-
Posts
28,327 -
Joined
-
Last visited
-
Days Won
188
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Wrench
-
H.G.Wells, "Things to Come"??? (movie, never read the story) E.R Burroughs, "The Lost Continent"???? somewhere around here I have a CSA Spitfire (ala Turtledove), and a US P-40 from that series (and a Roman Legion something or another...Hunter?)
-
the Israel farm tiles can be adapted to the stock desert city2farm, but it'd take some doing. I'd seriously considered that with the WW2 Tunisia rebuild I'm doing. But discarded it cause I'm lazy. 30-40 tiles would need rebuilding they really do have a much better look for north Africa, but the Israel city tiles really and truly suck a$$. OTH, the IME farm tiles would probably be more correct for Sicily/Italy than the desert ones. The desert ones have that 'parched and washed out' look. But, then we're back to them crappy IME cites; unless one makes a special set just for use in Italy. Again, the usual quandry!! (to say nothing of dumping the targets ini, to make things re-fit into the tiles. PIA!!!
-
for sea/land transitions, there's this (unfortunately, the images are gone. I'll have to make new ones) http://combatace.com/topic/50042-simplified-sealand-transition-tile-creation/ wadi's should be fairly easy to create; again, using a multi layered psd. It's just what should the "river bed" be colored??? In real life, without water, both the pictures I've seen and those dried watercourses I've seen here in the California deserts, match the surrounding countryside. More like a gully. Depending on which base desert is used ... the stock Desert ones have always been a bit too 'orange' (good for Barsoom, maybe?) maybe a slightly lightened IsrealME desert? (one wonders if using the desert-river tiles, but with the land painted in and the 'water' section of the alpha intact, one could simulate a mud/marsh effect?? Must experiment!! Northwest Africa has a lot of 'salt marshes' -so to speak- as to port tiles, for stock desert, if you want the set, I'll be glad to send the psds, tga and bmps. Some have new TODs, some don't. I dislike #7 a lot, because the curved breakwaters are a bitch to get the alpha right -- what with the actual pixels being a 'square'- is why I go with linier (or straight) lines The 'cityport1' is designed as a direct replacement for the stock, crappy-way-to-small harbor basin
-
great stuff on the Kittyhawks, too! most of the Beaus seem to be DAP Mk.21s (although I did see some earlier marks) ... don't know if I can talk Daniel into fiddling the nose meshs for the autopilot housing. but I'll try!
-
Love it!!!
-
wait until you have to build "specials" to make sea ports, that ACTUALLY look like harbors...and are big enough for the ships (not including our 3rd Party ones)* which is what I'm doing now, using a hybrid stock desert tile set (with some IME imports) Example below, a new harbor port for Tripoli. Slightly inaccurate, as the northern outer mole is in real life curved, as is the eastern breakwater. Using squared off makes for better alpha channel renditions. And still have to build the TOD *don't forget the stock 3W oil tanker is a VLCC, and would NOT be in a harbor
-
And the Winner Is!!! (loved the episode with the 1:1 Airfix Spitfire!!!)
-
Question Maps, Water and Land in Pre SF2:NA vs Post SF2:NA.
Wrench replied to KJakker's topic in Mods & Skinning Discussion
gotta be something In the actual code that NA brought with it. OTH, iirc, one of the late patches (July 13???) seems to have hosed a bunch of stuff conversely, as you were asking about the Norway map, testing 2 ETO maps (excepting EuroWW2), my BoB and Norway with a naval zones for both sides, creates some rather unusual results. on the BOB map, I had the KM Cruiser Karlshure, and it's escorts happily cruising through the Surrey countryside AND leaving wakes (in that same mission, my Beau's trops worked just fine on the land too) on the same map, test the UK side, my Corsair II was sitting on ATTACKER's deck, calmly sailing through the forests The Norway map itself was giving me exceedingly random placements of both side ... had the Graf Zepplins BG far inshore to the Scottish coast, while my CVBG (Illustrious), was way out in the North Sea. on the othe side of the world, the PI 44 map, all of a sudden no IJN ship (surface action groups or CVBG) were appearing where I"d placed the enemy zone north of Cape Engano. It is my considered opinion that there are serious flaws in the coding, "something" got borked at some point by a patch. Or, the engine is NOT reading water bmps with Red and Blue "cv zones" correctly -if even if their respective colors are matched to those from NA map. Now, it's quite possible the engine doesn't LIKE "mini zones" as has been used in my case. It may require the 'half and half' as seen on the IcelandNA map. There's no real way of knowing this without repaint the entire water bmp to test. I should also state that all my WW2 installs are built FROM the NA exe, so as to make sure the proper CV/Naval coding is present, for those terrains that 'require' it. All ship data inis have been updated to have the proper NA statements. As to the mission builder issue, I can't speak to that, as I rarely use it (guess I should start and learn it) As no information has ever been, and in my feeling, NEVER will be forthcoming from The Manufacturer, we're all at a loss as to what to do or how to correct this. The only thing we can do, is keep posting on the 3W boards in the hopes that at some point we might get an answer. Or even a hint at the answer. It's exceedingly frustrating, not only for end users like you, but for the few us still building terrains, and trying to expand the gaming experience. -
only 1stGens were/are multiplayer code changed prevented it from being added to SF2
-
let me look through my book archives...
-
THAT is the level of detail we've needed!!
-
did that for the ASW (Texas/Mexico) map. Basic greenish grass field, with some trees sometimes the R series (from Germany) can be used for that too. depending on where the terrain is
-
Test 2 hybrid concepts... Beau Mk.6 (early), without turret gun and no radar, no rockets. Can be used as Mk.6F, Mk.6c, and ITF. Also, testing hybrid tiles for WW2 Tunisia. Always hated those originals....
-
rule of thumb: never place an airbase on a coast tile. always move them (even if historically inaccurate) at LEAST one tile in from the ocean. Or be prepared to the export the height map as bit map, go cross-eyed matching the location, paint to match the ocean, REimport the height field FROM the new height map bmp, and reflatten ALL the fields (because the reimportation loses all the 'where are the airfields" location) did this soooooooooo many times on the Northern Europe/Norway map.....I'm still shaking!!
-
and Ed get's Dave once again!!!
-
Brother ALL Osprey books are a 'must have'!!!
-
View File SF2 WW2 MTO Bristol Beaufighter Mk.1 series ( Early & Late), v.9 by Cocas SF2 WW2 MTO Bristol Beaufighter Mk.1 series ( Early & Late), v.9 by Cocas 2/10/2014 -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Recommended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents BOTH early and late production Beau Mk.1s for the MTO ONLY! Seperate versions are in the works for everywhere else, as their start/end dates tend to differ.* These are BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This is the third of a set of Beaufighters. This package contains 3 aircraft, representing the both early & late production Beaufighter Mk.1F & the early NF Mk.1Fs. We are calling this "version 0.9", as there exists the possibility of more work being required. But, we wanted to get them out into the hands of our WW2 End Users for their examination and so forth. This pack contains the following aircraft & skin/decal sets: Beaufighter Mk.1F Early (Day Fighter) Standard Desert Day Scheme Beaufighter Mk.1F Late (Day Fighter) Standard Desert Day No. 252 Squadron No. 272 Squadron (Both aircraft have both squadrons. Early and Late divides the straight tail from the "bent" tail marks.) Beaufighter NF Mk.1 Early (Night Fighter) Desert Day uppers, Special Night Unders No. 89 Squadron The Squadron Crest for each is used as the paint chip seen on the Loadout Screen. Skins are in jpg format, as are the bump maps. Damage textures are in DDS. Everything is included, excepting the guns (you should have all these already). No bombs or rockets; these are Mk.1s, not equipped for them. All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadron code letters. As is my habit, sample bmps are left in the various Decals folders so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the units represented. New Hangar and Loading screens for each are included. When in-game, you'll see: Beaufighter Mk. IF (Early) (CAF) Beaufighter Mk IF (Late) (CAF) Beaufighter NF Mk.I (Late) (CAF) for these aircraft. The "CAF" (for Cocas Aircraft Factory) will differentiate these Beaus from any others you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory - Submitter Wrench Submitted 02/22/2014 Category Other
-
- 1
-
-
129 downloads
SF2 WW2 MTO Bristol Beaufighter Mk.1 series ( Early & Late), v.9 by Cocas 2/10/2014 -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Recommended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents BOTH early and late production Beau Mk.1s for the MTO ONLY! Seperate versions are in the works for everywhere else, as their start/end dates tend to differ.* These are BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This is the third of a set of Beaufighters. This package contains 3 aircraft, representing the both early & late production Beaufighter Mk.1F & the early NF Mk.1Fs. We are calling this "version 0.9", as there exists the possibility of more work being required. But, we wanted to get them out into the hands of our WW2 End Users for their examination and so forth. This pack contains the following aircraft & skin/decal sets: Beaufighter Mk.1F Early (Day Fighter) Standard Desert Day Scheme Beaufighter Mk.1F Late (Day Fighter) Standard Desert Day No. 252 Squadron No. 272 Squadron (Both aircraft have both squadrons. Early and Late divides the straight tail from the "bent" tail marks.) Beaufighter NF Mk.1 Early (Night Fighter) Desert Day uppers, Special Night Unders No. 89 Squadron The Squadron Crest for each is used as the paint chip seen on the Loadout Screen. Skins are in jpg format, as are the bump maps. Damage textures are in DDS. Everything is included, excepting the guns (you should have all these already). No bombs or rockets; these are Mk.1s, not equipped for them. All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadron code letters. As is my habit, sample bmps are left in the various Decals folders so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the units represented. New Hangar and Loading screens for each are included. When in-game, you'll see: Beaufighter Mk. IF (Early) (CAF) Beaufighter Mk IF (Late) (CAF) Beaufighter NF Mk.I (Late) (CAF) for these aircraft. The "CAF" (for Cocas Aircraft Factory) will differentiate these Beaus from any others you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory - -
That is EXACTLY what's supposed to happen!!! because you've created, in essence, an entire new game.
-
-
yes, you are correct. I forgot the include the ship!!! That's now corrected my apologies (note to self: don't do things so late a night!!)
-
View File SF2 WW2 MTO Regia Marina Cargo Ship SF2 WW2 MTO Regia Marina Cargo Ship 2/20/2014 -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = Yet another repaint/repurpose of Stephan1918's EXCELLENT First Eagles cargo ships. This time, we're representing merchant ships of the Italian Navy (Regia Marina) of WW2. This will give you something other than the stock cargo ship or anything else (available or not) for auntie-shipping missions in The Med These ships ARE armed, to 2 20mm guns, so they WILL shoot back when under attack!! As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. You'll also be editing your sound list, if you haven't already, to add the ship sounds Happy Hunting! Wrench Kevin Stein edit: the ship is NOW in the zip. sorry folks! Submitter Wrench Submitted 02/21/2014 Category Cargo and Transports
-
172 downloads
SF2 WW2 MTO Regia Marina Cargo Ship 2/20/2014 -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = Yet another repaint/repurpose of Stephan1918's EXCELLENT First Eagles cargo ships. This time, we're representing merchant ships of the Italian Navy (Regia Marina) of WW2. This will give you something other than the stock cargo ship or anything else (available or not) for auntie-shipping missions in The Med These ships ARE armed, to 2 20mm guns, so they WILL shoot back when under attack!! As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. You'll also be editing your sound list, if you haven't already, to add the ship sounds Happy Hunting! Wrench Kevin Stein edit: the ship is NOW in the zip. sorry folks! -
zip the file, and attach the zip. that (usually) works!!!
