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Everything posted by Wrench
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OMG, MontyCZ is a STAR!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Taking a break from killing my brain trying to figure out animations, why the right wing bombs are now sitting 1.5 meters ABOVE the wing...etc..... Here's a shot of the modified/repainted/tweeked-to-within-an-inch-of-it's-life/etc A-4B 'stand-in' semi-generic not even close to Real Life cockpit. Obviously, those that have Raz's Skyraiders can easily reuse that one. For those that don't, ehh...this works. And the gauges are pretty damn close in readout. I'll have to add one more number to the release interval on the (nonmoving) rotary switch, and perhaps shrink/move the amp/volts gauges, but this is pretty much the final form and yes, I KNOW for a fact it ain't right ... but it WORKS and it's free (no slight to anyone, expecially Raz!!) wrench kevin stein -
C-130 hangar screen
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Perhaps in our downloads section, under 'modern aircraft, tranports and multi-engined aircraft' ???? worth a look (and the download -- excellent model!!) And hangar screens are beyond easy to make onself. All you need is a image manipulator program (photoshop, GIMP, etc), and the willingness to spend a half hour or so making one. Look at the hundreds -literally!!- I've done. wrench kevin stein -
Since the dog was a black lab .... and this taking place in the 1940s ... unforturantely, a fairly common term back then. and Gentlemen, and Ladies, DO NOT turn this into a political/historical correctness thread!!! It just about what movies to watch (if you get the channel, that is). Thank you! wrench kevin stein
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Korea weapon loadout
Wrench replied to mikawa's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Are you using a Weapons Pak, and which one?? Have any of the aircraft data & loadout inis been 'adjusted' in any way, shape or form?? and which TYPES of aircraft are effected (one side, both? ALL??) which patch level is your game at? more info please... wrench kevin stein -
Screenshot Thread
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yup, DATs B-49 Flying Wing, converted to RAF usage via the usual ini edits wrench kevin stein -
Does the engine support normal maps?
Wrench replied to corey's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
TK has a LOT of the templates available over at 3rd Wire. There are some 'homegrown', higher rez versions of some of the stock ones here as well. For SUPER GYNORMUS ultra-rez templates for Phatnoms, you'll have to hit up Sundowner ... I'd venture a guess his templates are over a gig per map!!! Considering the skins are running 2048x2048. and the details...jeeeezz!!!! I haven't tested any of the sky mods yet in SF2 ... WideSky is real good, as is Polack's old skymod (still using that in a lot of my SF/Wo* installs) Sounds? I only have a very few, and most of those came with varying aircraft wrench kevin stein -
OMG, MontyCZ is a STAR!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Monty: there was never anything before in the inis (v5) for canopy and wing folds...!!! I added these 2 commands: [WingFold] SystemType=ANIMATION InputName=ANIMATION_9 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=6 [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=4.0 AnimationID=5 and this in the /Pilot section: CanopyNodeName=CanopyFrame01 CanopyAnimationID=5 to make them maunally controlled. I'm wondering if I got the anim IDs wrong?? I was kinda just guessing, looking at the existing data ini to see which weren't used. I'll test those wing names, with a 'clean' loadout, and see what happens. Much appriciation for you revisting this!! wrench kevin stein -
OMG, MontyCZ is a STAR!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You mean like this Harold??? Yah, I found that out!! Fortunatly, there's only the RECON loadout with nothing on the wing, so sticking a LAU-3 there as a "just in case we run across something needs blowing up" was a simple edit. I don't want to make more work for Monty, in having him seperate a dozen stations to seperate meshs, so adjusting the loadout ini is the simplest, easiest answer. And besides, who DON'T fly a recon mission with a bomb truck, and NOT take something along for the Bad Guys to remember you by??? wrench kevin stein -
adding ground objects to SF2:Vietnam
Wrench replied to markkyle66's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There's a LOT of stuff in that list that are, or should ONLY be used as terrain objects. ie: placed in the terrain folder, and added via types and targets ini edits. Meaning, things that are structures should not be in the GO folder, but terrain placed Unless someone has ACTUALLY built a train that moves with it's cars attached.... they've alwasy been static (yap maybe?? ) wrench kevin stein -
OMG, MontyCZ is a STAR!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
HOT DAMN!!! I just abso-frakking-lutely LOVE it when I guess right!!!! Yes, in this cas you can use the outer wing Now, I'll have to check Pasko's Panther for that too.... wrench kevin stein -
OMG, MontyCZ is a STAR!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
ummm....no. but i'll definatly check that!!! here's the station call out: from the OUT: CenterWing (152 polys, 456 verts) 'metal2' MainGearInterior (44 polys, 132 verts) 'metal2' LeftOuterWing (99 polys, 297 verts) 'metal4' LeftAileron (8 polys, 24 verts) 'metal4' LeftOuterWing01 (168 polys, 504 verts) 'metal4' RightFlap (48 polys, 144 verts) 'metal2' WingPylon01 (64 polys, 192 verts) 'metal2' RightMainGearCover03 (12 polys, 36 verts) 'metal2' RightMainGearCover01 (34 polys, 102 verts) 'metal2' RightMainGearCover02 (12 polys, 36 verts) 'metal2' RightMainGearStrut (35 polys, 105 verts) 'metal2' RightMainGearActuator (45 polys, 135 verts) 'metal2' RightMainGearTire (268 polys, 804 verts) 'metal2' LeftFlap (48 polys, 144 verts) 'metal2' WingPylon02 (64 polys, 192 verts) 'metal2' RightOuterWing (99 polys, 297 verts) 'metal7' RightAileron (8 polys, 24 verts) 'metal7' RightOuterWing01 (168 polys, 504 verts) 'metal4' LeftMainGearStrut (35 polys, 105 verts) 'metal2' LeftMainGearActuator (45 polys, 135 verts) 'metal2' LeftMainGearTire (268 polys, 804 verts) 'metal2' LeftMainGearCover02 (12 polys, 36 verts) 'metal2' LeftMainGearCover01 (34 polys, 102 verts) 'metal2' LeftMainGearCover03 (12 polys, 36 verts) 'metal2' is it possible to just use the LeftOuterWing mesh name?? wrench kevin stein -
Screenshot Thread
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, shoot, Spinners... you gonna make me wanna go back and revist this unfinished project from like 4 years ago... "The Other V-Bomber" , Viking Mk.3 obviously, needs some decal work, and new serials made up.... wrench kevin stein -
Missing guns
Wrench replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The guns on the A6M7 Type 63 are EXACTLY as they're supposed to be. Don't f*** with them. If ya don't belive me, do the research. I'd reccomend Fancillon's "Japanese Aircraft of the Pacific War", page 376 As stated in the readme: *= 12.7MM_Ho103 wrench kevin stein -
2 Handsome Killerbees ?
Wrench replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I think it looks really good with the stripes painted on. Added some details; steps, rescue arrow. I think the stripes need to be extended to be up against the bottom of the canopy rail?? wrench kevin stein -
Royal Romanian Air Force, anyone?
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
And like so.... most from Aero Detail and Mushroom yellow on 109G -man, there are some GREAT closeups in these!! you should see the detailed drawing and pics of the sand filters!!!!! wrench kevin stein -
Royal Romanian Air Force, anyone?
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Let me find my Monogram Close-Up on the Gustav, and anything else in my massive PDF library...I should have an Aero Detail on 109.... wrench kevin stein -
C-123 Package Uploaded
Wrench replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
we need Nicloas Cage, Mel Gibson and Robery Downey jr pilot figures... wrench kevin stein -
2 Handsome Killerbees ?
Wrench replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
My Brother, if you can do that, you'll make a LOT of SPAD drivers VERY happy!!! To say nothing of us skinners/decalers!!! Monty, you're a STAR!!! wrench kevin stein -
WW2 Aircraft
Wrench replied to Wildfowler's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Which weapons pak, and what patch level are you using? VERY IMPORTANT!!! if the weapons pak is still at, say the 06 level, and you game is patched to the 08 level, you'll need to re-inatalize the weaponsdata.ini and weaponsdata.dat using the new style weapons editor. A very simple process. was it crashing with a missileobject.dlll fault? That usually means a weapons fault. -been there, done that, got the meds to prove it! don't forget, when adding weapons the new /Weapons folder has to be created by YOU. Then you dump the goodies into it. Also, at 06 patch levels, you can't use 'folderized' individual weapons like the 08 patch and SF2 series. The Game Engine can's see them that way. They just get all dumped into that /Objects/Weapons folder. That's one of the reasons I (re) created the WW2 era specific weapons pak. wrench kevin stein -
Question about F-4 loadouts
Wrench replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Storm, you mean like in the screenies below.... the 2 LAU-3s are in the F-4N upgrade, and the other is my "What If..." Phantom FGR.3" both available here (with thanks to Ant for the triple rocket pod goodies) I'm sure that triple-SNEB set up could be adapted/modifed for USN/USMC usage.... wrench kevin stein -
Royal Romanian Air Force, anyone?
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Or, if we can get a 3d modler to make the bulges, they can be added via the 'fake pilot seat' method. The only problem with that, is color matching for splinter or mottle camo patterns wrench kevin stein -
Question about F-4 loadouts
Wrench replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
flipping the attachment angles on the existing winder stations might not be such a good idea...even though the AIM-9s are cylinders, it may change where the fins sit, in relation to the TER, wings and other items (birds, bugs, etc) Best way would be to duplicate those stations, rename, and add the new sytems to the 'effected' wings, and change the attachment angle. WHICH number to change I can't renember --- try the last one first. Some experimentation will be required. I KNOW for a fact, with judicious tweeking of the numbers, you flip things 180 in any direction. Also, don't forget to add them to the loadout ini, and make the Sidewinder stations either disappeared, or have a load of 0. by duplictae the station, I mean copy/past the existing, and renumber but keeping the same GroupID # Something like this: note: i've turned the brackets backwards, so the Board software don't have a cow or 3. Don't forget to turn them back around when adding to the data ini the SystemName[xxx]= of couse would have to match for the rightwing SystemName]013[=RPStation2 SystemName]014[=RPStation4 left wing: SystemName]013[=RPStation1 SystemName]014[=RPStation3 the loadout ini would need editing to something like this: you'll also need to "regroup" the Sparrow stations, if you want to put the jammer pod in the left forward bay. Change the GroupID on SparrowStation1 to 5, leaving SparrowStation2 as Group 4 It's pretty easy; the hardest part is figuring out the attachment angle for a verticle mountd dual Zuni launcher wrench kevin stein btw: the credit goes to TMF for the 'duplicate' station trick -
WW2 Pilot models
Wrench replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
wrench kevin stein -
WoI: AI Conversion
Wrench replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ordway's got the Ouragon and Mystre's covered as well.... The Ouragon has a few little issues in the 08 patch world; including WoI, but nothing major. Mostly a little bouncy-jiggley on the ground. Spring rates need slight adjustmets, but I never messed with it too much. "If it works, don't fix it" Considering it's age, it flys QUITE well!! And, as you've got WoE, looks like you got the Hunters covered as well!!! btw, there's a version of Gepard's Isreal2 I did, that upgrades it for WoI. Somewhere in the "Terrains" download section wrench kevin stein -
2 Handsome Killerbees ?
Wrench replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wellll....NUTS!!! It appears I've found some open meshes....see attached screenies alternatives: leave it off (eegghh!) or non-historicaly, paint it on, with means everyone gets one (easiest, but most annoying to my sense of historical propriety) or if Monty still has the max files.....and wishes to revist it. Methinks evryone is gonna have one.... wrench kevin stein