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Wrench

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Everything posted by Wrench

  1. recon altitudes are hard coded. the alternative would be to hand fly the entire mission at whatever (high) altitude you wish, or build specific single missions, and are hopefully, able to edit the altitude WPs in there
  2. iirc, mod mafia is working on one; but it'll be SF2 only
  3. FE2 is set up exactly like SF2 -- Objects/Weapons or Objects/Guns for add ons there is no need for seperate weaponsdata ini or gundata ini in FE2 as they are handled by each individual "objects" sub folder within the 2 main folder ( --/Guns, --/Weapons), that contains the specific (main) ini and data ini. VonS, safe to assume you're on FE1/Gold? In that case, having the items added to the weaponsdata and gun data inis, those 2 inis would reside at the root of the /Objects folder, as was done for many years with SF1. (oddly enough, SF1 at the 08 patch level allowed for folderized storage for new weapons -for the lods and skns- but they still had to be added to the weaponsdata ini, via the Weapons Editor, with said ini residing in the /Objects folder, )
  4. to answer the question, FE2 is a completely seprate game, and does not need any of the SF2 titles to run
  5. why would one even NEED the weapons editor to change simple things (like the sounds or effects)? Weapons' data inis are simple plain text. If you can't do it from there, you shouldn't be messing with it. At all
  6. poke poke poke..... although TK's isn't bad. There are a few skins for it, too. I know I have the 3=tone (edit: changed is to isn't)
  7. yes, it has been discussed -- several years ago in the WW2 forums. It'd be the same as the working SCUDs & other surface-to-surface missiles we have. The data ini would (could? should?) have to be built using NA-style coding (maybe?), like the pre-existing cruise missiles, which are targetable (with missiles -- in theory, you should be able to intercept with a fast enough aircraft, select the target, and guns-only shoot it).
  8. lack in interest by MODELERS. Thought that was rather clear
  9. also, folks, need I remind you all of the 25-odd Max files I'm keeping of Coca's unfinished WW2 aircraft == among them are the Buffalo and Havoc/Boston (C version, others are fairy easily made from the base model) All that's required is someone that can work in Max, and has the desire to build WW2 aircraft for the betterment of the FREEware community. Which, it seems, ain't likely to happen.
  10. shouldn't that be inaccessable? (could have been an English major ... i'm always correcting people grammer!) also, given the fact that transports really don't have anything purpose in the game, other than eye candy, what real good would a C-69 be?? Even the EC-121 / WV-2 would only be usable in the "Naval_Search" mode with NA as part of a full - 5 merged. Again, just eye candy, as there's no data link coding in game for "remote radar viewing" (like what Fighters Anthology had -- you could run radar silent, but still "see" using the AWACs data link capabililty)
  11. yes, the 130A is a stock 1stGen aircraft. AI only. Was never brought over to SF2
  12. better check the downloads sections, friend ... Veltro and Co release a 262 over 2 1/2 years ago....
  13. Lack of interest
  14. none of those mission statements have ever been activated, either in 1stGens or SF2. And never will be. "Naval_Search" is semi-active, but only in SF2 with SF2:NA as part of the merged install. And all it does is generate AEW aircraft that fly around turning fuel into noise. Without in game data linking (like Fighters Anthology had), they're just eye candy
  15. um...??? if the sites are dead and gone, so are all the files they carried
  16. nope, TODs are pretty much fixed in size
  17. have you perhaps, tried reading the enclosed install instructions, usually provided in the "Read Me" text file??
  18. and what's keeping you from repainting Raven's L-4 -- the template is provided -- into IDF colors???
  19. never been able to 'stack' anything in these games as far back as I can remember doing terrain mods. I know I've tried for years!!!! (unlike the old Fighter's Anthology, where you really could pile things up) Things just tend to "drop" to within each other, probably as Mue says, due to the z-buffer stuff
  20. most, nearly all of the old SF1 sites just simply died...
  21. you won't be saving any space, as all the aircraft (stock ones that is) are already stored in the various cat files in the core install However, one way to save some space is to remove (delete) the mods folders for Expansion Packs 1 & 2 === they've already merged with all you other mods folders, so you really don't need those 2.. If you actually look into the stock folders, you'll find nothing but the aircraft (or ground object's) main ini. Everything else, unless there's a 3rd party add on, is called forth from the aforementioned cat files. So, there's no "space saving" to be found there Also, (defining this for the 100 millionth time), SF2 by design, is merged with itself -- all the core files are available to all the mods folders through their individual executables. Meaning: everything is available to all, at all times. you can, however, remove or delete the various aircraft (and by inference, ground objects) from the other various mods folders. For instance, removing the Israeli aircraft (and tanks) from your SF2E and SF2V mods folder, as they aren't associated with those theaters. But, as said above, you're space saving would be minimal. In your WW2 install. you can remove everything, EXCEPT!!! one player flyable and one AI flyable == it's a trick I learned (and posted somewhere in one of the KBs) many years ago. Having those stock aircraft in a "period specific" install keeps the game engine from respawning ALL the other stuff
  22. seriously, do you even look in the downloads sections?? we've had the Topsy since 2005, in Wolf's WW2 planes pak I even did a reskin and ini upgrade in 2008 http://combatace.com/files/file/7097-ki-57-topsy-skin-and-ini-pak/
  23. indeed, if we have the max files, we can find someone to make any needed fixes. Hopefully!
  24. how many skin maps are there? Each skin map needs a coresponding "_holes.tga" (or dds, depending!) so...for example, the stock SE-5A, has in total, 5 _holes.dds, each one "named" to match the various skin map (TK uses numbers to identify each map, unlike 3rd party that usually use the component's name like "fuselage", right wing, etc) SE-5A_1_holes.dds SE-5A_2_holes.dds and so forth the good thing about adding them, even using stock damage textures renamed to fit the skin naming, is that they DON'T have to exactly match the mapping of the skin. You only need to get "close enough" I do this all the time for many of the SF2 addon aircraft I work on. You just need the holes to show up. and, of course, they must reside in the MAIN section of the aircraft's folder (ie: Objects/Aircraft/"name-of-aircraft", where all the inis and lods and such are they aren't that hard to do, really, just open the skin map in your image program of choice, (gimp, PS, etc), the extract the damge textures from the cat, and open which ever one you think might be close enough. Do this for each skin map, place them in the aircraft's folder, and rename to match. Pretty easy!
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