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November 11 Update - Core Upgrade ×

Wrench

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Everything posted by Wrench

  1. yakarov, I'd most DEFINATELY take them up on the offer of the max files!
  2. Did you check it with mue's LOD viewer? you can make a texture for it quite easily .... it's called for something called "oldmetal.jpg". And this is on the 2005, original version, NOT the one in the DAT ETO mod. (which might explain why it always crashed the game, when I was rebuilding the EAW Euro WW2 terrain with it in place) try this below:
  3. exactly. one would need to know WHICH version, the stock 3w ones or 3rd party You must be more specific on such requests
  4. pasko never included the OUT files, unfortunately
  5. it has to do with the landing gears, Here's from their Seiran: I know the IsSkid= is from First Eagles originally. looks like the ContactPoint= is one of the key lines. Their Rufe uses the same type of statements. (unlike mine, which uses a fake pilot float set up, their's has the float as part of the model)
  6. <cough> mue's lod viewer <cough>
  7. try changing the cat pointer line to GermanyCE, and download any of my recent terrains. Inside them, you'll find the necessary airfield inis. Desert_Airfield1.ini Desert_Airfield2.ini Desert_Airfield3.ini Desert_Airfield4.ini Desert_Airfield5.ini Desert_Airfield6.ini copy and paste them into the desert4 terrain folder. that should do it. if not, do the really smart thing, and buy SF2 (no suffix) from 3rd Wire. 75% of all terrains reference the Desert.cat. It is VITAL to have it. This is because, after on the 2011 or 12 patches, the desert airfield inis were removed form all but the desert cat
  8. The airports are already "dual purpose". The game engine makes no difference between civilian or military aircraft. An airfield just "is". Based on the aircraft's user list (exported = true), alignment (friendly or enemy), and the terrain's limited nation's list (which takes precedence over the games main nations ini) Aircraft are placed in their parking slots on airfields simply by their wingspan, as stated in each airfiled's ini. Having more buildings (terminals, gates, baggage containers) is a very easy add via targets ini placement. We just need the 3d guys to build them. what is really needed, are completely NEW airfields, as the 6 we have don't match any real world locations, civil or military
  9. probably the material assigned in MAX. Which is, unfortunately not accessable without the max file. well, ya tried!
  10. create a copy of the cockpit lod for safety. put is storage open cockpit lod with a hex editor, locate (search) for the image name in question, rewrite the file extension name, save. with luck, the lod will recognize the new format, and it will work. I've never tried this personally, but ... ???? --- nobody has seen pasko for nearly 8 years (or more!). it's doubtful we'll ever get (legal) access to the MAX files. There's a butt load of his work that needs some major overhauling (to be rid of open meshes that create decal bleeds, and other animation fixes -- like on the Horton wing)
  11. nice I-400. A real Seiran would be cool! there's something either in the collision statement or something like that, that "allows" water landings (and maybe takeoffs, too. The DATs been experimenting with it for a while)
  12. that is, more than likely, the issue. time to get a real stick, maybe?
  13. thanks! your's is looking pretty good too! (mine has the advantage of being 20-30 years earlier than yours!). What I don't know, is if the Causeway was road and rail in the 30s/40s, as it is today. I'd hate to have to add the rail ridges - but will if I need too. I just wish I'd had mue's tool when doing the WW2 Euro map & 'Norway' maps. would have made like a lot easier!
  14. indeed. they can be exceptionally tiresome to build. in the last 10 days I've laid more track then the union pacific on their push westward!
  15. it's a game engine thing. The only ways to fix it are : 1) after running the game, and allowing the main ini to build the texture listings, make it read only. 2) make the aircraft 'nationalized' versions ie - NK and PRC, 2 separate aircraft
  16. well, those are covered on my Northern Europe/Norway map!!
  17. leave it to the terrain guys ... these have to be placed individually into a terrain's _types and _target inis, then placed on the map. They won't appear any other way
  18. you also need to check (whichever) aircraft's data ini for Exported=TRUE, and have the new nation in that aircraft's user list ini. You also need to call out the nation in the skin's texture set (might not actually be necessary, but it does lock a skin/decal set to a nation)
  19. Seriously? Where've you been for the last year or so? The boards here are full of that conclusion. In short, yes. PCs are left in limbo
  20. or an outdated (or wrong) AircraftObject.ini. in the /Objects folder also known to screw with the controls
  21. ok, since nobody has said it, I will.... is there a Colossus to go with this Forbin Project? ducks and runs.....
  22. good enough for me!
  23. So, we'll need to update those 3 as soon as possible. Perhaps I should unapproved them for time being? ------------------ well, there are several alternative pits; while not perhaps "looking" quite right.. Foxmonter's S-3B Viking (will need meshes moved) as mentioned before stary's NF Mosquito pit (will also need meshes moved/removed) the difficult part is, both those pits are for twin engine aircraft. this is one the reasons I keep saying to folks "don't use any of their stuff for mods here at CA." It's just not worth the bullshit.
  24. and the limited nations list for the terrain itself?
  25. thank you! (maybe just leave the lint traps off???)
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