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Wrench

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Everything posted by Wrench

  1. what the hell kind of pathway is that??? Since the decals ini resides within the specific skin folder, one only needs the path FOR that skin... Using a Sabre as example...(335th FS, 4th FIW) other than the stock decals used (NationName and Insigina), you'll note the pathway to the F-86F main folder in the /Decals folder
  2. read my post again...I'm NOT talking about skins (we assume you DO have a seperate skin for the other squadron), but decals. You'll need a seperate folder that 2nd squadrons decals, along with the correctly written decals ini withIN it's skin folder, pointing to the correct decal folder also, make sure you have have the start and stop numbering for the level 2s correct... (the example below is WW2, for the 6 TBFs flying from Midway during the Battle of I can't make it any simpler
  3. I know there's several posts about it, but easiest is open the options ini, and find this line: ObjectsFade= ??? change it to FALSE You can also change your horizon distance in the game's options panel, and up the detail levels (for ground objects and stuff) otherwise, I know there's some folks messing with maximum draw distances, and all sorts of things. But that above, is the quickest and easiest (that I know)
  4. because you don't have a seperate decals folder that that other skin. If 2 units have differing numbers, and assuming decals are randomized (only Level=2, btw), you'll need a different folder for ANYTHING the other squadron uses. Also assuming there's at least 1 Level=1 decal to activate the squadron name display, and said "squadron specific" decals Switching to another squadron via the mission editor should not remove things like national markings or "service names", (again) assuming those are all Level=0) If, OTH, you used something like Navy VAQ-111 that, being squadron specific, become a Level=1 decal, as it names the squadron
  5. never mind ... I found a copy of the model hiding in an archive. the model has too large a "world set".. I measured in at 21 meter in length, with a 6 meter span (fues to wing tip, 12+ meters overall). what it looks like is, when it was first built, someone set the "world measurements" to metric, but plugged in the US Standard numbers Crew: None Length: 22 ft 10 in (7.00 m) Wingspan: 12 ft 10 in (3.91 m) Empty weight: 1,500 lb (680 kg) Gross weight: 2,500 lb (1,135 kg) Powerplant: 1 × Continental J69-T-29A, 1,700 lbf (7.6 kN) each in the image below, I had my mouse pointer at the end of the tail. So, yes indeed. The proportions are waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyyyyyyyy off!!
  6. why would you want that one, when there's really nothing with the user-made versions from Monty's B-29 we have here? (other than a few FM tweeks needed) have you check the proportions (span, lenght, etc) of the Firebee in the Lod Viewer? You can get the distance readouts from there
  7. yes, but don't forget on the mytai skins, which are all 1stGens, the follow on numbers SHOULD be in the usual sequence (000, 001, 002, etc). IIRC, that he also used on most of the skins, a "no number" decal. That doesn't really work in SF2, per se (unless used as a Level=1 or Level=0). Looking at my archived unzipped Phantom Pack, that what he did, uses the "standard sequencing". I rebuilt a lot of them for personal use, that I've removed many of the custom Level 2s, and used a lot of standard markings (the usual stuff painted on the generic USN/USMC skins). Repainted several of the decals as well, and they all work fine for me. maverick, to make things easier, search in the 1st Gen downloads for the 3rd Wire Decals Tutorial -- I can't find my copy of it right now (and don't know where it is either!!) That explains things pretty straight forward. Or if someone has it "laying around", re=post in this thread. (thank you!) Maximum number of decals per mesh means, the number of decal per named section of the model, for instance, left outer wing is one mesh, that includes the top AND bottom of the wing, nose is another, including right and left (and top if needed)
  8. a lot of that is caused by when one side is mirrored to it's opposite side. I too have seen a LOT of mismatched mirroring - sometimes off by a 0.25 meter or more. Makes decaling and painting on id stripes nearly impossible the bleed is caused by meshes that aren't "welded" shut. think of it like a crack, and the paint running down it. Mapping error is simply that -- the various parts, when chopped up for the UVmapping to create the skin, don't line up properly when "reassembled" on the skin map. Mirroring issues, as mentioned above, can cause that as well There are just WAY too many decals on that skin, in total. Far too many Level=2, which I know have to be used due to the special markings used on CAG birds. Which makes them somewhat of a nightmare, and a waste of time (IMO). Line birds are so much easier, and in combat, you'd likely have the CAG flying a ship repainted to a much lower viz markings
  9. did you follow the link above, and read the post in the Knowledge Base??? That's how the other guy fixed it. just in case.. http://combatace.com/topic/26451-running-any-thirdwire-sim-in-windows-vista/
  10. aren't those sounds specificly listed in each aircraft's data ini?? and extracting the soundlist ini wasn't possible??? That alone, should answer the question
  11. how many decals are on the mesh in question?? You have a max of 3 per mesh (although sometimes I'e gotten away with 4) Usually, when you exceed the total number, the mesh disappears (goes transparant) What decal level are you using for the "filler". Should be Level=0 What I'm seeing looks more like a mapping error of the skin, than a decal problem
  12. the Coast Guards, of the various nations where it's "happening"???
  13. LOL!! Looks more like the Ark from "When Worlds Collide"!!
  14. the terrain in CAP 2 looks SUPERB!!! I'm not a real big Harrier fan, but as my financial situation dictates, might look into it!
  15. double check the numbering sequence in the types ini -- I've made that mistake more than once!
  16. how are they set up? As seperate, folderized objects in the /GroundObject folder? Or residing inside the terrain folder in question? I ALWAYS use them as "terrain objects", and never had a problem with getting them to show up. Treat them like any other "building"
  17. ok, since all you whiners want to see what was hidden... I've un-hidden all the inappropriate, inflamatory, deragatory and useless posts. As you can see, they weren't deleted, but hidden. I hope you're happy. The original post was to inform and give support for a mass shooting. But, obvioulsy, some of you semi-evolved simians missed the point For the record, there is NO such thing as 'free speech" on a privately owned site. You talk too much shit, and you're going to get edited. Especially those known for causing problems Thread locked. Move along
  18. no, read it again:
  19. the FE2 engine, like the and SF2 engines, read BOTH ANSI and Unicode lods. FE1 can't The issue is probably a typo someplace, as I've been using his train stuff for some time, and they all work (SF2)
  20. http://combatace.com/files/file/13040-3rd-wire-toolkits-april-2012/ or Mue's ToolBox contains a cat extractor, too
  21. check the pathways in the decals ini -- depending on the age of the aircraft (when it was released), many are incorrectly written
  22. no, you put it in the mods folder, most likely in the /Flight folder. Which probably dosen't exist in "stock unmodded installs", so you'll have to make one Isn't this covered in the knowledge base, someplace??? About extracting files, and where to put them once extracted for use??
  23. because there AREN'T any cat files in the mods folder. they're in the "core install"
  24. The gun's entries can be removed (what kind of gun and how much ammo) from the data ini as VonS has shown. however, IF the gun is part of the physical model, there IS a data ini trick to remove that mesh.. However, one needs the LOD and Mue's Lod Viewer. From there, it's just adding a few simple statements to the data ini to remove the component (hereinafter referred to as the "remove component trick"
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