Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,881
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. explained in the original release thread: http://forum.combatace.com/index.php?showtopic=40385 that tile is not actually used. wrench kevin stein
  2. the Behnam and TF 58 are Dev A-Team ships, and available at Capun's site also, out of sheer curiosity, how many theards will there be with basically the same questions?? Have you looked in the KB? There's a wonderful thread in there, listing the object available, and hopefully, where to get them. http://forum.combatace.com/index.php?showtopic=21870 a quick browse might answer a lot of questions! wrench kevin stein
  3. Could you explain, in slightly more depth, WHAT, exactly, you're trying to do???? wrench kevin stein
  4. The stab markings??? I was going bat-s**t crazy with those for a while... finally just made a 2nd decal for the other side, and edited the decals ini. Slight more work, but worth it in the end wrench kevin stein
  5. according to TK's decal tutorial, the minimun is 12 (***000 - ***011), but you get a LOT of running off the end with no numbers. Sometimes NOT using a numbers.lst works too -see my ww2 zeros and kates and vals...in prepatch installs, they usually recycle back to the first one, but not always.. I usually make a minium of 18-24 (depending on historicality). also, have a 'blank num' (ie: Num.tga) with fillers numbers is good too. For a buzz number, something like BN-000 wrench kevin stein
  6. you'll find a butt-load of skins and mods for it here and at my site. including that desert skin for jg-26 and FW-190s, too wrench kevin stein
  7. btw, let us know if the 'riverslist.ini' does anything ... I've never used it (or actually seen one...) wrench kevin stein
  8. having the texturelist is a HUGE help!!!! Brain32: having run the terrain through the editor, saved, updating the data ini for all the postpatch effects and such like, and testing in my 'don't know what to do with all this stuff' install, we get the screenie below... a big improvement!!! now, all that's really necessary is to re-do every tga tile, to remove the glitch effect seen by replacing all the alpha channels.... (only a hundred and summpin' tiles...for each of the 4 seasons, total) But the 'leakage' has stopped. could use each of the airfields retiled to a 'clear' zone (grass field -- which means editing some of my existing grassfield2-whatever.bmp), not in the middle of fields and such like ... and targeting improvements..needs more targets!!!! which means, probably, 'moving' the airfields a bit as needed, as the 0 point of the runway never matches the tile locations!! Don't expect ANYTHING for months, but now we have something to work with, that WORKS!!! wrench kevin stein
  9. for those curious as to what the 'issue' is with the 08patch 4 seasons EAW Euro, here's the old thread: http://forum.combatace.com/index.php?showt...amp;hl=eaw+euro with screenies!! :yes: I also recall some mention of it in the "ANW 4 Seasons" thread wrench kevin stein
  10. yah, we/I was attempting a 4 seasons reabuild, as all the seasons exist as seperate terrains. So, if Edward or Keith stop in here, maybe they'll see this and give us access to the texturelist ini. Otherwise, you get 4 whole terrains to play with.... wrench kevin stein
  11. that's how I did it (of course, I don't KNOW of any other way!!). Everything was all tiled and such. In fact, on the Hawaii map, an entire airfield was already placed and targetized (Kaneohe) Seemed to work ok for me! wrench kevin stein
  12. first off, PLEASE convert all image to jpgs before attaching/uploading -- bmps are just too damn big and take up too many/much server space and cycles. it might help to know WHICH F-4M/FGR Phantom we're talking about...stock 3W or TMF??? in Real Life ™, that's the ECM fairing, iirc so, there an OUT file for this aircraft? it would be in the main aircraft folder. that gives you the mesh names if not, if you have a hex editor, you can open the lod and do a 'search' for the likely candidates if it's one of TMF's bird, one of those folks should be along shortly to let you know. wrench kevin stein
  13. so far, nice looking map! I had ALL kinds of problem with the 'adjust sea level' on the Marianas and Hawaii maps ... finally 'got it close' by exporting the height map as bmp', repainting some sections to 0 height, and going from there. It ain't perfect (on my stuff anyway), but it did bring the beachs back down to sea level. Unfortunately, expect to do a LOT of hand tiling, expecially on the transtions. Don't forget all the city tiles (and THEIR) transitions have to be hand placed as well as any 'clear zones' around airports and such. And don't even get me started on rivers ..... going bat s**t crazy tring to add a many as possible on the India-Pakistan map. fun fun fun! welcome to MY world!!! Actually, I kinda enjoy it! wrench kevin stein
  14. a lot of the weapons (~90% or so) in the Community Pak are missing the main ini (ie: *weapon-name*.ini), and you'll need a seperate data ini EACH AND EVERY FOLDER for the thing to work in essence, you have a weapon folder, lets say for the AIM-120. in said folder you'd have... AIM-120.ini (wherin the lods are described, shadows called out) AIM-120.bmp (the skin AIM-120.lod (the model -- and any other lods if supplied; ie AIM-120_LOD001.LOD, AIM-120_LOD002.LOD, etc) and a new file; AIM-120_Data.ini (this takes the place of the Classic Style ™ weaponsdata ini, describing the weapons attributes .. basically the same AS the weaponsdata.in, but ONLY for the single weapon. This is what I was given to understand how it now works. So, any missing file (mostly inis) would need recreating Not sure how the SF2 series weapons editor works, however... in may NOT need a seperate weaponsdata in each weapons folder. I'm sure someone will be along with any corrections of any mis/dis information I may have inadvertenly spread. wrench kevin stein
  15. moved to the correct forum wrench kevin stein
  16. SFV2

    I seem to recall bpao responding in another thread to a similiar question... in short, something about them 'not beind ready for the SF2 series. yet' wrench kevin stein
  17. thanks ansons!!! I'll start over fresh! so, d/l both the new versions you posted, and go from there! Got it! I think it should be noted here, to all the CA members, that I made a mistake!!! Someone should alert the media, as that so rarely happens!! thanks again! Wrench kevin stein btw, I didn't run in through the TE ... that's a unzipped, dropoped in and what I got screenie
  18. Israel remembers her fallen Men and Women

    . wrench kevin stein
  19. File Name: F-89H Scorpion File Submitter: Wrench File Submitted: 23 Dec 2007 File Category: US Air Force Aircraft F-89H Scropion For SF/WoV/WoE: This package is a modification of MontyCZ's F-89D into the later H model (with wing-tip rocket pods and 'internal' Falcon missiles) It is a semi-complete package, including everything needed, -excepting the aircraft LOD files. You will have to transfer them over from your F-89D's. Included are all the needed inis necessary to create the new aircraft. The skins included are for the 437th FIS based at Oxnard CA, circa 1957-ish, a repeat of the 75th FIS skin from Pesque Island, and a generic USAF natural metal. All the skin bmps have been repainted, using new templates created by me, based off Volkjager's original skins. I've duplicated his original work, so all credit goes to him for skin creation...I've basically just redone them to make use of the new panel, rivet lines and new decals created by me for the serial and buzz numbers. Included also is a brand new WoE-style Hangar screen, only available with this mod. Damage tgas are here as well. == You MUST have the latest weapons pak installed to make use of the needed missiles == --You should also have already installed the F-89D Update, which includes the new version of the Mk.4 Mighty Mouse FFAR -- the weapons data for this rocket is NOT included with this package!!! -- PLEASE read the readme for install instructions, important notes from General Explainations (a really nice guy), mostly concerning the Falcon missiles and other weapons. Happy Hunting! Wrench kevin stein Click here to download this file
  20. I thought that "issue" was covered in the readme... yup, I thought so! I think it's pretty cool, as the original C/D variants were among the first mods made for SF, that we could 'stretch' such an old model to make it a bit more functional. I gotta hand it to MontyCZ ... he did a DAMN good job on creating this!! wrench kevin stein
  21. That SEA skin is VERY cool... I"ll be expecting some Greek and Turkish variants over the coming weeks, yes??? Oh, and I"d like to request the ADC version with "Happy Holligan" decals!!! :yes: My personal thanks to all who help Veltro out on this (my contribution is just simple, easy to make hangar screens..) wrench kevin stein
  22. Anyone else getting this ---> seen below?? Looks like a mis=match between the texutrelist ini, data ini (which has a few mis-named tiles) and the TFD (or is it HFD --whichever one stores the tiling data) normally, I'd list my 'suggestions' in a PM, but some of this might be of interest to other terrain builders....and mind you, I'm no expert on all of this; I'm still learing like all the rest, but this is what I've found/learned/know.... several of the sea/land etc transitions tiles are still listed as 'bmp' in the data ini, when they should be 'tga', with the correct HasWater= setting (usually 1) the nations ini is still the stock SF desert one ... it needs compete updating to match the nations shown on the terrain and more importantly, NONE of the nations represented on this map are FRIENDLY, as defined in the game's Nations.ini -- which ALWAYS seems to take precedence... this is supremely important!!!! It matters not what's stated in the targets ini; there MUST be at least one nation set as friendly as defined in the game's main Nations ini. Other wise you'll some extreamly anomolous (sp?) behaviours with the aircraft, which are using the correct nations setup. Which means, a complete rebuild of the targets ini. I haven't even looked at the types ini.... The Friendly/Enemy sides are one of the most important considerations necessary for map creation ... lest 'strangeness' creep in. none of the airbases that I've tried to fly fly from have been flattened, they're mostly underwater at this point. (in India at least...) I really haven't spent much time looking to see if all the tiles listed are existant, but I'd definatley reccomend a re-run through the terrain editor, updating and correcting the cities list ini as needed (there's NO need to flatten an oil field!), double checking the "spacing spread" - cities/airfields don't need to be more than 5000 wide; rechecking tile placements -use the max zoom view (3200, that's what I use), and rechecking in game No airfields are showing in maps generated with SFMap (by Kreelin) ... I've never seen that happen before! Unfortunatly, the map is almost unsuable for anything! My apologies for sounding so rough and mean, but this is what I see. I also don't know of any way to make it so there IS a friendly or enemy side, without rewriting the game's Nations ini. Unless the nation of "East Pakistan" is created as a FRIENDLY (present day Bangladesh, which is ENEMY as per the nations.ini), and is only good for 1947-1965-ish timeframes. I"d also reccomend changing the name to "East India", as that is what this area really represents, or even "Bay of Bengal" or something closer to it's geographical Real Life ™ location. Below is a quicky edit of the "EastIndiaNations.ini": This is without actually going ove, entry by entry, in the targets ini to see what is actaully where, but you get the idea. Even changing, say, India to FRIENDLY in THIS is has no effect, other than to have you flying from the wrong sides airfields. again, sorry for sounding so nasty, please don't take it that way! wrench kevin stein
  23. Major Lee had a concept terrain 'Air Race', with the 'pylons' built into the terrain (ie: mountain spires). He never finished it, however. also, for static displays it first assumes there's static aircraft that can/are used as 'terrain objects', just like buildings. And that are freely available. Then it's a simple matter to find the offsets and place them. I take you haven't flown over my ASW map?? Try flying out of Harlingen, TX, as it used to be the site of the original Confederate Air Force (now Commerative Air Force). You'll find plenty of parked static 'museaum' display aircraft on the ramp. Even has spaces 'reserved' for some of the FE statics created by the DAT wrench kevin stein
  24. has anyone ACTUALY flown over this in multi-player?? Just curiious to know if/how well it works...and if anyone has 'found' the 2 easter eggs... wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..