightAngles=0.0,-30.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 <---this number NightLightColor=0.6,0.3,0.4 <--color Gunsight=GunsightFront 0.55 seems like a good number; been using that for years; that makes the come 'near dusk' (I think Moonjumper/Crusader discovered this a long long time ago) you can even change the color, but you need to convert whatever color wanted (red or green or whathaveyou) to the decimal equilvant of the RGB ... Deuces used to have a conversion app at his site; I'll check and see if the link is active. yes, it's still active: http://www.sfmods.com/rgbtool.html you need to know the RGB values of the color, plug them in and it'll covert to the "game entry" examples: PureRGB REd is 255,0,0 PureRGB Green is 0,255,0 (a kind of skickly almost Prestone coolant green!!!) PureRGB Blue is 0,0,255 and so on... converted Red is 0.9945,0,0 wrench kevin stein
  20. So it works now? I usually test terrains with 'standard' aircraft like Phantoms, Mig-21MF (My Favorite Fishbed) or planes of that nature, as they can use pretty much any 'size' airfield. I haven't looked over Gepard's targets ini to see if there's any Runway4 (the LARGE one, with the 2 crossing runways -- those are needed for bombers and other Big Birds) Maybe Michael can be talked into adding a couple, at least one for each side so the Badgers, Bears and B-52s (oh my!) and come out and play, too! wrench kevin stein
  21. Your welcome, and Thank you! You should see the other Michael Turners's I've got in my collection "Aircraft of the Royal Air Force Since 1918"...pretty sure I have them all Should redo the Hudson to this one.... wrench kevin stein
  22. They didn't have any Borts??? How odd! Well, the 'closest' match I can see from my font sets, would be the "RAF_PW_ATH" font from there. Or maybe the WW2 Luftwaffe numbers -they have 2; DIN 1541 Engschrift and DIN Schablonierschrift (sp?? - neither is perfect, just which is closest the Schabloniershcrif has numbers that are more stencil-like) wrench kevin stein
  23. ok.... I just got through editing some bits in the data ini, and testing it in SF2 (merged, withOUT SF2:I), and had no problems. this is my main ini: I added the weather statement, as that's used in 08 level 1stGEns, and SF2s. Also, for experimentation, used the desert cat pointer; it shouldn't make ANY difference, as all the tiles are included, so you should be able to use any of the 3 cats listed. Then, in the data ini, I edited the terrain effects statements to SF2 levels: [NormalTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=TerrainEffect.fx EffectShaderName=terTerrainEffect.fx [WaterTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=WaterEffect.fx EffectShaderName=terWaterEffect.fx [backgroundMaterial] //UseEffectShader=TRUE //EffectShaderName=FarTerrainEffect.fx EffectShaderName=terFarTerrainEffect.fx and don't forget these: [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx There is no GermanyCE2 cat; it still has it's orignal WoE name, so it HAS to stay the same in the CatPointer statement try what I've posted, and let us know what happens. Best way would be to create a backup copy of the main and data inis (open, "SAVE AS..." ori-nameofini.ini, THEN edit the original copies. Just copy/paste the data I posted above. If that dosen't work, I'll zip up and post my 2 inis in this thread or via PM wrench kevin stein
  24. do you get an error message when it CTDs??? That's important to know, because it usually points to what is causing the failure wrench kevin stein
  25. For individual aircraft, you'll have to edit the aircraft's Loadout.ini. You'll also need the aircraft's data ini, to determine which station you want the canisters on. Something like this, for the F-100D_68 (note: the new stock data ini has MY old fix from 4-5 years ago, adding TER to the inner station for multiple bomb racks) [ATTACK] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=BLU-1_Finned Loadout[05].Quantity=3 Loadout[05].RackType=TER Loadout[06].WeaponType=BLU-1_Finned Loadout[06].Quantity=3 Loadout[06].RackType=TER of course, HERE we're showing a standard USAF/USN bomb ... it appears the Mk.77 is Navy only, so adjust aircraft use accordingly (ie: Skyraiders, Skyhawks, Phantom, etc) For some reason, I can't find my extracted inis for the A-1H/J ... but it would be similiar wench kevin stein
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