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Wrench

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Everything posted by Wrench

  1. well, since it's a payware mod ... one must be VERY carefull. They defend they're copyrights/property strongly. Inis can be uploaded, if that's the point of the exercise, but no other parts. One must be VERY carefull with "property rights" when modding any payware item
  2. all lods are stored in the ObjectData002.cat -- that 's the locked one mue's lod viewer only requires the main ini (ie: KfirC1_77.ini) to function. to open the cockpit lod, you'd need the cockpit ini extracted. It doesn't even need to be IN the aircraft folder; the viewer will find the lod from an "extracted to..." folder. but I see Crusader already answered the question. just a thought .. if those boxes are part of the external model, perhaps the cockpit position is too low?? .. just thinking out loud...
  3. use mue's lod viewer to id the meshes as to that clipping issue, there's a couple of ways: check the actual position in the cockpit ini vs positioning from external view locate the offending node (again with the lod viewer) and add to cockpit ini (3rd section) Example only... [CockpitSeat001] HideExternalNode= ModelName=Skyraider_Pit Offset=0.0,0.0,0.0 Position=0.0,0.26,1.10 ViewAngles=0.0,0.0,0.0 or in the data ini for nose or fuselage (whichever mesh it is) ShowFromCockpit=FALSE
  4. another look one of those "you looking at ME, mofo?" kind of shots (btw, if anyone does happen to guess, keep it to yourself. don't spoil the surprise)
  5. I'm not an ordanance guy. Sometimes, I'm lucky the stuff hits the ground... there used to be a bombing tutorial at SimHQ, maybe still in their archives by Andy Bush -- the man knows his stuff.
  6. don't forget, new Fitter are in the works...might want to wait unitl they're finished. IIRC, a lot of the mapping will be different
  7. Wrench

    Wrench's Stuff

    a little of this and that for SF/SF2 and whathave you!
  8. actually, it wouldn't. but that's a long, involved convoluted story with a cast of thousands, produced by CB DeMille. It goes further much further back... yes, that is definitely, the word of the month! Good for trotski!!
  9. I'm gonna ask the dumb question.. how do I get the image into my sig?? (hangs head in shame)
  10. Wrench

    STuff

    just stuff
  11. run malwarebyes once a week... you should be able to set a time, even on the free version
  12. is that a '1 tile' island? looks GREAT!!
  13. easy way to get around the neutral issue, is simply remove all the target areas in Sweden (sorry, JRL!!)
  14. those adaptor kits are f**ing LIVESAVERS!! I've had a hd crash or two, and having one of those saved thousands of good files off the old worn out drive to the new one. well worth the investment!!
  15. trotski, preaching to the choir, man. NO one is immune to his vagaries; not even some of the most important people to sf2 community.
  16. really?? shoot, and here I thought I'd found something important!!!
  17. while goofing around, just experimenting with correcting hit boxes, I noticed something quite interesting the lod viewer is showing.. knowing the aircraft as well as I do, having helped build it, I knew there was a small shadow rope from somewhere in the nose region. The lod viewer shows where (more or less) it comes from! (indicated by the red arrow) This could be quite helpful to 3d modelers! By hiding and unhiding nodes, the offending mesh may be able to be run down, and repaired.
  18. Malwarebytes Anti-Malware https://www.malwarebytes.org/ there's both freeware and payware versions it's good to have this anyway -- trust me! another one, for just clearing out crap in Cleanup http://www.stevengould.org/index.php?option=com_content&task=view&id=28&Itemid=70
  19. yes, find out WHICH tiles they are, and make new ones to match. I can tell you right now, they're ***50.tga, a just by looking at their positions. Might want to make see if they're city/sea or farm/sea. Zoom in on the missing tile, and hit (whichever key it is for "info" and it'll tell you what tile it is. you (usually) cannot simply copy/paste tile statments form one data ini to another, due to the differing naming conventions, and positions in data ini, which are writtein to the TFD. Which means, they should only be added via the TE. Which will require the full texture list ini for that terrain. terrain work is the single, hardest thing around (after cockpit modeling). It is NOT something the inexperienced should attempt. also, to lower the frustration index, you might want to get in contact with Gepard, who built it, and is working on a camaign mod. (see Missions and Campaigns Forum, "Panslavic Wars" thread. Perhaps he's updated the terrain?
  20. zip discs -from "back in the day"-, and a USB zip drive!! (thank the gods for USB!!) plus, countless hours scouring the net for any surviving mission sites. most of which, have all the same 10 or 12 sets I've already converted. not bad for a 4 door!! thanks for sharing! :)
  21. as said, the white border is an artifact of the game itself. long ago, you just needed the background and alpha (1stGens). at some point in time, in SF2, it began creating these artifacts -and not all the time either! best and quickest is the "tk fix", have a solid color surrounding the image, and let the alpha act as a "hold out mask" (examples below) left to right -- (serial numbers) full view, alpha & rgb channels rgb channels off alpha off
  22. yes. however...you may experience problems with NA and they will only run in dx9, so you'll be losing out on a lot of visuals that use the dx10 shaders
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