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Posts posted by Wrench
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mmmmmuuuuuuuuu-hahahahahahahahahahah <--evil laugh
wrench
kevin stein
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Real Life is over-rated.....

wrench
kevin stein
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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
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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
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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!!!"

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the 17AS, FAR is on the same page as my EAF version, about 3-4 more down, by starfighter2
"for he that seeks, shall find"
wrench
kevin stein
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I just used the stock "Nile 1" skin from WoI, and the stock arab number decals. There wasn't/isn't a lot of data on the EAF mods; which they only used for a short time before going back to the standard UV rocket pods
wrench
kevin stein
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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
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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
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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
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...and more importantly, which game??? 1st Gen (sf/sfg/wov/woe/woi) or NextGens -SF2 series
wrench
kevin stein
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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
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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
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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!

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
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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>
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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
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it uses a stock sound, called "jetengine" and the stock afterburner sound.
unless, of course, you've added ANOTHER wav, and it's incompatible with the game engine or put in the wrong folder
wrench
kevin stein
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Sweet!!
Yah, know, that skin didn't come out half bad, considering some of model's flaws. Never did really like the tri-colors, but eh, it looks pretty good!
Notice there's "virtual" dive brakes, too??
wrench
kevin stein
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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>)
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Now, THEREs and idea....
one could also simply reskin the GMG Sabres for USAF usage (at least for the E models), if the template is available (ya, I hate wasting decals)
but we LOVE Zur's Sabres, cause we've had them forEVER!!!
wrench
kevin stein
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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
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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
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title says it all....you all know I absolutely HATE wasting a good set(s) of decals...
2048x would be great, but I'll take 1024x!!!

Of course, I could make them myself, but that'll take much needed time away for 'other things'
wrench
kevin stein
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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

To Wrench
in Mods/Skinning Discussion
Posted
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'
can't make it any simpler, more detailed than that.
wrench
kevin stein