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Wrench

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Everything posted by Wrench

  1. Just out of curiosity, did the radio towers win???? You know, broadcasting decadent Western rock and roll and heavy metal at the Red Army's tanks??? Wrench kevin stein
  2. you know, what really funny about that pic, is the engine are obvioulsy still working as evidenced by the smoke. You'd think they boilers would flooded wit the decks fully awash. I've got the go check this now, both on Lybia AND korea!!! Hope it fixes bridges as well. Gabriel, you said it worked on ASW too??? That one was driving me bat-s**t crazy with the coastlines. Now, mind you, I STILL haven't patched my "all is everything install'', that has ALL the terrain maps, so I'm a little behind the curve right now. What with some 'other issues' to deal with too. Wrench kevin stein
  3. SICKO!!!! what, you don't want the Detail & Scale on the Peacemaker??? It's only a 72 meg d/l!!! (well, there are a couple other things in that zip) Wrench kevin stein
  4. It would be nice to have retractable gun turrets...kinda like how Pakso did the Liberator; the gear goes up, and the ball turret goes down (why does that sound dirty??? ) don, give dave that link i gave you Wrench kevin stein
  5. That's exactly what I was thinking...or the damn Snouts are here, dropping rocks on us.... Haven't seen that either. Did you try, just for grins, turning off cockpit reflections? maybe it's related to that? Wrench kevin stein
  6. Well, wadda expect from cheap ships?? Probably got attacked by Harryhausen's 5-armed Octo-squid or Godzilla!! I think it's the HM.bmp file related problem we're dealing with in Korea as well. It's DEFINATELY a post-patch issue. Try pointing it to the GermanyCE.cat, and see what happens (the result of which I'm pretty I know - nothing!) The other fix could be to extract all the ***hm.bmps from the desert.cat, and paint them black. (according to Brain32 that makes them flat). I was going to attempt this last night, but got extreamly side-traked on another issue. Which, of course, means that all the other terrains out there that have any water on them -- what is it? 30+ units?? -- will need major overhauls. That DO suck!!! Wrench kevin stein
  7. Well, that could be part of the problem...you should NEVER have terrain objects in the GroundObjects folders. Hangers and their ilk shouldn't have a data ini...their info is all contained in the various terrains ***_Types.ini, thereby locking them down, so to speak, as the building/structure that they are. Change the Role= on the radardome to "EW_RADAR" (again, this is another that should also only be a terrain object - just look in the Lybia V.3 build of mine). In this case, if you've fiddled with the [DetectSystem], and adding a search radar to paint you, you can concievbly place said data in INTO THE TERRAIN FOLDER (see Lybia, again). It may or may not register on your RWR, unlike Fubar's radar equiped CargoShips. Or just leave it in the GO folder, and hope it dosen't replace something vital like a Barlock or Flatface. I don't even believe in having the 'parked static' aircraft in the GO folder...reduces the chance of them showing up randomly in CAS or AR missions -- they should also be terrain objects (now a moot point with the new patch, btw) So, make your changes and let us know what happens. Remember: ALL building are terrain objects, and should never be in the GO folder. They can only be used via the terrains ***_Targets.ini and ***_ types.ini. Wrench kevin stein
  8. Hey Lexx, don't forget all those Scorpion skins I did earlier this year! Wrench kevin stein
  9. It was me. I'm still trying to get capun to cut the nose mesh seperate, so I can use all those Stargate themed nose arts on the Mongoose. Have USAF style tail codes for all 5 (or is it 6) DEADLEAUS class cruisers, plus serial numbers and such. Don't have a screenie of (or if I do, I can't find it), but they're the same decals used on the SGC Talon here in the "What If..." section. U'dajeets (Death Gliders to us of the Ta'ri) don't need markings. But the pilot figure has swapable bmps with different head tatoos for the various System Lords Wrench kevin stein
  10. Please do!! It's nice to know I actually fixed something once in a while!! Wrench kevin stein
  11. File Name: Planning Maps for Black Sea Terrain File Submitter: Wrench File Submitted: 27 Sep 2008 File Category: Planning Maps A rather generic-style set of planning maps for pfunkmusik's new Black Sea Terrain. No readme is in the zip, so just unzip somewhere, like a temp folder, and just copy paste the 3 planningmap.bmps into the Black Sea terrain folder. When asked to "Overwrite?", just say yes. As stated, they're pretty plane jane...and only show the airfields. With thanks to Keith Bedford for creating this little goodis, so long ago Enjoy! Wrench kevin stein Click here to download this file
  12. Which map? The stock desert, or an add on??? That should never happen; although I have seen vehicles driving right through the TOD objects (those little bothersome buildings at cities) on both CAS and Armed_Recon. Also, check the movements.ini, to make sure there ARE "Ground_Attack" routes defined. There are some that do not have them, or use were never adjusted for the terrain (or terrain's in question) CAS should only generate vehicles that are defined as "Tank" in their data inis. A_R missions, however, will often generate extreamly odd things (cases in point: the 'camo net' and FireCan radars), other than objectes defined as "Transport"*. SF was doing this quite consistently, which is one of the reasons I don't use it anymore. WoE/WoV seems a bit more "stabalized" in how it generates objects for these missions. Wrench kevin stein * fun thing to do....take BTR-152s, BRDMs, M-113, etc (making sure they are the tweeked versions with working MGs) change their role to "TRANSPORT" from RECON ... and watch the sparks fly on an AR mission!! They will shoot you full of holes!
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    A rather generic-style set of planning maps for pfunkmusik's new Black Sea Terrain. No readme is in the zip, so just unzip somewhere, like a temp folder, and just copy paste the 3 planningmap.bmps into the Black Sea terrain folder. When asked to "Overwrite?", just say yes. As stated, they're pretty plane jane...and only show the airfields. With thanks to Keith Bedford for creating this little goodis, so long ago Enjoy! Wrench kevin stein
  14. Well, they're not the aero-chart kind that look so cool, just VERY old style. But quite workable! There's a little proggie here called "SFMap" by (IIRC) Keith Bedford. Should be in the utilities section. It reads the targets ini (and possibly either the HFD or TFD or both), ad generates a map, and when you save, it goes to the root of "C" (ie: C:/ ***map1, etc). They need to be resized to their normal 512, 1024 and 2048 sizes, but that's no issue. Irfan or Photoshop or any image manulipitator can do that. It's the one I've been using on all my stuff -- not a bad piece of code, but just rather generic. Oh, the best place to install it is in the root directory of the game install. The 3 files are so small, you can have one in each game install. ie: C/ProgarmFiles/WingsOverEurope/sfmap.exe something like that. Check compatability too...not remembering, but it should run XPish just fine. I'll get them uploaded ASAP. Again, they're nothing special; they only show the airfields. Wrench kevin stein
  15. Or modifications (ie: renaming) of existing VietnamSEA bmps and tgas and fiddelations to get them to fit. There is obviously a way to get them to work together (renember: I can't tile!!!) Another thought .... aren't there some snow-capped mountains in one the alternate GermanyCE sets? Those would be nice to use, too. Expecially around the north ends (Hokkaido, Kuriles, Sahkailn (sp?) Vladivostok, etc) Like Brain said, I really don't think it's possible to one person to make super-detailed maps anymore. Not and have an 'outside life'. As the 'targets guy'...and pfunk can back this up... you can litereally spend an entire day on ONE single target area, trying to dial in those pesky objects --TOPIC HIJACK AHEAD-- an aside to Brain, any luck with fixing the Korea hm bmps??? I'm kinda at a standstill with things along the coast, until it's flat again...no rush, bro, just curious as to how it's going. There's still plenty of other 'places' for me to add, and the new signs too. --END TOPIC HIJACK-- Wrench kevin stein
  16. Add "SOVIET" to the attachment types on ALL the MiGs and Su-7. That's what I had to do yesturday. Couldn't get Apex's on the Flooger for some reason Wrench kevin stein
  17. Well, I obviously don't know what to tell ya than... Have you looked inside the LOD with a hex editor to get the exact mesh name?? Here's what we used to do; something I started 4 years ago with opening canopies. In our example, we'll be using the ubiquitious F-4E Phantom in the [Fuselage] section, we add a new systemname SystemName[018]=Canopy Then, we create the automatic speed controled device, namely, our canopy Here's from the A-4E (I've renumberd this one shown, as it's really 10, from the What If WGer Skyhawk version I did a coupla years ago) SystemName[009]=Canopy and let me tell you, finding the animations IDs on the stock units, without an OUT file was a hell of a lotta work!! You'll also note, that NOWHERE is the mesh node name listed. You didn't have use them. Back then Like the Doctor said, a LOT of the stock models DO NOT HAVE ANY ANIMATIONS OR OTHER MOVEMENTS ASSIGNED TO THE CANOPIES -- this was ONLY usable is SF, and WOV. WoE birds (A-10 for example), and most later WoI birds MAY not have it. It saves time, which is money, for TK to spend elsewhere. I CAN tell you, for a fact, all the SF/WoV MiGs (17,19,21) and the Su-7 can have the auto-speed type assigned as shown above. I should know -- I did 4 years ago. We moved away from that when animation key assignments started with the previous patch. Theoretically, you could possibly assign them as an 'arrestor hook', and use the H key to open and close it. Experiment with that; probably use the Phantom or Scooter or some Navy bird, and just change the node name Something like this, borrowed from the F-4J: SystemName[***]=Tailhook Personally, I turn them off, or don't assign them. It's just really for eye candy on the parked planes. I'd rather spend the time creating more terrain eye candy. BTW, auto high lift device seems to be working again, post-patch, as TMF's F4U-7 (albeit in desguise as an F4U-4B in Korea), uses the speed control. And it works just fine. Wrench kevin stein
  18. No, you just call the new SystemName=Canopy then the NEW system [Canopy] just as the Dr. showed ... use his example don't forget to assign a key for it in the Options -> Controls -> Customize menu Wrench kevin stein
  19. various and sundry examples of North Korean propoganda posters/signs. NOT responsible to damage to computer monitor, keyboard, or internal organs due to hysterical laughter just wish I had a bigger billboard...3x5 meters would be good. Would't have to cut/paste, and fiddle with moving 2 units to create one. Wrench kevin stein
  20. Yes PLEASE!!!! If we can get it off the ground apporx 1 meter, or anything close! Then I can easily recenter the images (psds are the bomb for sign templates!) and Timmy, thanks man! That's 2 I owe ya!! Wrench kevin stein
  21. Data inis are ok share...it's only core files like dlls, exes and LODs that are verboten Go for it dude!! Wrench kevin stein
  22. Eels vs Lazer Cats.....

    Bats. with bombs. Airpower problem solved! Wrench kevin stein
  23. I like it...but it needs more targets. And parked ships. And signs. And Flags and dancing girls... My only complaint is, some of the runways approach lines are directly at mountains; makes dummy wingmen crash. Other than the planning maps needing redoing (Chuck, I made new ones last night, just stock, generic style - you want 'em, I"ll upload them) Like I said, I like it!!! With it, we could just about re-do the Fighters Anthology Ukraine campaigns...where did I put that game disk...???? Wrench kevin stein
  24. I did that as soon as the patch came out!! Been testing on how WW2 airfields would generate parked planes. (oddly, to let it be known - expeciallly on those with statics already parked - looks like an airplane orgy!!!) I thought that would have been obvious to anyone with terrain experience...???? I stopped using SF over 2 years ago for testing and building...doing it strictly in WoE, and to a much lesser extant, WoV. As all the 'stock SF items' in already existant in both those terrain cats. WoI, of course, is another matter. Canadair's response also DOES answer a question I've been mulling over the last couple of days...the newly generated parked planes apparently are NOT controled by a .dll somwhere, but via the ***_airfiled ini. Just like lights Wrench kevin stein
  25. ultra: it's in the Objects.cat. It's always been there. Should be about a 1/3 the way down, after all the decal tgas. It's in all caps, so look carefully for WEAPONSDATA.INI. ---------------------- Another thing about the randomly generated planes, is it uses the decals associated with the skin, even down to nose arts: Now THAT'S cool!!! Wrench kevin stein
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