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Wrench

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Everything posted by Wrench

  1. 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
  2. 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
  3. 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
  4. 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
  5. And DON'T forget to include a readme, telling folks what to do and HOW to do it... Wrench kevn stein
  6. "If it moves, salute it. If it don't move, paint it" can't go far wrong.... Wrench kevin stein
  7. SFP and WOI terrains in FE

    Actually, you could easily bring the FE terrain object over into an imported terrain. You'd just need to extract ALL the terrain objects (lods, bmps, tga and inis) from the Desert, or GermanyCE or VietnamSEA cats, do a copy/paste from the relevant ***_Types.ini; ie from FE into the imported one-- not to forget FE ground objects listings!!! -- and go fly. BUT...(you knew THAT was coming...) You'd need to make all the changes in the ***_targets.ini of the imported terrain which is again, just a simple copy/paste. Time consuming? sure, but not any more so than any other terrain mod Doable? Oh, helll yes!!!! You could even extract the FE airfield lod and bmp, and use those to replace the 'modern' paved runways. The stock runway3 is already a dirt strip...so shouldn't pose any problems. Wrench kevin stein
  8. Fav cooking/chef show

    Kitchen Nightmares for sure, and MOST definately.. Diners, Drive-Ins and Dives makes me want to travel to some of these cites, just to try the resturants. He's done quite a few here in SoCal, including one place in Oceanside (?) that has the wall decorated with Trudigan and Taylor aviation art!!! Wrench kevin stein
  9. Well, yeah, all the original Easter Eggs are still there, plus a few new ones. Although my 'shop' (Wrench's ToolBox Auto Repair) seems to have gone missing under the buildings from the city1.tod...I have to find it and move it... (whilst testing Red Air strike missions last night, I was tasked to destroy the 'Nelson Institute of Marine Research' in Santa Barbara) SM Pier is still here, as is a very high value target (ok, call it "payback being a beeoitch") Bay Shore Bowl, where I used to work (and was fired from...bas***ds!!). And World Famous Pink's Hot Dogs. Debating on weither or not to repurpose one of the Factory buildings as Disney Studios in Burbank...and Disneyland itself is missing* Wish I had the Hollywood sign.... The San Juaquin Valley (ie the WHOLE central part of the map) has been retiled -by hand!!- to more replicate farms. Salton Sea added, Colorado River from Lake Powell (?) to Baja, Kern River in Bakersfield, Fresno Air Terminal added, Lake Tahoe, Reno (destroyed) moved more close to it's real life position. Costal valley from Moro Bay to Vandenberg tiled to farms, Lakes Chachuma, Piru, Castic added...oh man!! What a job of work! Wrench kevin stein * how many remember the movie "The 3 Stooges In Orbit", with the heli-sub-tank, stolen by Martians, with a Death Ray ™ being ordered by the Martian High Command to "hit them where it hurts"....flying over Disneyland??? I love move trivia!!
  10. FC: yarp, my bad! Missed the MovingLight= line Blackbird: If I'm reading the comment correctly, is this along the lines of "the more you overthink the plumbing, the easier it is to stop up the drains" ?? Or as we used in automotive : KISS Keep It Simple, Stupid!!! That might also be used to for the wing lights on the Thunderwarrior ... I can move them back to the wingtips, and hopefully they'll move with the alerion and variable incidence....hmmm.... Wrench kevin stein
  11. Version

    647 downloads

    F-4N Phantom II Updat Pak -- for SF/WoV/WoE/ -maybe-WoI and possibly SF2?? This is a small package of ini to bring the F-4N more up-to-date with the last round of patching. Included are updated data, loadout (more in the notes section on that below), cockpit and avionics ini. The changes are mostly based in the data and loadout inis, bringing them up to spec with to the post-patch world. (ie: updated AI sections and flight models). I've included the main ini (ie: F-4N.ini) as I made a few small changes there as well. Other additions are the inclusion of an on-board ECM suite, with chaff/flares and internal jammer. 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, but you may have to extract the F-4B LODs and SHD, as well as all the F-4J cockpit bits, as I don't believe they're anywere in any of the WoI Object.cats. For SF2 users ... don't know what you to tell ya...you're on your own! But it -should- work, given that the B & J Phantoms already exist in that game. As I'm not a FM Guru, this is mostly based on educated guesswork, but it flys and fights fine for me!! Obviously, you'll need to have the original aircraft to add this update to. It's available at Column 5's site: http://www.column5.us/aircraft2.shtml As you've come to expect, there's detailed install instructions, and an interesting "General Notes" section in the enclosed readme ... so, do yourself a favor, and read the curssed thing!!!! Good Hunting! Wrench kevin stein ps: the VF-111 skin seen in the screenie above is NOT included -in fact, it's just inis! It's a skin from a B model, with a simple edit of the decals ini, and viola! New F-4N skins...details in the readme
  12. I found this, quite accidentely, whilst looking at the Mig-27 for another reason entierely.... AttachedNodeName=outer_wing_L this was in the right/left position lights callouts. They move with the wing sweep. Maybe something like that for the tail light? Wrench kevin stein
  13. File Name: F-4N Phantom II -Update Pak- File Submitter: Wrench File Submitted: 22 Jan 2009 File Category: F-4 F-4N Phantom II Updat Pak -- for SF/WoV/WoE/ -maybe-WoI and possibly SF2?? This is a small package of ini to bring the F-4N more up-to-date with the last round of patching. Included are updated data, loadout (more in the notes section on that below), cockpit and avionics ini. The changes are mostly based in the data and loadout inis, bringing them up to spec with to the post-patch world. (ie: updated AI sections and flight models). I've included the main ini (ie: F-4N.ini) as I made a few small changes there as well. Other additions are the inclusion of an on-board ECM suite, with chaff/flares and internal jammer. 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, but you may have to extract the F-4B LODs and SHD, as well as all the F-4J cockpit bits, as I don't believe they're anywere in any of the WoI Object.cats. For SF2 users ... don't know what you to tell ya...you're on your own! But it -should- work, given that the B & J Phantoms already exist in that game. As I'm not a FM Guru, this is mostly based on educated guesswork, but it flys and fights fine for me!! Obviously, you'll need to have the original aircraft to add this update to. It's available at Column 5's site: http://www.column5.us/aircraft2.shtml As you've come to expect, there's detailed install instructions, and an interesting "General Notes" section in the enclosed readme ... so, do yourself a favor, and read the curssed thing!!!! Good Hunting! Wrench kevin stein ps: the VF-111 skin seen in the screenie above is NOT included -in fact, it's just inis! It's a skin from a B model, with a simple edit of the decals ini, and viola! New F-4N skins...details in the readme Click here to download this file
  14. Easy, simple answer: rebuild the LOD from scratch. So, don't expect it ever happen. Unless, of course, some 3d guy has nothing else to do... beside, AAR don't work in this game, so why bother??? Wrench kevin stein
  15. ...and Hell's coming with me Wrench kevin stein
  16. Convair 880??? Wrench kevin stein
  17. See...I told you guys the object scaling is off in the game...but noooo...nobody believed me!! Well, now ya gots proof!!! Wrench kevin stein
  18. Yarp, just like I said above! I even recall the damage tgas being available as a seperate d/l at one point... might even be around here, if someone has the gumption to look for them Wrench kevin stein
  19. You're missing the damage tgas...download my AD-4N and they're inside it (assuming it's for MontyCZ old SPAD) If they're not there, let me know Wrench kevin stein
  20. Oh, man!!! That is just TMI!!!! Let's just hope it's not named as well.... (btw: DO have a great BD Ed!!) Wrench kevin stein
  21. Happy Birthday Veltro2k

    Happy Birthday Ed!!! Wrench kevin stein
  22. To be honest, I have the same problems with the NIKEs and HAWKS...sometime they work, sometimes they don't. Fubar's our AD Guru...hopefulyy, he'll pop in and give us the skinny. Right now, I'm rebuilding the Southern California map ... retiling the San Juaquin Valley is a nightmare!! Moving target areas around, renaming, fixing a boat-load of things I just didn't know how to do before. It'll look 1000% better!!! But I got the sea level straightened out -- no more oceanic mountain at the mouth of SanFran Bay!!! Wrench kevin stein
  23. Well, they COULD rotate and fire forward, since the turret/barrel width was greater than the canopy's....but the real ones didn't have an inturrupter mechanism.....very hard the prop.... ....hhmmmm... what about using the regular bomber turret pitch/yaw etc, and maybe it'll ignore the prop?? Isn't there a way to limit the firing arcs; meaning trying to crowd the front 45 degrees to try and allow small off-nose angles... I was never very good at figuring that out... Wrench kevin stein
  24. NOPE!! We need the "Trans Global Airlines" tail tag, and Dean Martin at the controls!!! I like this idea!!! Be great to see parked around the fields, give a little more color to the place Wrench kevin stein
  25. Have you tried the 'newer' version in the Mirage Factory's Wep Pak??? They seem to be a bit better (after all, you DID ask where the originals were!!! Just funning with you Chuck!!) Wrench kevin stein
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