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Wrench

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Everything posted by Wrench

  1. my guess is that the Flanker mod had a crappy read me, that didn't include proper install instructions. They should go something like this .... Now, a lot of times, expecially for a first time mod installl, many of the subfulders my not exist. IF the download is properly set up, with the necessary folder (NOT within the /Objects folder), like /Effects, /Sounds, etc simply drop THOSE folders into the mod folder. You can see in the image below, the various folders WITHIN the mods folder (C:\Users\*YourName*\Saved Games\ThirdWire\StrikeFighters2) feel free to ask any other questions -- we're here to help!!
  2. I did the Saints some years back, it's in the downloads section. Save you some work
  3. you just take that .fx line, and stick it in the Material section .... (this is from a different effect, you'll get the idea...) this one is form one of the millions of 20mm guns ... you can see the .fx line at the top. just copy/past that into your existing one i've done it lots of time, bringing 1stGen stuff into SF2.
  4. can't speak to the aircraft issue, but check the effect statements for the guns and smoke. FE2 and SF2 use a different shader than 1st Gens something like this: [SmokeMaterial] EffectShaderName=effectLightLevel.fx <--- added new. [FireMaterial] EffectShaderName=effectFire.fx <---- DepthBufferCheck=TRUE extract a stock effect ini, and you should be able to see the differences in the statements, and do a simple copy/past of those effects Materials
  5. LOVE those harbor tiles!!! Great work!!!
  6. Primed, and ready for launch
  7. How about we try using English, as it IS the major language here at cA. Thank you.
  8. it's in the FLIGHT cat and after extraction goes into the /Flight folder of your mods folder. If you DON'T have it one (a /Flight folder) in you mods folder, something else is screwed up someplace other than that
  9. did you by chance edit or add a different HUDData.ini??? That's where the fonts are listed ---> this is what mine says, and it's never been touched either that, or -- "I don't want to say it was aliens, but it was aliens"
  10. awesome!!
  11. racktype=BRU57, iirc There's a dual launcher rack in one of the old weapons packs (1stGen) I did it 15+ years ago for WoV; can't remember now. EDIT _-- look for "2ARM" in a late model weapons pack (maybe the gunny pak???)
  12. yes, PLEASE fix that screwed up font!!! I can't even fix (edit) it from my control panel
  13. That's what we terraformers do. Skinner's got it easy, compared to we do. Try doing it for a historic era - for example Western Europe in WW2, or East Asia (ww2 & post-war -- like French Indo-china. that's why it hasn't been touched for 4 years --that and a pandemic and of course losing Pat) each and every city has to be "run down'. Airbases/airports are a whole 'nuther thing all together. Since we're stuck with what we gots (stock) I gotta get Gib right, otherwise Trotski'll never forgive me. After all, he WAS a Rock Ape! btw, the decals for the Spanish C-12 RF-4 should have been in that original package I set you, DA' they're 100% accurate
  14. I've said it before, and I'll say it again .. Thank You All for this discussion. Every time I read these threads, I learn something!!
  15. well, the good thing is Cangas included all the parts necessary to (re)build a new Terrain Editor for this map. He included the most important thing -- the texture list!!! When (not if) I take it on, it'll be months before completion. Just so you all know. Research alone, expecially in north africa is gonna drive me nuts!! ()
  16. Ok, as you may have guessed from Veltro's post, I now have the max file for the SB17. Is there a volenteer Max Guru (tm) out there that wants to take on the project and make the needed changes??? (and maybe build the lifeboat?) I thank any and all in advance!
  17. the biggest issue/worry (yes, pun intended), the Gibralter Bay is missing! Make one wonder how to work around The Rock
  18. the terrain is in part 1. it uses the EAW euro tiles, like the old WW2 Europe map. and, boy oh boy ... does it ever need work. cities are empty, ports are empty, airfields need upgrading (some are just durt R3s with no infrastructure at ALL)
  19. View File SF2 Deuces Euro Desert Terrain Pack SF2 Deuces Euro Desert Terrain Pack 8/24/24 == For SF2, any and all, but Full 5 Reccommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released this "Euro-Desert". Basicly, retiled to a more lush green environment. What I've done here is fully update it for use in the SF2 Environment by adding or changing all needed statements in the data ini, and "fixing" all water bearing tgas with new alpha channels. Other than adding the 2 stock ships in port and some vehicles that show up parked in various places, NO other (outside or non-stock) items have been added! Consider this as close to the original stock desert terrain as possible! With some window dressing. As always (meaning: target area upgrades. Nothing TOO major). There are NO Easter Eggs. Sorry! (not sorry). When 'in game', on the terrain selection drop down, you'll see Deuce's Green Desert Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! The original readme is inside the terrain's folder, and is included for historical purposes. Good Hunting and Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 08/31/2024 Category Full Terrains
  20. Version 1.0.0

    98 downloads

    SF2 Deuces Euro Desert Terrain Pack 8/24/24 == For SF2, any and all, but Full 5 Reccommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released this "Euro-Desert". Basicly, retiled to a more lush green environment. What I've done here is fully update it for use in the SF2 Environment by adding or changing all needed statements in the data ini, and "fixing" all water bearing tgas with new alpha channels. Other than adding the 2 stock ships in port and some vehicles that show up parked in various places, NO other (outside or non-stock) items have been added! Consider this as close to the original stock desert terrain as possible! With some window dressing. As always (meaning: target area upgrades. Nothing TOO major). There are NO Easter Eggs. Sorry! (not sorry). When 'in game', on the terrain selection drop down, you'll see Deuce's Green Desert Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! The original readme is inside the terrain's folder, and is included for historical purposes. Good Hunting and Happy Landings! Wrench Kevin Stein
  21. Wrench

    Scooters

    Inbound and down ...
  22. I have Deuces' all rebuilt for SF2, if there's any interest. The only things I changed are updating the data ini statements with SF2 statments (shaders, etc), and 'squaring off' those shity port tiles, and adding the 2 stock ships (cargo ship & tanker). I did add a few hangars to some of the airfields, but otherwise is 'as issued' in 2002 (ish)
  23. EricJ, don't forget the CubaOTC terrain. Nice Carribean vaction spot
  24. View File SF2 Green "Not Desert" Terrain Pack SF2 Green "Not Desert" Terrain Pack 8/23/24 == For SF2, any and all, but Full 5 Recommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released a "Euro-Desert". Basiclly, retiled to a more lush green environment. This is my contribution in that vein. This terrain is designed to be FUN, and perhaps more than a little silly. As can be expected, there are Easter Eggs (tm) EVERYWHERE. This is a revamp of the stock 3rd Wire "Desert" terrain. It has gone through a somewhat extensively large rebuild (tile-wise), being retextured to a more cooler climate (see Notes) Large amounts of "eye candy" have been added to the airports, cities and other military targets. Ports have been upgraded with buildings, docked ships and other maritime goodies. The movement ini has also been modified, with additional and/or re-plotted routes. Be advised, that the original Desert campaign(s) MIGHT work, as I kept "things" as close as possible to the original, with the exception of FINALLY naming the tiled city regions in the southwest of the map that had never been touched since the 2003 initial release of SFP:1. However, I cannot gar-un-tee any of the existing stock or user made campaigns will work on this modded terrain; Be Advised! I've supplied a great number of Ground Objects (many of which you may already have), but you'll want to double check them after unzipping, to make sure you have everything before installing. Meaning: not everything has been supplied. Ground defenses (AAA & SAMs) use the generic tags (SAMLauncher, SAMRadar, etc), so there should be no problems with the Game Engine (tm) using what's in your Mods Folders. With Ground Objects in mind, this terrain has the usual minimum year spread from 1945 through (at least!!!!) 2050. There are NO mission restrictions, excepting Naval Action (no CVs!!). When 'in game', on the terrain selection drop down, you'll see NotDesert (Green) Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! It should be noted, you might (ok, WILL) experince longer than normal loading times on this terrain. It's because of all stuff I found I needed to include when (re)building it. Also, PLEASE read the "Notes" section for more data on the astronomical, geophysical and climatic conditions of this "region". Good Hunting! Wrench Kevin Stein Submitter Wrench Submitted 08/23/2024 Category Full Terrains
  25. Version 1.0.0

    136 downloads

    SF2 Green "Not Desert" Terrain Pack 8/23/24 == For SF2, any and all, but Full 5 Recommended == *** Your mod folder(s) =MUST= have, or access to, the stock Desert terrain, as many items are referenced from that stock terrain cat. *** Once upon a time, in the early 2000s, one of our first terraformers, Deuces, released a "Euro-Desert". Basiclly, retiled to a more lush green environment. This is my contribution in that vein. This terrain is designed to be FUN, and perhaps more than a little silly. As can be expected, there are Easter Eggs (tm) EVERYWHERE. This is a revamp of the stock 3rd Wire "Desert" terrain. It has gone through a somewhat extensively large rebuild (tile-wise), being retextured to a more cooler climate (see Notes) Large amounts of "eye candy" have been added to the airports, cities and other military targets. Ports have been upgraded with buildings, docked ships and other maritime goodies. The movement ini has also been modified, with additional and/or re-plotted routes. Be advised, that the original Desert campaign(s) MIGHT work, as I kept "things" as close as possible to the original, with the exception of FINALLY naming the tiled city regions in the southwest of the map that had never been touched since the 2003 initial release of SFP:1. However, I cannot gar-un-tee any of the existing stock or user made campaigns will work on this modded terrain; Be Advised! I've supplied a great number of Ground Objects (many of which you may already have), but you'll want to double check them after unzipping, to make sure you have everything before installing. Meaning: not everything has been supplied. Ground defenses (AAA & SAMs) use the generic tags (SAMLauncher, SAMRadar, etc), so there should be no problems with the Game Engine (tm) using what's in your Mods Folders. With Ground Objects in mind, this terrain has the usual minimum year spread from 1945 through (at least!!!!) 2050. There are NO mission restrictions, excepting Naval Action (no CVs!!). When 'in game', on the terrain selection drop down, you'll see NotDesert (Green) Select it, and play normally. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! It should be noted, you might (ok, WILL) experince longer than normal loading times on this terrain. It's because of all stuff I found I needed to include when (re)building it. Also, PLEASE read the "Notes" section for more data on the astronomical, geophysical and climatic conditions of this "region". Good Hunting! Wrench Kevin Stein
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