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Everything posted by Wrench
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907 downloads
Mod of Pasko's original F-82 Twin Mustang for use in WW2 1946 (also known as SWOTL 2). For SF, WoV and WoE WW2 Europe installs. This is NOT the full aircraft, so you'll need to transfer files over from your original F-82 install. See the readme in the zip for full instructions and a list of needed 'parts'. Also in the readme are instructions on modifying the F82_radarpod to ensure it loads properly via use of the weapons editor. Includes a skin, serial numbers and nose art for the 363rd Fighter Squadron. The nose art is as historically accurate as I can make it. I hope you enjoy this little addition to the "What If..." world Wrench Kevin Stein -
Hungarian MiG's
Wrench replied to mig-29_fulcrum's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You'll find the same ECM fix works on the Skyhawk humps too (also mine, also posted at the Wiki) Good find on the radar bmp....that green smear has been driving me bat-s**t on my Red Air birds! I'll be fixing that ASAP!!! May I also reccomend writing up a little 'how to' and posting that in USAFMTL's Knowledge Base here at CA?? Wrench Kevin Stein -
Hungarian MiG's
Wrench replied to mig-29_fulcrum's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Nice screenies, Lexx! Yes, the pylons are part of the radar nose lod. Which explains why the missiles are sitting too far foward, if the nose is correctly placed (at least on my version of that unknown Beta) If someone was talented enough, it could be rebuilt and a new PM could be created in the same way the 17PF/PF SP16 and PFU were done. You can still load the missiles, you just won't have a 'visual' plyon for them to hand from. There's a fix for the PFU is also listed on the Weapons Wiki. Wrench Kevin Stein -
MiG-25 & New Game Patches
Wrench replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I thought I had a dirty mind!! Buncha sickos..... and I'm not even a UCLA or USC fan* I don't know if the damn thing came down with a book-on-pdf I'd d/led or what. (Intruder Detail & Scale) From one of 2 sites I found that have a lot of reference material (Sqad/Sig In action, Kagero, Osprey, Aerofax, hundreds of great books.) Or just hit me because. Damn Mcaffe found it right way, but couldn't clean or quarantine it. And the path were it said it was, the folder didn't exist. So I wound up removing a bunch of junk from the Temporary Internet Files (which never gets cleaned out via the 'delete all offline content'. Royal pain in the butt!!! It really messed up my weekend; to say nothing of preventing me from doing the Hangar Screen for the Teams Lynx helicpters -- for which I now state my public apology to the rest of the Dev A-Team for failing to fulfill my duties. Wrench Kevin Stein *for our nonamerican (or non californian) readers, here in Los Angeles, the 2 big colleges, UCLA Bruins and USC Torjans teams are always at odds with each other. Famous quote: "my favorite team is UCLA and whoever is playing against USC" -
@starfighter2: MiG-17AS complementary external points
Wrench replied to Snake's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
agent: it's a simple copy/paste of the data at the wiki. Copy/paste it OVER the existing weapons section in the AS's data ini. (don't take this next question wrong, but I have to ask it): you do know how to do a text copy paste, right? Hold down the left mouse button, and swipe down over the text; it should become highlighted. Then right click on the highlighted text, and a little window will pop open. Select 'copy'. Open the ini to be updated, do the same for the section to be replaced, then right click, "paste". the text below is the relevant section; this is the updated version. If you wish, just use this and do the copy/paste from here. [iRM Pylons] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-5.00,1.1 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=GP AttachmentType=NATO ModelNodeName=F6WP PylonMass=50 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.2599,-0.43,-0.62 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=IRM AttachmentType=SOVIET ModelNodeName= PylonMass=30 PylonDragArea=0.01 [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.2599,-0.43,-0.62 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=IRM AttachmentType=SOVIET ModelNodeName= PylonMass=30 PylonDragArea=0.01 [LeftWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.22,2.18,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=LeftWing_InnerPylon PylonMass=40 PylonDragArea=0.02 FuelTankName= [RightWingStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.22,2.18,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=RightWing_InnerPylon PylonMass=40 PylonDragArea=0.02 FuelTankName= [LeftTankStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-2.61,0.50,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=400.0 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName= PylonMass= PylonDragArea= FuelTankName=Tank400_MiG17 [RightTankStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=2.61,0.50,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=400.0 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName= PylonMass= PylonDragArea= FuelTankName=Tank400_MiG17 Here's the loadout ini, same thing, copy the text below and paste it DIRECTLY over the existing text in the loadout ini [AirToAir] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType= Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType= Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 [Attack] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType=UV16 Loadout[04].Quantity=1 Loadout[05].WeaponType=UV16 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType=FAB100 Loadout[04].Quantity=1 Loadout[05].WeaponType=FAB100 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 [Recon] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType=S-24 Loadout[04].Quantity=1 Loadout[05].WeaponType=S-24 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 If you have any other problems, let me know. At worst, I'll email you the data and loadout inis. :) Wrench Kevin Stein -
@starfighter2: MiG-17AS complementary external points
Wrench replied to Snake's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
MiG-17AS_DATA.INI and MiG-17AS_Loadout.ini Those are the files that need editing Opps on my part...I forgot about the ''exported'' thingy on the plyons. I had to do that too. Simple edit in the weapons editor. for those that don't have it, here's the section from the weapons pak data ini for hte F6WP pylons: [WeaponData1066] TypeName=F6WP FullName=F-6 Pylons ModelName=F6 Mass=50.000000 Diameter=1.000000 Length=7.000000 AttachmentType=NATO NationName=CHINA StartYear=0 EndYear=0 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=3 GunTypeName= MaxRounds=1 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,0.000000,0.000000 EjectShells=0 copy/paste this OVER the existing entry, and then do the "open in the weapons editor, scroll down till you find it, double click and open the entry, DO NOTHING ELSE!!!, close and -SAVE-" ini dance. This will update the weaponsdata in and weaponsdata.dat files, and your problems should be (for the most part) fixed. My bad! Sorry! Wrench Kevin Stein -
Hungarian MiG's
Wrench replied to mig-29_fulcrum's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Haven't seen that mod before, and there's no name in the readme. The attachements and nation names are off, as well as the missile names (should be RS-2US for the Alkali B's) This would explain the missing nose and missiles. The pylons will be off, simply because the Farmer is larger than the Fresco. A whole new Izumrud nose lod, with associated pylons would need to be made to get it right. Further investigation is required :) As for the avionics, use the existing one from the PFU Fresco. Not much difference, that I know of in the RP-1 and RP-5's the Farmer D/E used. Wrench Kevin Stein -
MiG-25 & New Game Patches
Wrench replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I havn't had any problems with it, just a few little tweeks to get the missiles to load. In fact, last week (just before I got hit with a nasty trojan,and spent all weekend trying to clean it out), I fixed the lights on it. ie: added them, as it didn't have any. What exactly is it doing (or not doing) for you??? Details please! Wrench Kevin Stein -
@starfighter2: MiG-17AS complementary external points
Wrench replied to Snake's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I know all about back troubles...wake up hurting, go the sleep hurting. I'm assuming this is what you want to see????...... The exact answer you seek can be found here: Buny's Weapons Wiki Go the the "Aircraft Data" section, then just scroll down until you see "Cuba", and the 17AS will be listed. Took me about an hour to get this edited to work (only because I tried a stupid trick on the pylons that didn't work). Not only was the attachment type off, but the hardpoints needed spliting to get everything where it's supposed to go. Just copy paste the info as stated on the Wiki into the relevant sections of the data and loadout inis Happy Hunting! Wrench Kevin Stein -
Replace the Cargo Ship
Wrench replied to delang13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, you don't really need to delete the cargo ship and tanker. You can take any of the ships, this example is from the original Liberty Ship's data ini (with only a single 40mm gun), and do something like this: [MissionData] NationName=GENERIC ServiceStartYear=1940 ServiceEndYear=2045 GroundObjectRole=CARGO_SHIP Availability=VERY_COMMON FormationSizeBase=8 FormationSizeVariation=4 The nationname will allow it's use by either side, and it's role as 'CARGO_SHIP' will allow its' appearence in anti-ship missions With some tweeking of a terrain's targets and types ini, they can also be added a 'docked' objects in ports. (see the WW2 Lybia mod for examples -- all over the map!) Soviet or Western warships can also be changed to "CARGO_SHIP", with their nationnames intact, and will apper in anti-ship missions Mind you, carriers are industrucable, due to the flight deck having to act as a runway (although I'm sure an industrious modder can fix that, and have them 'in port' as well, possibly set as a warehouse or seomthing) Wrench Kevin Stein -
Hungarian MiG's
Wrench replied to mig-29_fulcrum's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
A real, new 19PM is on Pasko's "To Do" list, along with a new, complete (not needed the new nose) 17PFU. Don't know when they'll be finished. You could use the existing RP-1 Izumrud nose, but I think the Farmer's fuselage is a little fatter than the Fresco's. Simply a matter of creating a new hardpoint, and dailing in the location of the nose/radar cover via the data ini, and adding it to the loadout ini. Use the same avionics as the PFU, and cockpit (nice mod of the A-4s for that at my site) In the screenie above, is this what we're seeing or is it photoshoped? On the PFU, I haven't been able to get the numbers to show on the nose cone, even adding it as a 'node' in the decal ini. Moving it aft, of course, and making it slightly smaller works though :) Wrench Kevin Stein -
Can ya guess what this is?
Wrench replied to Jimbib's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Definately an MB-5 That would be an interesting 'What If...' add on! Wrench Kevin Stein -
What's a good plane for FAC on the Soviet side?
Wrench replied to Snake's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There was a mod floating around a few years ago of the O-1 into a Yak-12 by someone-who-is-not-to-be-named. It would be easy to duplicate, using the O-1E has a base: (mind you, the real one's were radial engined) --NOTE: I have not personaly tested this mod, this is all off the top of my head--- d/l my mod of the L-19 Birdog, availabe at my site, or here at CA. This will give you an OD skin, and a mod of the P-39's cockpit to something you can fly and use. (yah, is says 'Cessna' on the dash...) ==ADVISORY: The flight model leaves something to be desired...== Create new folder, call it "Yak-12" Copy all the L-19 files into the new Yak folder rename the L-19.ini to "Yak-12.ini" rename L19_Cockpit.ini to "Yak12_COCKPIT.INI" rename L-19_data.ini to "Yak-12_data.ini" edit the ini as follows: [AircraftData] AircraftFullName=Yak-12 "Creek" AircraftDataFile=Yak-12_data.ini LoadoutFile= CockpitDataFile=Yak12_COCKPIT.INI HangarScreen= LoadoutImage=L19_Loadout.bmp AvionicsDLL=Avionics60.dll Throw out the loadout ini, as we dont have any rockets like the US Army or USAF used for marking on the Red Air side. Actually if you want it as an AI only aircraft, you don't even need to cockpit stuff. at the bottom, edit the texture info as follows: [TextureSet001] Directory=ODGreen Name=ODGreen Nation=Soviet Squadron= Specular=0.300000 Glossiness=0.000000 Reflection=0.000000 (note nation name change) go to the ODGreen skin folder and do this to the textureset.ini: [TextureSet] Name=ODGreen Nation=Soviet Squadron= Specular=0.300000 Glossiness=0.000000 Reflection=0.000000 Copy/paste this into a blank notepad, and save as 'Decals.ini' : [Decal001] MeshName=Fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=SovietNum Position=-1.183,0.155 Rotation=0.0 Scale=0.50 DecalMaxLOD=3 [Decal002] MeshName=Fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=SovietNum Position=-1.183,0.155 Rotation=0.0 Scale=0.50 DecalMaxLOD=3 [Decal003] MeshName=Fuselage DecalLevel=0 DecalFacing=Left FilenameFormat= Position=-0.21,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal004] MeshName=Fuselage DecalLevel=0 DecalFacing=Left FilenameFormat= Position=0.75,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal005] MeshName=Fuselage DecalLevel=0 DecalFacing=Right FilenameFormat= Position=-0.21,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal006] MeshName=Fuselage DecalLevel=0 DecalFacing=Right FilenameFormat= Position=0.75,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal007] MeshName=Wing_L DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=-4.154,1.674 Rotation=0.0 Scale=1.5 DecalMaxLOD=3 [Decal008] MeshName=Wing_R DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=4.154,1.674 Rotation=0.0 Scale=1.5 DecalMaxLOD=3 [Decal009] MeshName=Wing_L DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=-4.154,1.674 Rotation=0.0 Scale=2 DecalMaxLOD=3 [Decal010] MeshName=Wing_R DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=4.154,1.674 Rotation=0.0 Scale=2 DecalMaxLOD=3 [Decal011] MeshName=VertTail DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=-2.9,1.25 Rotation=0.0 Scale=0.75 DecalMaxLOD=3 [Decal012] MeshName=VertTail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-2.9,1.25 Rotation=0.0 Scale=0.75 DecalMaxLOD=3 Place it in the ODGreen skin folder. If prompted to overwrite, say "YES". It should look something like this: That should hold everyone for a while. If there's any interest in it, I could easily put it together as a package for release. I'm sure I can find some kind of Soviet/WP rocket pod that'll work. For another FAC alternative, may I also suggest Pasko's AN-2 Colt??? Not like the FAC function works anyway.... Wrench Kevin Stein -
Pasko's Original SAMs and Vehicles Pak
Wrench replied to gerald14's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, there are now 2 full sets availabe at my site (as well as here at CA) Original, Desert Tan skins for SF desert map, or for Iran/Iraq, Lybia, Israel, Suez, Madagascar (Africa East), Desert Storm, So Cal Euro-ish Green for WoV, WoE, DRV, SEA, Dueces Euro-Desert mod, Kosovo, America NW, ANW Spring, EAWEuro mod, Tiawan, Korea. There is also a scattering of winter camos, some at my site and some at Major Lee's Aerodrome for America NW winter, Korea (winter), DBS, Himalayas, EAWEuro (winter - hard and thaw) There are some surprises in the latest Euro-skin pak; a few vehicles never released before. All Pasko's work. Wrench Kevin Stein -
Pasko's SAMs and Vehicles Pak: Euro Skins
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...ode=sst&id=2979 File Name: Pasko's SAMs and Vehicles Pak: Euro Skins File Submitter: Wrench File Submitted: 17 Jul 2006 File Updated: 8 Feb 2008 File Category: Ground Objects Mods File Version: No Information Website: No Information Reskinning of Pasko's SAMs, AAA, tanks, trucks, etc into Euro Camo styling. SA-3 series skins supplied by Phamtuan (used with permissions). Some skins bmps mods of stock 3rd Wire units. A few are new made by me, lod hex editing by me when needed For WoV, WoE and SF. All objects upgraded to the latest patch standards for all 3 sims. Several new objects, never released or seen before are included. See readme for full list of changes, suggestions, credits, compliments and thank yous to all involved. Wrench Kevin Stein (I'm only the Assembler!) Click here to download this file -
Version
3,300 downloads
Reskinning of Pasko's SAMs, AAA, tanks, trucks, etc into Euro Camo styling. SA-3 series skins supplied by Phamtuan (used with permissions). Some skins bmps mods of stock 3rd Wire units. A few are new made by me, lod hex editing by me when needed For WoV, WoE and SF. All objects upgraded to the latest patch standards for all 3 sims. Several new objects, never released or seen before are included. See readme for full list of changes, suggestions, credits, compliments and thank yous to all involved. Wrench Kevin Stein (I'm only the Assembler!) -
VMFA-58 Wildcards F-4B Phantom II
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: VMFA-58 Wildcards F-4B Phantom II File Submitter: Wrench File Submitted: 6 Jul 2006 File Category: SF F-4 Skins Fictional skin for the Wildcards, VMFA-58 had they really existed, and flown the Phantom in the 60s/70s. Skin based on original USMCGray by 3rd Wire (their templates); decals some stock, some by me. see readme for install instructions and credits Enjoy! Wrench Kevin Stein Click here to download this file -
WMFA-58 Wildcards F/A-18 Hornet
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: WMFA-58 Wildcards F/A-18 Hornet File Submitter: Wrench File Submitted: 6 Jul 2006 File Category: SF F-18 Skins Fictional skin for USMC Hornets, used be The Wildcards See readme for credits and such-like Enjoy! Wrench Kevin Stein Click here to download this file -
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Pasko's Original SAMs and Vehicles Pak
Wrench replied to gerald14's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've just about got it finished, might even add a few Soviet AAA guns, if I can find out who created them: KS-12 KS-30 KS-60 Of the original items, they'll have complete sets of bmps and tga; unfortunately in the desert tan. Im sure at this point it'd be ok to add or supplement them with the green textures for WoV or WoE usage (since just about everyone has one or the other) eventually, yes, the Pak will be reposted Wrench Kevin Stein -
What does Il-2 have that Strike Fighters doesn't?
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I did a 109???? Hurri, Spits, Blenheims, Tomahawks yes (even a USN Wildcat and Dauntless for Torch) Thought about a 109, but never got around to it. But thanks for the compliment, Charles :) Wrench Kevin Stein -
Version
955 downloads
A little mod for WoE, reskinned the SA9 using existing bmps; Chaparrell OD skin found in my archives. I don't know if it's a Pasko creation, but all I did was a little lod and ini dance to edit them. You MUST have the latest weapons pak installed to run these. All updated for the latest patch -
target questions
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Trains already smoke -> Wonson Train station, from my as-yet unreleased Korea upgrade. This is from Edwards EAW mod, transplanted. Once I figure out WHO I need to get permissions from, I'll release the terrain upgrade (added like 15 target areas, cleaned up object placement, etc) Wrench Kevin Stein -
@Wrench
Wrench replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The road sections that are surrounding/under the buildings are part of the ground platte thingy If I understand how that works, you'd need to create a new ground plate (or road plate or whatever) in 3D Max, and export as a new object. (which is waaaay beyond my skill set - I can't even make a box in GMax!) I know lots of the roads/trails etc are painted on some of the tiles (like in WoV or Deuces enhanced tile set). If used on a tile, you'd have them running every which way. Maybe a 3d modeler could help out on that one; I can't think of another way to do it. Wrench Kevin Stein