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Everything posted by Wrench
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decals are cool....
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yes. and vice versa you just need the tarrain's cat file within the terrain folder. a bit useless, though, due to their smaller scale and lack of proper airfields
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dude, serioulsly? Where do you think it came from??? Nobody's (re)built one for SF2. All the SF2 mods are based on fox monter's original SF1 version
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F-21 Kfir, as the follow on!
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I actually only did some mods, iirc, the aircraft was by Sundowner (the skins for sure are Ant's). great idea!
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Don't we all!! glad you got it fixed!!
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View File SF2 Dassault Epervier Upgrade Pack SF2 Dassault Epervier Upgrade Pack 4/5/2016 = For SF2 (Full-4/5 Merged Reccomended) = *You =MUST= have the Mystere IVA avaiable in your merged installs, as the aircraft now references THIS cockpit. SF2:E is also required, at minimum, as the BLW aircraft now reference the stock 3W decals (F-104G), as does the French AdA skins.* Some modifications and capability upgrades for Cocas's fun little "What If.." Dassault Epervier (Sparrowhawk). If you do not have the aircraft, it's available at the following URL: http://combatace.com/files/file/15963-sf2-%C3%A9pevier/ Obviously, you'll the need the aircraft to add the mod pack too! 2 new skins have been added: Natural Metal 2-tone Brown Desert Both the new skins carry French Air Force makings, and ALL skins make use of stock 3W decals. All markings are decals, making it easy for other nations/users to be created. It should be noted, the userlist ini included ONLY has France and WGermany. Others will have to be added by the End Users . As always, fairly easy to follow, detailed install instructions are included. So, please read them. The "Notes" section contains the full change log. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 04/08/2016 Category What If Hangar
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144 downloads
SF2 Dassault Epervier Upgrade Pack 4/5/2016 = For SF2 (Full-4/5 Merged Reccomended) = *You =MUST= have the Mystere IVA avaiable in your merged installs, as the aircraft now references THIS cockpit. SF2:E is also required, at minimum, as the BLW aircraft now reference the stock 3W decals (F-104G), as does the French AdA skins.* Some modifications and capability upgrades for Cocas's fun little "What If.." Dassault Epervier (Sparrowhawk). If you do not have the aircraft, it's available at the following URL: http://combatace.com/files/file/15963-sf2-%C3%A9pevier/ Obviously, you'll the need the aircraft to add the mod pack too! 2 new skins have been added: Natural Metal 2-tone Brown Desert Both the new skins carry French Air Force makings, and ALL skins make use of stock 3W decals. All markings are decals, making it easy for other nations/users to be created. It should be noted, the userlist ini included ONLY has France and WGermany. Others will have to be added by the End Users . As always, fairly easy to follow, detailed install instructions are included. So, please read them. The "Notes" section contains the full change log. Happy Landings! Wrench Kevin Stein -
nope, you can have multiple tgas for trees. there's one individual trees (ter_objecttrees1, and/or ter_objecttrees2, ter_newtrees1 ter_newtrees2, etc) another for "forests" (ter_foresst1, for example) it all depends on how the TOD was put together. which means either finding the exact data ini from the mod that added for forests, or changing the individual call outs on those tiles that call for them. Using SF/SF2 as an example the "J" series tiles, any with a "J" in them are forests. Same goes for individual trees. these below are the STOCK callout, taken from the Cambri data ini: SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA (these are also used on ALL stock 3W terrains) what the terrain (re)engineer did, will be listed as such in the terrain data ini. It's just finding the right "shape" tga that's the time consumer
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English Electric Lighting Templates
Wrench replied to Peugeot205's topic in Mods & Skinning Discussion
all hail and praise the great Sundowner!! (I didn't even know they existed, either!) -
I almost picked up the DVD for SW7 today....but choose to wait at bit. Not like Costco is going to run out of them .. I do like the idea of "something in between" the cannon films. Personally, I'm hoping it like Tour 3 in X-Wing!! (I know it won't be, but...well...<grin>)
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in response to fallenphoenix's question ... kinda sorta!! with the modifications, both to the airframe and avionics, it's pretty damn close! Close enough, that that's what I'm calling it! (and made Cocas create something else for the FAA. sorry for the extra work!)
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I just use the same specs as the bounding boxes (which I also use for the hit boxes) BUT... sometimes the hit box/collision point needs to be smaller than the bounding box. In the case below, for the Sea Venom (not released yet by Veltro), it has a tendency to 'drag is butt' on take off rotation. The blue being the bounding box, when those specs are used causes a tail strike, even if the actual part isn't touching the ground. So, I had to reduce the size of the hit/collision box (the smaller green box) to prevent that. It dosn't seem to effect damage taken by enemy action, as it still takes damage from gunfire, etc. example of the statements, I use them in the same order, and it seem to be working ok (well, so far!!)
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don't forget, you have to do the Collision Points as well!!
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that XyZ Effect is what happens to the object (a building, a ship, a truck) that is HIT by the weapon. This is, in many cases, defined by the objects entry into a terrains _Types.ini. the **EXPLOSION Effect is the weapon detonating. THAT effect gives the explosion, the shock wave, the debris clouds, etc. they are set correctly. A Mk.84 is a 2000 pound bomb -- it IS a large bomb, and is, and has been for the last 14 years been using the correct explosion effect. By changing the effects as has been done, you've, in essence, REMOVED all the explosive material from the bomb casing. as I've said twice already, put it back to the way it was. If it works, don't fix it.
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just do like as mentioned above. You're using the WRONG type of effects for the weapons explosions. Like I said, change them back to what they were.
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the effect you changed it to, of the OBJECT the weapon hits, NOT for the effect of the weapon's explosion. Change it back
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why not just lower (or whichever direciton) the TSFC numbers?
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redesign of the nose would be required for the AI Mk.21 & later (or SCR-720 equlivant). relocation of guns to lower nose. It's up to Cocas as what he wants to do; or more presciesly, what's to be represented/accomplished. besides, for the time frame, AEW Skyradiers or Avengers would be on picket, and able to direct fighters (re: USN early carrier night figher operations -- TBM with radar, directing F6Fs to target. That's how we lost Butch O'Hare)
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just AAA the game engine fill them in automatically
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Mue's Lod viewer is an indespensible tool for reading hit boxes (and bounding boxes too!) below, the DH-2. you can see several missing hit boxes
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at one time, most of their stuff, and mods for it, WHERE here. But, some of the old time, original members disagreed on "how things were being done", there were (somewhat) heated exchanges, and he took his toys and went home. I'm sure the archives might have the threads, but having lived through it, I'm not searching them out
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I got a PM for raven last week. He's still settling in to his new place, and had some computer issues. I think he fixed those. Which means that at some time in the near future (this year), he'll be back to working on the Peacemaker. His model, just from the WIP shots will make any other look like it's made of Legos!! as to be Buff (F2A), I have 100% historicly correct modex and serials for VMF-221 at Midway
