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Wrench

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Everything posted by Wrench

  1. Been waiting on this one for a llooooong time!!! Now, the re-editing begins... Wrench kevin stein
  2. The Mustang has known shadow issues...it was never built with one in mind. (which was covered, IIRC, in the "Things You Need To UPdate Thread", and in one of the WoI Thread) Wrench kevin stein
  3. from my post above: Weither or not you'll get the template.... Of course, one can always be made from scratch, using the 'desert pink' as a base for the new panel & rivet lines. The 29s would require TOTAL reskinning, with the creation of completely new templates, since the existing skin bmps are only 512x So the new template would have to be at LEAST 4096x to get in all the gazillion rivets, then resized down to 1024x for the final bmp. Waaaaaay too much work, even for a guy like me that's hand retiling maps (oh, only 20-30000 tiles.......) It's sooo much easier to just to unit markings as decals... Wrench kevin stein
  4. Yah, that might be of some assistance. also, did you follow all the instructions in the Red Air cockpit paks? That's pretty vital... Wrench kevin stein
  5. Not to be an jerk, but why an OD SuperFort? Only a very few were actually painted that way, and only for a very short time. By the time they were deployed to India and China, they were all Natural Metal ™. (btw, that 5 or 6 hundred POUNDS of extra weight you ain't gotta carry, reducing you fuel and bomb loads.....) As to the Mitchell, perhaps a request over at the DAT site for templates?? That camo WOULD look good in my MTO install... Wrench kevin stein
  6. An amazing aircraft.... It looks a lot like the bomber/transports from the 1930s movie "Things To Come" I'm with CA... I WANTS one too!!! Wrench kevin stein
  7. Good one Harold!!! Wrench kevin stein
  8. In the KB Here: http://forum.combatace.com/index.php?showtopic=11815 and Here: http://forum.combatace.com/index.php?showt...st&p=113930 at the bottom of the aformentioned post (which is a not-so-up-to-date) listing of available Ground Objects Wrench kevin stein
  9. Your answer lies within.. http://forum.combatace.com/index.php?showtopic=18346 * ...and you journey is just beginning!!! muuuuushahahahahahahaaa Oh, and BTW, you stores listings in the Campaign data inis may need adjusting to the naming styles, too Wrench kevin stein * of course, you could always go over each and every weapon's listing and return them to the 'stock style'...
  10. Did you create "Carrier Stations" in the targets ini??? The need somewhere to be told to be... Wrench kevin stein
  11. There's a Russian rocket rack in the Bunypak that's look realy close to that ... S-3K? Might have edit the mounting positions as it uses 7 rockets...something ot look at Wrench kevin stein that is one SHINY airplane!!
  12. Had to go pull this shot off of the pdf of the "Texan in Action" I think this is what you're looking for... New mountings for the smoke rockets will need to be made, maybe creating a "HVAR_Smoke" etc, etc, and of course, etc I also have Buny's templates with totally redrawn panel lines (and simulated fabric too ) The T-6 (well, modded Wirrawary...) also stands-in for the Vindicator at Midway ... performance-wise, they're about the same!! Wrench kevin stein
  13. Like the recent Libya re-re-release, the Southern California terrain has gone in for a through rebuild -- and retiling. As it stands now, approx 60-75% of the map has been retiled, and 5-7 new tiles have been created to fill in some gaps in the generic Desert tile set. Here's a shot over the LA Basin; Palos Verdes is directly under the aircraft, LAX just above the canopy. Burbank is below the cloud in the center - one can see the San Fernando Valley's new green and city/farm look as well... The north end of San Fransico; no longer do we have that huge water mountain at the Golden Gate...docked ships and one of the new tiles, imported and modificated from WoV... Mt. Palomar Observatory (and listening post), looking towards San Deigo... you can see the "Coronado Penninsula" (best that can be done given tile size and map scaling issues -so, no airfield) in the distance. The Hale Telescope Dome is a modified (hex edited and repainted) version of Grampotamus' radar facility. A lot of target areas have been moved around, renamed, corrected, etc. Just have to finish some fine tuning of the movements ini, and some object placements....so, soon... Alameda Naval Base has also been completly rebuild, with some ideas 'borrowed' from pfunk's Black Sea previews he showed earlier this week Wrench kevin stein
  14. Just for giggles...I went back into ASW last night (ie: I was up to almost 4 AM this morning) and fiddled with some tiles... This is the Huston/Galveston/Texas City region. Please ingore the beached tankers near the X ... as per usual with retiling and HM adjutments, target areas near the coastlines get all screwed up In the distance you can see what looks like the grass in the foregournd, but I assure you it's a new "Prarie" tile, based off the Farm1, with lots of little trees and buildings and HAWK batteries... Again, this one's gonna be a tremendous nightmare, as it uses 10 of thousands of Mountain and Desert tiles that'll need replacing. To say nothing of rearranging the target areas.... Wrench kevin stein
  15. No. We don't. Also, there's decal issues on the tail fins, so adding the 'proper' serial numbers for the Mosquitos will be problematical (as in, I've already been looking at the doing up the Mosquito FACs) Have a natural metal skin, but the decal issues..... Also have a Skytrain done up for the "Kyushu Gypsies" ... just need a few more serial numbers ----------------------------- oh, and in response to the PM, the item in question is totally unusable in in present state for ANYTHING. Of the 225 target areas, 200+ will need repositioning, thereby negating anything already existing or planned until it's finalized So, sorry, bro. Wrench kevin stein
  16. IIRC, the music is stored in one of the LIB files. Unfortunately, you'd need the FA Toolkit to access them. I don't think it's availalbe anywhere; I can't even find my old copy!! Wrench kevin stein
  17. It's just like 'nation specific' aircraft, a simple data ini edit. Of couse, you'd need to create a new folder for the new main ini and data ini. Ground objects (stock ones at least) can still point to the original lods in the cat files. I've done this for some Iranian AAA units; they had a home-built version of the Zu-23, so it becomes "Zu-23_I" for Iran, to seperate it from the Soviet versions used by Iraq. Wrench kevin stein
  18. Yes. How could I NOT put it in???? It was "Mission Bay USMC Base", which was postioned WRONG even now, with the coastline and scaling issues it's still not in the right place, probably too close to the sea, but I HOPE it's closer to it's Real Life ™ position. I hope. I've only driven by it a few dozen times in life ... Unfortunately, it's a rather 'generic' base layout -- so it definately WON'T match what you and the rest of The Green Machine are used to seeing. The defense unit (ie: arty center south of the Sandy Yago has been renamed to "Fort Coronado", and now has working arty batteries, since it just happens to be on the main line of advance northwards from TJ by GS forces.... Wrench kevin stein
  19. Creating brand new tiles is fun isn't it???? Been running inot something similiar my self, but I think my issue is something in the alpha channel...had some sea2grassfield tiles that looked ok, but vanished into an empty space when in game. but for a standard bmp tile, just make sure there's no layers, and have a copy of the new tile IN the Terrain Editor's MAIN folder, then do as krfrge said, add it from inside the TE with the edit texture list function. I've been adding the 'new' tiles to the data ini by hand; it's a simple copy/paste for me since I'm basically just repainting an already existing tile, and renaming it. Now, if I could just get the damn sea/land transitions right.... Wrench kevin stein EDIT: ok, fixed the problem with the 'sea'....ALWAYS double check the data ini's entry for the tile, and make sure it's got the proper HasWater= line. 0 don't cut it...but 1 do!!
  20. Right then ... I'll get the ball rolling with some of the things I've been working on. Mind you, even I forget what I'm doing sometimes... SoCal rebuild Iran/Iraq rebuld Mariana Islands Hawaii (ie: Pearl Harbor) Solomon Islands rebuild -again! waiting for tropical trees from Deuces Korea at some point: Kashmir targetization ASW retiling -not likely for a long time, but being considered skins: 6 skin & decal sets each for Zero, Kate, Val for Pearl Harbor & Midway various and sundry small aircraft mods Wrench kevin stein
  21. CA: thats' a great shot!!! It could almost pass for a view (in Real Life ™ ) of downtown LA looking northwest from the I-5 freeway a few miles below where it meets the I-10 in east LA. The buildings on the left could be Century City!! firehawkordy: Bakersfield gets one of my patent-pending "Air Defense Sites",with multiple SAM launchers and various AAA. The airport it not quite positioned where it really is, but I've got a bunch of drilling rigs about where Oildale would be. (the wife has family -aunts/cousins/neices/nephews/etc- up there, so we used to know the area pretty well. Plus, they used to have the State Bowling tournments there every other year or so.) Still have to farm-ize (terraform???) the Imperial Valley -- was rereading 'Lucifer's Hammer' last week, so figured I'd add the farms in down there The really odd thing about California, is there's really 3 or 4 different Californias ... you can divide the state in quaters roughly about Monterey Bay. Most everything north & west of that is Pacific NorthWest rainforest; redwoods and other conifers, to the south a more 'Mediteranian' (sp) climate (in particular from LA to San Deigo). To the south east, deserts/mountains and some farm. North east is still some desert, with farming in the central valley, to the Sierra Nevada mountains. This is a very generalized description, of course, but you get the idea. I've kept it to basically 3 zones, coastal mountain/farms, central farms/desert, desert/mountains. Simplifies things a great deal. I don't think the Big Guy will mind too much of me taking some of His job for bit . Guvanator Schwartzenegger on the other hand.... Wrench kevin stein You guys want me to create a sticky for "Works In Progress?"
  22. File Name: Libya - Version 3.0 Ulitmate Final - File Submitter: Wrench File Submitted: 18 Jan 2009 File Category: Terrains Libya Terrain Upgrade, Version 3.0 -- For SF/WoV/WoE and probably WoI/FE/SF2 Ok, I know, I know...I said I'd NEVER go back to this terrain, but since the 2.0 FINAL was released I've learned a bit more on how to use the Terrain Editor...to wit: There has been extensive retiling of many of the major areas on the map, replacing LOTS of mismatched or ill-fitting tiles. The entire coast of North Africa, from Tunisa to the Libyan/Egyptian border and been completely retiled with matching units. Sicily and Greece, and the 'boot' of the toe of Italy have also been extensively retiled. Approximately 75% of the map tiles have been replaced -BY HAND!!!!-, making a much smoother and better looking map. Unfortunately, a couple of the target areas required small location adjusments, so that had to be corrected as well. Included in the package are new HFD, TFD, data and targets inis. The data ini has been fully updated to make use of the terrrain effects as per the 9/08 & 10/08 patches. Adjustments to sea level and uping the Alpha Object count have also been implemented in the data ini. Some trees are around, but not as many as I'd like. You =MUST= have the orginal Libya 2.0 terrain to make use of the Update Pak. It's available in the CombatAce download section at the following url: http://forum.combatace.com/index.php?autoc...p;showfile=6652 The targets ini in this pak includes the "Targets Hot Fix", and the new planning maps from that package. So, don't worry if you don't have the Hot Fix pack. So, really...consider this the Ultimate Final Version....I'm NOT going back to it again. Promise!! = This has been tested in WoE (my main Laboratory of choice..) As it was originally built for SF, no worries there. WoV should also be no problem. It -should- work in WoI and First Eagles, but you'll still need one of the Original 3 Terrains ™ for the terrain cat reachback. This, however, has =NOT= been tested. You use it in these games (WoI & FE) at your own risk. For SF2 users ... don't know what you to tell ya...you're on your own! = As usual, there's more relatively simple install instructions in the enclosed readme. So, give it a once over... Happy Landings! Wrench Kevin Stein Click here to download this file
  23. Apparently, mixing and matching tiles is only limited to the improtation thereof Meaning.. You'd have to have the texturelist ini (which comes with the terrain editor), the various and sundry tiles -all in bmp format, so all the water-to-whatevers need converting to loose the alpha channel...then they can be added to the ***texture list ini. In theory, you can have one HUGE ini, with all the tiles from all the game listed, and apply them to the map. Of course, then you'd need all those tiles IN the terrain folder (as I've done with the imported vietnamsc50c.tga), and you're coverd. Editing the terrain's data ini to add which ever tile you use and/or create a terrain specific texturelist ini. Thank Chuck!!! Hand tiling is a fracking nightmare...I'm so NOT looking forward to doing the Iran/Iraq map. What with Tehren getting moved to its proper location, and the addition of the Caspian Sea.... I've guestimaed somewhere around 3-5000 tiles to be replaced in that region alone (goes to the map edge, so I may not acutally need to do all of it). Like to attempt adding some rivers too....but I think I've got things (ie: cities etc) misplaced, so the Tigris/Euphrates pathway is gonna be totally unrealistic. Large Cities, for Canadair: Just a quicky shot, as I screwed up and forgot to rename Polak's city1.tod. You can see part of the 'large urban module' at the left. It's actually very easy....did it just like I said above, but since Polaks city1.tod uses a slight different named bmp for the buildings, there is no conflict! -------------------------------- So, terrain WIPs: SoCal Iran/Irag Marianas Islands (Central Pacific) Hawaii Solomon Islands (waiting for Deuces for some tropical trees) American SouthWest -- a big maybe as that one too, need almost total retiling..... EAW Euro (Modern) 4 Season rebuild -in either Brain32 or CA_Stary's hands, I disremember which! -- has tile issues, and we don't have the texturelist ini, so don't expect that for soooomme time come. Korea (1950-???) Wrench kevin Stein
  24. Been thinking about that too.... I haven't run the experiment yet, but it would go something like this.... Create a new "City2.bmp", which is in reality just a copy of City1, renamed. Take Polack's City1.TOD, and rename IT to City2.tod. What I don't know is how the engine will read the bitmap for the skyscrapers, as it would also need renaming, to seperate it from the 'terobjects_buildlings1.bmp' that already exits...so in essence create 3 new files, that'll give us the tall buildings. Which means having to delete ALL the "large urban modules" I'm using for the city buildings...which means a lot of object placing by hand. I'll fiddle with that this weekend...it's definately doable Wrench kevin stein
  25. Anybody notice anything different on these desert-farm tiles?? Suffice it to say, there are something like 12-15 NEW tods for this map. Easily usable for any other that takes the stock desert tile set Wrench kevin stein
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