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Everything posted by Wrench
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B-47E
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Faults in the LOD; pasko's F-82 Twin Mustang exhibits something similar near the tail (small white box). A LOT of early (pre-08) aircraft show this, too. only way to fix it, is have the orignal modeler check the various meshes for 'leaks'. Unfortunaely, it's not likely to happen wrench kevin stein -
Some Phantom questions
Wrench replied to UnknownPilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I had no problems bringing the N over to SF2; ther's an 08 level version (iirc) in the D/L section I did a couple of years back. (although I think the chaff/flare eject positions are wrong) HOWEVER.... it requires the use of the 1stGen F-4B lods (all of them) to make use of the skins. Mapping changes, doncha know. The S Early and S Late would probably require the same 'fix'; using 1stGen lods wrench kevin stein edit: had to go find the link: http://forum.combatace.com/files/file/8097-f-4n-phantom-ii-update-pak/ -
Screenshot Thread
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
the "new" old style water looks much better, if I say so meself!! wrench kevin stein -
Terrain Editor Installation
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
as to 'targetization made easy', are you familiar with this tutorial: http://forum.combatace.com/topic/44621-adding-objects-to-your-target-areas/ it's a quick and diry way to get to each target area fast. -- I take you got the packages, what you have is about 8-10 hours work recreating the AE_texturelistini, which matches completly the AE_Data.ini for tile listings, importation and editing of the TFD/HFD, etc and so forth. That 8-10 also included rebulding all the sea sea/land transition tiles as well. From the looks of the maps at the link I PM'd you, it DOES look like some new matching river tiles will be needed. As well as the sea/city/farm, sea/farm/city, sea river mouths (including right, left and center) and other odd transitions. Let me know when you need the help ... I'm not that far away (well, actually on the other side of the Virtual World in Korea, but what the hell, right??) wrench kevin stein -
Groom Lake 196X...
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
other than Lexx Luthor's "6 Million Meter Map"....for fun, when it's released, maybe try the Canary Islands, as it's probably the SMALLEST map (in terms of area) that I know of! That'll be the next contest ... can you turn the Blackbird within that map, without hitting The Wall??? Winner gets an all expense paid vacation to (somewhere noone wants to really go) or bragging rights, which ever is cheaper. It IS looking real good guys, seriously! What pit will be used, or does it get it's own? wrench kevin stein -
HE-177 Grief Wip
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I'll delete your other post, if that's what you want. Just let me know! As to the other model, hell yes, POST IT!!! The RAF/USAAF could always use another target!!! wrench kevin stein -
Groom Lake 196X...
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
do we have a map big enough for these to make a turn on/in without running into The Wall??? -- looking DAMN good guys!! wrench kevin stein -
Heinkel He 219A-7/R1 Uhu
Wrench replied to BUFF's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
it was never included. Just use the Do-335.wav, attached below. Edit the data ini as shown: EngineSoundName=Do-335 wrench kevin stein -
U.F.O.
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
damn, I was hoping for realy flying saucer!!! nice one Ed!! Wrench kevin stein -
Terrain Editor Installation
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Something else I forgot to mention ... there's NOT an AE_Texturelist.ini, so that too will need creation. Meaning: there's several unique tiles to AE, and the DesertTexturelist.ini won't have them, so when you open the HFD in the TE, and go to "View Texture Tiles", there'll be blank spots or other oddities. Reimporting them really isn't a big deal (well, if you've done it before ... ), but it may mean regenerating the AE_Data.ini, as that lists the tiles in the order they appear in the texturelist ini, and how they're 'sorted' in the TFD. Best/easiest way to do it ... open the deserttexturelist ini, "save as..." AE_TextureList.ini. Then, when opening the AE HFD, while still having the blank spots, you can then add the unique tiles, "save texturelist", "SAVE ALL", exit, and repoen don't forget to convert any tga's to bmp (save as..in PS or Gimp or whatever), to remove the alpha channels, and place all the tile bmps in the MAIN TE folder. I"d reccomend creating an AE only TE (like in my screenie), so it remains unique to only Madagasscar. ---- Definations: TFD: holds the tile placement information HFD: Height Field Display (i thnk!), hold the up/down heights above MSL for mountains, valleys, generic ground, etc. If using the TE, View: Height field, it's the green/varying browns/blue that shows the types of terrestrial surfaces. The darker brown to orange, is how far UP, orange being VERY high mountains. Transition Tiles: those that join 2 differing types of terrain, or the transition between them (example: Sea2Desert50.tga, it's half ocean, half land, Desert2Farm75.bmp, etc.) Alpha channel: acts like a 'hold out matte', to allow portions of tile to show or not show, or to have terrain effects in the case of water/ocean/river tiles good advice: build in 1st Gen sims first, THEN convert the AE_Data.ini to SF2 type (with the ter***Effect.fx statement) much easier. I"ll put something together over the next few days, btw, there IS an easter egg on Madagasscar wrench kevin stein -
Terrain Editor Installation
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
not really, but Gepard's tutorials on map creation are a big help. Unfortunately, it's kinda hit or miss. Meaning, lots of "hair pulling and jumping about" (to quote Merlin from "Excaliber" You don't own any firearms, right?) Fortunatley, Mad is pretty much set, other than your 'sea hills' issue; that'll be taken care of by the "Adjust Sea Level" function Remember, too, ALL the sea sea/land transition (and if you add rivers, them too) will need new alpha channels to activate the water effects. I have 'newer' ones around here somewheres...if you want them to experiment with or whatever. Also, =and MOST important=, after adjusting whatever, retiling,flattening,etc, and moving the newly created TFD & HFD into the AE terrain folder MAKE BACKUP COPIES OF THE ORIGINALS!!!! Easiest way I found, was rename them with numbers; 1-AE.TFD, 2-AE.TFD, etc-same for the HFD. Then, move them into a /storage folder withing the AE terrain folder. Allows for easy reversion, if you mess something up. BTW, keep the first copy (original) backed up as well, just rename a copy of those ori-AE.TFD and ori-AE-HFD, so you ALWAYS have your zero starting point (albeit with any changes you'd have made on later versions) DOn't forget you'll have to recreate the AEcitylist.ini, as there isn't one. I usually include mine with my terrain uploads, or use a stock one as a guide. VERY IMPORTANT to have that. Another thing, a lot of those odd inis floating around in the AE terrain folder, that have names matching tiles? THOSE are generated by the TE when createing new TODs, and usually aren't included in a terrain up/download (they stay in the TE). With luck (of which I've had none with!), you can import them, and see where the trees, buildings and etc are. Again, KEEP COPIES OF THE ORIGINAL TODs!!! (expecially the M15 base TOD, as that one is VERY cool) wrench kevin stein edit: soon, you'll discover why those of us that work on Terrains, are quite mad!! -
WIP new ground target
Wrench replied to Steve s's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
more groundobjects/vehicles are ALWAYS welcomed!!! wrench kevin stein -
Terrain Editor Installation
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
greenback??? that's the nickname for U$ dollars! So, are you a 1,5,10 or 20??? I put mine in C/ProgramFiles/Terrain Editors. You can actually put them anywhere, and can have as many installs as you want (I've got 8 for the various terrains I'm working on) BTW, the madacascar terrain used Desert tile naming conventions, so you shouldn't use the WoV/WoE/WoI editor, as that'll screw things up. You can, however, import the other tiles INTO the desert editor; just be advised the 'place objects' function for adding trees and building may not work properly. Max size for the tiles in the desert editor is 256x, and even then sometimes the entire tile won't load that section of the editor. wrench kevin stein -
Updated Default SF2 Terrain by Piecemeal V 1.2
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
There sure is: http://forum.combatace.com/topic/32706-using-skypats-cat-extraction-tool/ in "Beginning Modding", iirc aircraft data inis are stored in the various object cats; check the SF2 KB for a partial listing of 'what might be where, in which cat' Wrench kevin stein -
Game Object Clutter
Wrench replied to RAVEN's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
also, try using NORMAL or HARD game modes; you won't have the labels as you would in EASY wrench kevin stein -
my prop projects
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
welcome back Daniel!!! Good to see you again! wrench kevin stein -
SA-43 Hammerhead
Wrench replied to WingZero's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Zur, The Great and Powerful, has spoken!! Let's hope someone picks it up!! Be a great place for all those Wildcards decals I've done... wrench kevin stein -
Updated Default SF2 Terrain by Piecemeal V 1.2
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
or, you could take the REALLLLLLYY old fashioned way (circa 2004), and just rename the desert.cat to desert3.cat, and do away with the cat pointer line completely. one may also have to rename the TFD and HFD to match ... meaning desert3.TFD, desert3.HFD (they really shold be done that way, in any case -all files pertaining to the base terrain construction MUST match) Basically, this is a FULL terrain, with the TFD, HFD and complete tile set. You should be able to use ANY of base 3 terrains in you cat pointer line. It really don't get any simpler than that. wrench kevin stein -
Permission Needed
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
well, we can 'disapprove' and hide them until they're redone. btw, I'm TRYING to rework the mossie pit for use on the 189, as that seems to be the biggest "issue" at present. But I can't get it to be "full and proper", given the fact the Uhu has essentially an "eyebrow insturment panel" Trying to move the floor, IP, gauges, etc is not quite working ... but I'll keep at it for bit. At worst, I'll reskin the gauges with the german sets, and the player just won't be able to look through the 'floor' of the glass nose. btw Ed, I added the 2 wing 7.9s, so when I have "something worth something", I'll pass evrything on to you. wrench kevin stein -
TW Stock F-16 rivets & panels
Wrench replied to squid's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
up in the top right corner of the page, you should see your name. If you mouse over/click on it, it should open a drop down with link, including a "Pruchase Paid Subscription" what the panel finder does, is become a new layer on the skin template. When saved as *whicheverskin.bmp, it'll show up in game AS the skin. The letter/number grid will show you what's where on map, and where it is on the LOD. (see screenie below) the second shot, is the actual item, as a jpg. Just drop it (resize as needed)into the psd, and have at it wrench kevin stein -
float/seaplanes CAN be used, but you have to use Gepard's "Invisible Airfield" (patpending) as he used in his WW2 Midway terrain, and I shamelessly borrowed for my WW2 "Central Pacific" terrain (and a few others). The major side-effect is, the game engine "sees" (or maybe seas?) it as a normal airfield, so in single missions, you can expect land-planes to operate off it as well. However, campaign builders can force their use ONLY to seaplanes/amphibs, in their squadron basing statement. wrench kevin stein
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Yak-23 Flora
Wrench replied to paulopanz's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
yes, but what of Flora's sister, Fauna???? (sorry, I sooooo couldn't resist that ... it's an old 3 Stooges joke -I think from their trip to Venus) wrench kevin stein -
TW Stock F-16 rivets & panels
Wrench replied to squid's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
close enough! wrench kevin stein -
he did a story in this months "Air & Space Magazine", that I just got the other day, about one of his X-15 flights, that I just read yesturday. RIP. http://www.airspacemag.com/military-aviation/An-Extra-Two-Seconds.html wrench kevin stein
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TIME TO GROW UP
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Somebody wanna tell me just WHAT the hell is going on???? via PM, if necessary. wrench kevin stein