Jump to content

Wrench

ADMINISTRATOR
  • Posts

    27,828
  • Joined

  • Last visited

  • Days Won

    159

Posts posted by Wrench

  1. Been really busy with some VERY important mods...

     

    did you READ the enclosed readme??? All the pertinant info is there...as are all the needed 'terrain objects'

     

    IsrealME Terrain Upgrade for WoI 3/19/08

     

    This is an expansion of WoI's stock "lsrealME" map, with the addition of Isreali Air Defense units. I've added them in what I believe to be a sensible, logical manner, defending large cities, airbase, factories & POL depots, army bases, and generaly trying to give the civilian population some kind of protection. I've also made sure the Isreali airfields have a "ActiveYear=0" for all their AAA positions; as the game will usually fill them with the nearly useless M-55 Quad 50. Adding other AA units is reccomended :)

     

    It is reccomended (read: REQUIRED) that you have Pasko's SAMs and Vehicles Pak installed in your GroundObject folder; expecially the Desert skinned vehicles, plus any additional vehicles such as Kesselbrut's ZIL truck pak, Moonjumper's fix for the BM-14-16 (adds working Kytusha rockets) and any other SAMS or AAA, vehicles or whatever strikes your fancy. See "Items You'll Want to Get" below. I've also included several things from it, just because I like having these objects around in-game, as some a set to be used on the map (parked vehicles and such). There is even a new vehicle, the Tiran 4/5 MBT!

     

    It is designed to use either the Bunyap or Mirage Factory Weapons Pak; some of the names for the IDF air defenses (ie: the HAWKs and their associated radars) and their 'arrangements', are taken from Nick Bell's 'NATO Air Defense Mod'; these are the names used for the 2 HAWK radars. In addition, I've included 2 new Infantry units - one generic Arab and one IDF, based off Kesselbrut's 'Infanty Squads'. I've replaced the RPG/LAW with an automatic rifle. I've also given you my fully updated gundata.ini and gundata.dat files, which have all the needed guns. I've also included the weapons data for the AT-3 'Sagger" anti-tank missile, so you'll be using the weapons editor -- make double damn sure it's the WoI one!!!

     

    Remember - this is for WoI ONLY!!! It won't work on anything else!! So don't even think about tryin' it!!!

     

    --------------------------------------------------------------------

    == Install Instructions: ==

     

    ---THIS IS FOR WoI -ONLY!!! IT CANNOT BE USED ON ANY OTHER TERRAIN, EXCEPTING THE STOCK ISREALME IN WoI!!!!

     

    As I always reccomend, unzip "israelme_upgrade" to a temp director that's easy to find.

     

    If, for any reason you've already extracted the IsrealME_targets.ini and Israel_types.ini, you'll need to rename or somehow back them up. The new ones with this kit WILL replace them. If you've made any changes you'd like to keep, or add to this, feel free. Just make sure they are compatable; ie: this means you'll probabaly renumbering stuff, so just be careful!

     

    So, take the stuff that in the folder "Add_to_terrain_folder", and copy/paste, cut move drag/drop; however you want to do it -- into your /IsraelME terrain folder.

     

    The new inis (nations, movement, targets & types) plus the various and sundry 'terrain items' are all there.

     

    ---------

    If you've recently downloaded the rebuild of Gepard's Isreal2, it's basically a rehash of the additions of the Arab & Isreali troops, and a few other GroundObject goodies. But I'd read it anyway, as I've added a few vehicles to this pakage

     

    Take any folders from the "Add_to_GroundObjects_folder", and ... you guessed it ... copy/paste them into the GroundObjects folder. I've included several objects that fit nicely into what I've done, and things you should have anyway. These are:

     

    D-20

    M-59 (artilleriy pieces)

    Arab Squad

    Israeli Squad (self explanitory - infantry troops!)

    AT-3 squad (Sagger Team)

    BRDM-2AT (Saggar equipped)

    Tiran 4/5 (called 'Tiran45 for the folder name - IDF captured/modified T-54/55 tanks)

     

    I've included several data inis for some other vehicles, extending their lifespans and tweeking weapons <hehehe>. Install the vehicles FIRST!!!, then either backup or just let the new data inis overwrite. This is expecially true for the M-3 Halftrack, Sherman E8 and Merkava Mk.1 (which is now a LOT more survivable; more comparable to the T-72). The other stock vehicle data inis, just toss them into their respective folders.

     

    There's also a sub-folder "for_kesselbruts_zil-truck_pak". This contains updated inis that extend the service life to 2050. If you have Kess's Truck pak, just drop the inis into their approiate folder. Let them overwrite -- no other changes have been effected. Just the years have been changed to allow you to blow them up for the forseeable future! :)

     

    Place the 'patrolboat.wav' into the /Sounds folder; put the 'PATROLBOAT_DATA.INI' into the PatrolBoat folder.

     

    If you have another gundata ini & gundata.dat in your /Object folder, back them up by renaming them to

     

    'bak_gundata.ini' and

    'bak_gundata.dat',

     

    then copy/paste, move or however, the ones I've supplied into the /Objects folder. It has just about every gun now out, excepting perhaps the BK-27 from the Grippen.

     

    --Other Notes on 'Items You'll Want to Get':

     

    NOTE: if you haven't already, PLEASE get the Pakso SAMs and Vehicle Pak Desert Skins, from either CombatAce or my site...there are many, many things in there you're going to need for this map. And want, for historical purposes, of course.

    In particular, make sure you have

     

    SA-3's and their associated radars,

    AMX-13 tank,

    Su-100,

    T-34,

    FROG3 (as many of these are not only used as parked vehicle, but they show up as 'targets' elsewhere),

    Stinger Site

     

    ... well, you get the idea! Many of these, and their associated weapons =should= be in the Pasko Paks. If not, let me know and I'll get them uploaded to CA.

     

    During my researches, I DID discover that a single battery of SA-5 Gammons was deployed by Syira to guard Damascus...it's your choice if you want to get them or not, as the targest.ini has MANY instances of just the 'generic' labels for SAM and SAM Radar placements ... you don't wany any surprises over the Canal, do you? Expecially when Egypt only was using SA-2, SA-3, SA-7, SA-8 & 9 -maybe!!, and the very dangerous SA-6. Good thing we aint' got no Gadflys, eh??

     

    There are, however, several other vehicle you'll be wanting to get, as they fit into the historical era

     

    From "Geo's Site"

     

    http://www.geos-aircraft.com/SFObjects.htm

     

    You'll need his WW2 ground object pak, because we need the M-3 Half-Track and Sherman Easy 8, as it's used for the M-50 'Super Sherman' -- make sure you use the Isreali skin!!

     

    Ther's this here M-270 MLRS by bigal1 at CombatAce:

     

    http://forum.combatace.com/index.php?autocom=downloads&showfile=6161

     

    You'll really want to get this one, as it's set on the map at a few of the artillery bases...

     

    There is a Merkava Mk.1 by gabalion available at CombatAce:

     

    http://forum.combatace.com/index.php?autocom=downloads&showfile=1659

     

    (with this one, don't forget to install the vehicle FIRST, then add my modified data ini)

     

    If you get the M-7 Priest SPG from CombatAce:

     

    http://forum.combatace.com/index.php?autocom=downloads&showfile=2735 *note--no longer available, only from DAT*

     

    You'll want to use the new skin bmps, as I painted out the US star. They're in the ''various skin bmps'' folder. Install the vehicle first, then drop the new skin bmps ini. Same goes for the modified data ini.(operational years are in fact, a pure WAG)

     

    DO NOT FORGET TO FOLLOW ANY INSTRUCTIONS FOR THE ADDITION OF ANY NEEDED WEAPONS FOR THE VEHICLES AND SYSTEMS LISTED ABOVE...

     

    In other words, Do NOT come crying to me when things don't work or show up as advertised, simply because YOU couldn't/didn't/wouldn't follow instructions.

     

     

    can't make it any simpler, more detailed than that.

     

    wrench

    kevin stein

  2. Just had this very self-same problem with some J skins I'm doing for 20th FG, ETO.

     

    You CAN use the StationSpecific code, or the "OnlyAllowedWeapon=" or "NotAllowedWeapon" on the hard point

     

    [LeftWingStationOutboard]

    SystemType=WEAPON_STATION

    StationID=3

    StationGroupID=2

    StationType=EXTERNAL

    AttachmentPosition=-5.5,0.1,0.6

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=27

    AllowedWeaponClass=RP

    AttachmentType=USAF

    ModelNodeName=

    PylonMass=20.0

    PylonDragArea=0.03

    NotAllowedWeapon=Triple_Bazooka

    OnlyAllowedWeapon=P-38_Rack

     

    [RightWingStationOutboard]

    SystemType=WEAPON_STATION

    StationID=4

    StationGroupID=2

    StationType=EXTERNAL

    AttachmentPosition=5.5,0.1,0.6

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=27

    AllowedWeaponClass=RP

    AttachmentType=USAF

    ModelNodeName=

    PylonMass=20.0

    PylonDragArea=0.03

    NotAllowedWeapon=Triple_Bazooka

    OnlyAllowedWeapon=P-38_Rack

     

    you'll note I changed the LoadLimit=, too

    btw, this is in 06 ETO; for 08/SF2 the two statements DO work, but station specific code would probably be best, given the fact the xmas tree rack was ONLY used on H/J models.

     

    You should be able to add it to the weaponsdata ini for the rack, via the sf2 weapons editor, and add the ssc line to the hardpoint (the stock mig-23 uses this for the apex stations)

     

    SpecificStationCode= *name of weapon, must match that used in loadoutini*

     

    wrench

    kevin stein

  3. add the highlighted section to the weapons' main ini; example shown is the F-80 drop tank

     

     

    [WeaponData]

    ObjectFullName=160 gal Lockheed Drop Tank

    ObjectDataFile=TANK160_F80_data.INI

     

    [LOD001]

    Filename=Tank_160_F80.LOD

    Distance=2000

     

    [shadow]

    CastShadow=TRUE

    ShadowCastDist=2000

    MaxVisibleDistance=100

     

     

    hey, I did't know either!! With thanks to 331killer bee and other NextGen weapons folks

     

    wrench

    kevin stein

  4. Nimoy as sub commander: "Fer de Lance", aka Snakes on a Sub*. Just awful...terrible...even ripped off scence from Ice Station Zebra for the boat under water. Another made-for-tv loser. (interestering how the US Navy only has ONE boat, numbered 509)

     

    btw, add "Ice Station Zebra", Howard Hughes' favorite film

     

    wrench

    kevin stein

     

     

    *= somehow, I just can't see Mr Spock running around with a pistol, screaming "I'm tired of these motherf**king snakes on my motherf**king sub!!!" :lol:

  5. EVERY aircraft uses decals ... so check all the stock ones; bet that they're working.

     

    For add-ons,check the decal pathways...I'll bet you'll find they're missing a lot of data

     

    some of the really old skins/decals use something like this, taken from a decals ini NOT updated to post 06 patch levels (that's when it changed), our example is from the F9J Cougar

     

    [Decal003]

    MeshName=Fuselage

    DecalLevel=0

    DecalFacing=RIGHT

    FilenameFormat=vf43\D\vf43 <--note short pathway

    Position=-2.9,0.32

    Rotation=0.85

    Scale=1.0

    DecalMaxLOD=3

     

    after the 06 patch, and MOST DEFINATELY NEEDED for 08/SF2 is the full pathway:

     

    [Decal003]

    MeshName=Fuselage

    DecalLevel=0

    DecalFacing=RIGHT

    FilenameFormat=F9J\vf43\D\vf43 <--note full pathway

    Position=-2.9,0.32

    Rotation=0.85

    Scale=1.0

    DecalMaxLOD=3

     

    so, how it breaks down is:

     

    aircraft folder name/skin folder name/decals folder/decal name

     

    be advised, LOTS of aircraft do NOT have the /D folder, so you'll have to create one, and move all the decal tgas into it.

    For sf2's, be careful with it being case sensivite -if it's the folder and/or decal is in caps, lower case or MiXeD, you MUST match it.

     

    happy editing!!

     

    wrench

    kevin stein

  6. You'll find the 17AS, iirc, in the OTC mod; it may also be running around loose somwhere's too....

     

    the EAF version with the Sakr racks is in the downloads section; I uploaded it over 2 years ago, for 1st Gen WoI. It could be EASILY adapted for NextGens. It does, however, need the under-fues pylons for the 50kg bombs, and a better rack for the rockets.

     

    edit: definately will need an update to the Ordway Fresco pit

    link:

     

    http://forum.combatace.com/index.php?app=downloads&showfile=6269

     

    wrench

    kevin stein

  7. Lexx is refering to "The Bedford Incident" with Richard Widmark and Sidney Portier

     

    for definate "cold war", I'd reccomend "Hell and High Water" (one of my personal favorites)

     

    There's 2 versions of Nevil Shute's "On the Beach", the original with Gregory Peck*, and a remake with Armand Assante. I actually like the new one a little better, for 1 simple change in the ending -=no, I won't spoil it

     

    definatly "By Dawn's Early Light" ... very well done. pretty good effects for time, for a made-for-TV movie.

     

    a VERY incomplete listing can be found here:

     

    http://wrench1smog.com/wrench7.html

     

    but not just Cold War

     

    wrench

    kevin stein

     

    *-watch for HMAS Melborne in the in-port scenes

  8. do they use the same naming conventions? ie: VietnamSEA***.bmp/tga, or some other terrains?

    Cause the original OTC uses desert tiling names...

     

    so, that answer might be a no. Unless someone want to run it through the TE, and rebuld it completely from scratch, with unbelievalbe amounts of hand tiling. You'll also probably be missing boatloads of transition tiles, too.

     

    you can, however, try and adapt the tree tods to the desert tiles by renaming them to match the tiles, but you'll probably find nothing matches in placments (buildings/trees in the water, etc and so forth)

     

    wrench

    kevin stein

  9. Greg: aircraft will self=generate in 08/NextGens, if they don't have a SHD lod, by using this statement:

     

    [shadow]

    CastShadow=TRUE

    ShadowCastDist=10000

    MaxVisibleDistance=800

     

    be advised, however, of some old birds having issues with the 'tractor beam black line to the ground' due to holes in the main aircraft lods

    Also, some of the old SHD lods act REALLY odd in 08/NGs

     

    One can always re=use a shadow lod from 06 level games that are similar in shape; I did this for an update on Pasko's Su-9/-11s, since their shape is damn near that of the Fishbed, I just pulled the Mig-21 shd, and dropped it into the various aircraft folders.

     

    AFAIK, ground objects are set in the options panel, but severl GOs -tanks, ships, etc, need either the new style line, or the addition of shadow lods form 06 level game; easy enough to do!

     

    Wrench

    kevin stein

  10. Considered "virtual", as there's no moving physical part of the LOD. Just data ini entries.

     

    Like on the A-36 Apache* and F-79 Manta mod and I'm know I'm forgetting a few others, they're just entries in SystemName= for the wings/fues (for the center brake) and additions in an //Airbrakes section

     

    The 'moving bits' don't acutaly need to be there, just the entries for the GameEngine ™ to see.

     

    thank you for the compliment! :salute:

     

    wrench

    kevin stein

     

    *=the A-36 actualy has them painted on the wing, but they dont move. Borrwed the skin bits from MrCraig's skin

  11. The pink tgas in the cockpit is a known issue, as is the missing ADI texture. I've been messing with it for years, but haven't been able to fix it. I think the pink is caused by possible bleed in the needels tga (alpha channel leak??), and the ADI sphere's bmp may also be rotated 90 deg off from center, but haven't been able to fix that either. I'll have another look it at, as we've learned a LOT since the last time I messed with it.

     

    Also, be adivsed that there are 3 different LODs for the D-30; the skins are NOT compatable between them. So, fer instance, if you're using Dave's Korean skins (12th, 35th, 36th and 67th) which were built for the P-51D.LOD or P-51D-30_V2, don't work properly on the P-51D-30_V3.LOD due to changes in the mapping.

     

    The good news is, I'm almost 75% finished with updating them for the V3 lod, for use in TOS or NextGens (as they'll be needed in the upcoming KAW mod). The skins have been repainted to remove the lo-rez insigina/national markings, and ALL marking have been switched to decals. This includes my Generic Post-War Natural Metal ™, with all the cool nose art.

    Nobody knows the decal plotting better than I do....

    The only skin I haven't finished is the 67th, as I have to check the markings --there's some question on the red fuselage stripe, which traditionally in late 40s through late 50s usually designates the Squadraon CO (double or single stripes). I may leave it off if I can't clarifiy it 100%

     

    Some data ini tweeks include adjusting the rolling radii, as it sits too high off the ground

     

    as to the shadow, there is a shadow lod included (well, at least I've had one since 2004), but if you convert to the 08/NextGEn style, it works just fine

     

    replace the shadow statement in the main ini with this:

     

    [shadow]

    CastShadow=TRUE

    ShadowCastDist=10000

    MaxVisibleDistance=800

     

    works a charm!

     

    Wrench

    kevin stein

    "Head Prop Head" <grin>

  12. why don't you tell us WHAT needed to be fixed? The exact steps used, files, etc in a clear conscise and detailed manner? The rest above is just fluff.

     

    Post the relevant sections of the data in that needed editing (mind you, I've NEVER had the problem, so...."unable to duplicate cusomer complaint" as we used to say in the shop)

     

    AE= Africa, East aka: Madagasscar

  13. Alternatively to a private KAW forum, how about just a seperate KAW, like my PropHeads??? Keeps it in the open, etc.

    The only problem would be posts for links for file sharing amongst the Production Team, in particular the terrain -and the string of updates it'll be getting-, but that's handled quite easily via PM to the relevant persons. Same for aircraft/skins/objects, etc.

     

    and then when the mod is released, you can delete that forum.

     

    wrench

    kevin stein

     

    ps: btw, Dave, I'm rebuilding ALL you 'stang skins to use all decals for markings, as the painted on stuff looks very fuzzy in-game. Same for pappychksix's Corsairs -- all redone, just need new correct modex numbers (note: navy squadron are color coded, and the modex series matches the color. Havin 80+ gigs of books on pdf helps...<grin>)

  14. Fub: they're the destroyed lods from the various WW2 terrains, for the static parked aircraft. Unfortunatly, most are prop jobs, but as a destroyed burning wreck, phhhfffftt... don't think having the exact shape is 'mission cirtical'

     

    FC: so the path would be in the Mods folder, /Objects/Aircraft/***Dest.lod, yes??

     

    wrench

    kevin stein

  15. Whilst looking over some things, totaly unrelated, I noticed that you can assign destroyed models (well, duh,you'll say!) via a simple ini edit.

     

    Say, like giving the MiG-15 the MiG-17s destroyed lod. Nothing to it; we all pretty much know how to add lines to a data ini... (or the Sabre, for that matter...it ain't perfect, but who cares? It's just a burning wreck!)

     

    but what about aircraft that DON'T have them??? Adding the lines is, again, a no-brainer.

     

    But where would one place said destroyed lod/bmp? In the main /Objects folder? the /Aircraft folder?

    Just so you all know what I'm talking about, there are many -hopefully- usable destroyed lod/bmps in many terrain folders

    for example: we've got Mustangs, T-Bolts, Warhawks -be a fair replacement for Yak 3/9/15-, FW-190s, and a host of others.

     

    So, how can they be activated?? The don't work placed in the aircraft folder; nor in main objects. Is this something linked via MAX to the regular aircraft lod during assembly??

     

    wrench

    kevin stein

  16. You know that IAF Hunters F.56/56A (SF2) are near to upload, so we will need 'only' a great terrain to fly our Indo-Pak stories....

     

    thought those 'winder rails looked familiar!!! <wink>

     

    go ahead, rub it in...I know I dropped the ball....only need 12-15 cities targeted, and all the movement ini and tweeking.

     

    of course, all those cool screens I made (main, loading, briefing, etc) won't work in NextGens...even with the inis in place in the /Menu folder. So all new ones would need doing for that mod (unless someone figure out HOW to make them work

     

    SUPERB looking set of Farmers, guys! Excellent work!!

     

    wrench

    kevin stein

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..