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Posts posted by Wrench
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the minium I've been able to flatten is 1-2 km in radius, and even then there's no garuntee (sp?) it'll be exactly where you want it. And it WILL screw up any surrounding hills, etc. So be EXTREAMLY carefull in FSB placements ... sometimes, after flattening you'll find it in a hole or on top a mesa.
As to placement, you'll go to View/Texture tile, and us the 'place single tile' tool -- it looks like a pencil
I take it you haven't read Gepard's terrain creation tutorials? If not, give them a look over.
you'll need to use maxium zoom, 3200 -- and it ain't NEARLY enough, use costom 1-tile cleared zones, as anything else (G-AB1 and J-AB1 when used properly, in their 4 tile setup) are FAR to large. You'll find just such a tile in the Okinawa map; it also works real good to place Runway3 airbases on (iirc, its VietnamG-AB3, and has an associated TOD)
You'll also need the COMPLETE citylist for VietnamSEA WITH ALL the additional target areas that were added from that pak. If one dosen't exist, you'll have to recreate it. Follow the format of the original listings
my advice: get VERY familiar with all the functions in the TE first, before messing with anything new.
Make Backup Copies of EVERYTHING Before and After Every Save - there's no 'undo' function. You make a mistake, you're screwed. But, if you've got the backups, you can CYA.
and good luck ... you'll be needing it!

wrench
kevin stein
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Are the decals showing up??
I"m gonna venture a guess (not have SF2I), that perhaps the mapping of the LODs for SF2I might be different from WoI's. I know a lot of the lods for SF2/E/V had some changes.
If the mapping is the same, perhaps the install of the skinpak went wonky ... check for double nested folders (a very common problem)
Meaning: the folder are inside another folder, when they should be UP one level, with the stock skins folder
someting like:
/MiG-21MF/SovietSilver/SovietSilver
when it should be only once
just guessing, mind you!
wrench
kevin stein
EDIT: forgot the ask, is there a textureset.ini for the new skins in the new skin folders?
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I thought it was going to be a 'modern' map! That last shot sure looks like Taranto! The tree-lined desert road looks excellent!
wrench
kevin stein
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Monitor??
very cool....be nice to see that wandering up and down the Mekong!
wrench
kevin stein
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There are several way to get a stock terrain into the TE..I'll make the assumption this is the stock VietnamSEA map, if another, we'll need to know that.
one is to use the extractor,and pull EVERYTHING out of the terrain cat file. This will have the side effect of not only extracting the inis and tiles you'll need, but all the terrain objects as well. Those can be deleted (that's all the buildings, runways, and their associated bmps and tgas)
another is to use the extractor and ONLY pull the files you need. They would be
vietnamsea.tfd
vietnamsea.hfd
vietnamsea.ini (alrady out)
vietnamsea_data.ini
please note, the _types and _targets.inis aren't really necessary, but they come in handy if you're adding a new location, like a airfield that'll need flattening, or a city (and thereby editing the citylist.ini) or whatever. Might be a good idea, in the long run.
Then, you'll need to extract ALL the terrain tiles -there's 104 of them on the stock map, in BOTH bmp and tga formats. Once extracted, you MUST convert the tgas to bitmap (bmp), or the TextuelistWoV.ini won't see them at all. Any good imaging progarm should be able to to that (Photoshop, Gimp). Make double damn sure they are saved as bmp and copy bmp -that happens some times.
Then, useing ONLY the WoV/WoE/WoI terrain editor, create a new subfolder, call it VietnamSEA, move all the inis, the tfd and hfd into that folder.
All the tile bmps go in the MAIN TE folder, where the TE's exe is. Along with the city list and texture list
IMPORTANT NOTE: if the terrain you're using in NOT the stock map, you'll need the texturelist/city list FOR that map, otherwise it just ain't gonna happen. However, if said map is using stock tiles or tiles with the stock naming conventions, it should be (no garuntees!!) OK. Any terrain-specific tiles will need to be added to the texturelist, via the edit texture list function in the TE, or very strange things happen.
wrench
kevin stein
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Caused by a lack of proper pointers in the types.ini
Sounds like a good project for you...
Here's what you do:
1)Open each and every terrain's _TYPES.INI, scroll through each and every entry, and compare them to the same 'object' entry from, say the stock Desert/Germany/Vietnam types inis, with particular attention being given to these sections:
DamagedModel=
DestroyedEffect=
DestroyedModel=
SecondaryChance=
SecondaryEffect=
it should be noted, ALL the terrain objects do NOT have damaged models, so you can ignore that line. However, with the exception of the CityBuilding 1,2,3,4 (and the additional ones seen in GermanyCE and VietnamSEA), there ARE destroyed lods. You can even assign destroyed lods to the aformentinoned CityBuildings that don't have a 'real' one; just pick something with the same "footprint" (destroyed warehouses for large buildings, barracks for smaller ones).
The destoyed effect, secondary effect and destroyed model are the major ones, with the secondary chance at 100 (that's what I do on all my terrain mods -makes for nice colums of burning stuff as you fly away)
Then you add the various and sundry effects, to 3rd party terrains as based on what you see in the stock one (one major flaw in the stock terrains IS the lack of a large 2ndary chance percentage -those should be upped as well)
It should also be noted, that the Iran/Iraq terrain is SEVERLY f***ed up; it's in the shop right now (along with 5 other terrains) for complete and utter rebuilding from the ground up
(pun intended) -being completly retiled, with all the cities, and yes rivers, and airfields and everything else being moved to their Real Life positions.wrench
kevin stein
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see my post above:
if 2nd gen, use ONLY gerwinsskypat's don't work 2nd Gen series.
wrench
kevin stein
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F9F Panther, VMF-311, Korea
F9F-2/2B/5 Panther, VMF-311, Korean War Era skin 12/11/09
=For SF/SFG/WoV/WoE and probably for SF2 series sims
This package is an upgrade/replacement skin and decal set for the VMF-311 skin that comes with Pasko's original F9F-5 Panther release package.
The skin represents VMF-311 flying in Korea. What has been done, basiclly, is simply create all new decals for Modex, BuNum/manufacturers ID/Service call out, and other items. The skin bmps themselves ARE still the same ones as issued with the release package from 2004. You'll have numbers, etc for 24 aircraft. Also included, is a 'clean-Nose.bmp', as historical, photographic evidence points to only ONE aircraft having the face painted on (Personally, I LIKE the face!). Instructions on how to switch to the clean nose are below in the "To Install" section.
It should be noted at this time, my researches have shown a more-or-less mixed bag of models as used by 311; so the BuNums/ID tag reflects this -- some will be labeled F9F-2B, some as F9F-5. Rest assured, the BuNums ARE correct for the models indicated (other than the 2/2B having a shorter tail fin). I can, unfortunatly, only claim 100% accuracy for modex #s 2, 6, and 16, as these can be clearly seen in photos in the sources listed below. The rest should be considered as 'filler'.
As always, unzip this archive to a temp folder or your desktop, or somewhere else that's easy to find, to gain access to the rest of this readme, for full, simple-to-follow (for once!) instructions.
Happy Hunting!
Wrench
Kevin Stein
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Submitter
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Submitted12/18/2009
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Category
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More information is required for a proper diagnosis...not giving us anything to go on here.
What game? (meaning 1st or 2nd gen)
What operating system?
Has compatability mode been set (for Skypat's Extractor)
Meaning: if 1st gen, use either skypat's or Gerwins
if 2nd gen, use ONLY gerwins
how to use skypats:
http://forum.combatace.com/topic/32706-using-skypats-cat-extraction-tool/
wrench
kevin stein
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Not to detract from Zero's efforts, as I can really appriciate the amount of work going into this -hell, the research ALONE for the Pearl Harbor attack will make you crazy-, but you all know that I've already done most of this stuff, right???
Look here at CA and my site (as any mods for DAT aircraft will only be at my site); all the Pearl Harbor stuff -minus Hinch's new BBs (older versions are in the Hawaii map), all the aircraft for Nagumo's strike forces (both Pearl AND Midway), US forces -navy, marine, AAF, terrains, etc. I can also tell you that I've been working with Capun to finish the TBDs, so they'll be here, with 99.9% Historically Accurate skins for Midway -right down to matching modex and BuNums and crew assignments for the 3 squadrons. Coral Sea skins for them are also in the works. (of course, we're missing the actual ships for LEX and SARA...)
Actualy, I'm QUITE interested in how this will turn out -- by my guesstimations, something like 150-175 aircraft for all sides will be needed, gods alone know how many skins with squadron/sentai specific markings. As the guy that's probably done more WW2 mods than just about anyone, for all theatres, this is a MASSIVE undertaking.
Personally, I'm DYING to see what up with the terrains -will they be new ones, mods/rebuilds of Edwards (all of which I've already redone)? With Deuces working those, I'm expecting to see something pretty damn awesome. (and even given the scaling issues in the game, that really f***ed me up with the Hawaii map...)
And, as it looks like it's for 1st Gen games, I can only hope they'll be at 08 levels for the Vista/Win7 users. Be nice to have a moving sea for them; and updated FMs -the most important feature, imho.
wrench
kevin stein
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Just so people stop whining....
I'll let you in on a secret...I've been revisiting BOTH the original Korea/Korea Winter terrains -in fact, I've combined them into a 4 season variant for 08+ level games. Unfortunately, springsummerfall uses the same tile set, winter of course being the white tiles. Have all but 1 sea/land tile working properly (oddity in the alpha, methinks) The major problem comes from the BNSeries tiles themselves --they're pretty much crap. And, just to make life interesting, the s/s/f tiles object postioning (ie: city tiles) don't match the winter tiles AT ALL!!! So terrain object buildings don't wind up where you put them. (what the terrain REALLY needs is a to be completly redone, from a new DEM, using Stary's 4 season Germany tiles -- they're probably the closest to the actuall terrain as seen in Google Earth, and from friends/family I've had stationed over there)
On the good side, the season switch to works perfectly.
For the superdetailed fall/summer tile set that EricJ was refering too -with all Stary/Brain32s super cool tiles and trees; that's a 63% terrain (size wize), and was ~85% finished when I was told I had the wrong one. So, that one too is being worked on, to try and finish it. Unfortunatly, it will NOT work with the original terrain, due to tile naming conventions, so in essence, when I finally get finished with it, you'll have 2 terrains -one with them fugly BNtiles and the other with custom Korea tiles.
so be paitent ... there's a LOT happening, both in-game and (unfortunatley) in my Real Life . And some new/revamped skins and airplanes (yes, the NKPAF IL-2M3,standing in for their RL IL-10s -as we ain't got one- will finally make it's appearence)
If you all are real nice, maybe I'll post some screenies
wrench
kevin stein
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Yup, done that too!!
Unfortunatly, I can't remember HOW I did it...it was something with the aircraft LOD itself on an A-4. Might have been in-between patch 3 or 4 ...???? Something changed in the lod, irrc. You still got the pilot/seat figures, and the drop tanks, other ordanance, but no physical aircraft
Hmmm...makes this one wonder if you couldn't substitute FastCargo's FakePilot for an aircraft Lod.....hhmmmmm
wrench
kevin stein
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Disremember exactly, but try EOGR,EOGB,CGR
Can't hurt!
wrench
kevin stein
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I'm trying to remember if there's an updated lod for it...but can't!
The listings for 'which LOD does which' is in the Metor_F8.INI, it should look like this:
[LOD001]
Filename=Meteor_F8c-R22.lod
Distance=250
[LOD002]
Filename=Meteor_F8c-R16X80.lod
Distance=500
[LOD003]
Filename=Meteor_F8c-R16X60.lod
Distance=1000
[LOD004]
Filename=Meteor_F8c-R16X40.lod
Distance=2000
[LOD005]
Filename=Meteor_F8c-R16X20.lod
Distance=8000
If those are ok, try these values for the landing gear:
Obviously, make a backup copy of the data ini FIRST before dropping in these values
[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=3.0
AnimationID=2
DragArea=0.25
HideGearNode=TRUE
ModelNodeName=Gear_F
InsideNodeName=
ShockNodeName=GearShock_F
ShockAnimationID=4
ShockStroke=0.4
SpringFactor=3.5
DampingFactor=1.5
WheelNodeName=Tire_F
RotationAxis=x-Axis
ReverseModelOrientation=FALSE
RollingRadius=0.350
CastoringWheel=TRUE
CastoringNodeName=GearShock_F
Steerable=TRUE
MaxSteeringSpeed=35.15
Locking=FALSE
MaxSteeringAngle=35.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.05
MaxDeploySpeed=110
MaxLoadFactor=5.0
// CompressGearOnRetraction=TRUE
[LeftMainGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=3.0
AnimationID=2
DragArea=0.35
ModelNodeName=Gear_L
InsideNodeName=
ShockNodeName=GearShock_L
ShockAnimationID=4
ShockTravelAxis=
ReverseShockOrientation=FALSE
ShockStroke=0.4
SpringFactor=3.0
DampingFactor=1.5
WheelNodeName=Tire_L
RotationAxis=X-Axis
ReverseModelOrientation=FALSE
RollingRadius=0.392
CastoringWheel=FALSE
HasBrakes=TRUE
BrakingCoefficient=0.80
RollingCoefficient=0.05
MaxDeploySpeed=110
MaxLoadFactor=6.0
[RightMainGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=3.0
AnimationID=2
DragArea=0.35
ModelNodeName=Gear_R
InsideNodeName=
ShockNodeName=GearShock_R
ShockAnimationID=4
ShockTravelAxis=
ReverseShockOrientation=FALSE
ShockStroke=0.4
SpringFactor=3.0
DampingFactor=1.5
WheelNodeName=Tire_R
RotationAxis=X-Axis
ReverseModelOrientation=FALSE
RollingRadius=0.392
CastoringWheel=FALSE
HasBrakes=TRUE
BrakingCoefficient=0.80
RollingCoefficient=0.05
MaxDeploySpeed=110
MaxLoadFactor=6.0
Oh, and if you want to switch the Canopy to a manual animation key (Shift/0), use these for the canopy statement, and pilot/cockpit statements in the data ini:
[Canopy]
SystemType=ANIMATION
InputName=ANIMATION_10
DeploymentMethod=MANUAL
AnimationTime=4.0
AnimationID=5
// Crew ---------------------------------------------------------
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=
Position=0.00,2.7710,0.9600
SeatModelName=seat_a-4
SeatPosition=0.0,2.7,0.58
CanopyNodeName=Canopy
MaxExtentPosition=-0.45,3.0,-0.1
MinExtentPosition= 0.45,2.5, 1.1
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[bOTTOM].Thickness=5
Armor
.Thickness=3
Armor
.Thickness=3
Armor[FRONT].Thickness=8
Armor[REAR].Thickness=8
don't forget to remove the "auto-speed canopy" statement. I left the pilotmodelname blank, so you can put anybody in there
All the above are from an 08 level data ini
wrench
kevin stein
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what's even more fun, is inducing it on PURPOSE, just for s**ts and grins....drives End User's nuts trying to figure it out (see below)
wrench
kevin stein
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Super Idea!!! The tree-mod REALLY dresses up the place.
I was actually looking at it, for a possible WW2 scenario; I'll be your map dosen't have this 'target area'!!!!

Everyone knows my love of Easter Eggs...
If you want to add this small upgrade, I'll be glad to pass on the bits and target location. (although I didn't do the "no fishing for ceolocanth" sign I found on google earth...)
wrench
kevin stein
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For those wanting to tone down the insane roll rates, you can try these values in the ControlSurfaces callout section in the data ini..
REMINDER: back up the data ini first!!!! Do this by opening in your text editor of cherce, and "save as..." xYak-3RD_DATA.INI. Makes for easy restoration
Then, back to the 'original', just copy/paste the statements below DIRECTLY over the Right/Left Aileron statements.
test fly.
While not perfect, it will reduce it to something a little less insane! As with all other 06 and earlier aircraft, there ARE many other things that need tweekifications to fully bring it to 08/SF2 levels
[LeftAileron]
SystemType=CONTROL_SURFACE
InputName=ROLL_CONTROL
MaxDeflection=16.0
MinDeflection=-15.0
CDdc=0.0190
Cldc=0.0457
Cndc=-0.000
CldcAlphaTableNumData=15
CldcAlphaTableDeltaX=4.00
CldcAlphaTableStartX=-28.00
CldcAlphaTableData=0.079,0.096,0.113,0.340,0.568,0.712,0.856,1.000,0.856,0.712,0.568,0.340,0.113,0.096,0.079
CndcAlphaTableNumData=15
CndcAlphaTableDeltaX=4.00
CndcAlphaTableStartX=-28.00
CndcAlphaTableData=1.916,1.764,1.611,1.458,1.305,1.153,1.000,0.847,1.000,1.153,1.305,1.458,1.611,1.764,1.916
ControlRate=1.0
MaxControlSpeed=129.62
ModelNodeName=LeftAileron
[RightAileron]
SystemType=CONTROL_SURFACE
InputName=ROLL_CONTROL
MaxDeflection=16.0
MinDeflection=-15.0
CDdc=0.0190
Cldc=0.0457
Cndc=-0.000
CldcAlphaTableNumData=15
CldcAlphaTableDeltaX=4.00
CldcAlphaTableStartX=-28.00
CldcAlphaTableData=0.079,0.096,0.113,0.340,0.568,0.712,0.856,1.000,0.856,0.712,0.568,0.340,0.113,0.096,0.079
CndcAlphaTableNumData=15
CndcAlphaTableDeltaX=4.00
CndcAlphaTableStartX=-28.00
CndcAlphaTableData=1.916,1.764,1.611,1.458,1.305,1.153,1.000,0.847,1.000,1.153,1.305,1.458,1.611,1.764,1.916
ControlRate=1.0
MaxControlSpeed=129.62
ModelNodeName=RightAileron
happy landings!
wrench
kevin stein
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here ya go
[TerrainData]
TerrainTileSize=2000.000000
HeightScale=100.000000
[ObjectMap001]
MapFilename=terobject_buildings1.bmp
MapClass=0
ObjectTypeCount=7
ObjectType001.ObjectName=BoxBuilding1
ObjectType001.ShapeType=0
ObjectType001.CastShadow=0
ObjectType001.SizeDeviation=0.000000
ObjectType001.Width1=15.000000
ObjectType001.Length1=15.000000
ObjectType001.Height1=15.000000
ObjectType001.TextureCoord01=0.000000,0.500000
ObjectType001.TextureCoord11=0.250000,0.750000
ObjectType001.TextureCoord02=0.250000,0.500000
ObjectType001.TextureCoord12=0.500000,0.750000
ObjectType001.TextureCoord03=0.500000,0.500000
ObjectType001.TextureCoord13=0.750000,0.750000
ObjectType001.TextureCoord04=0.250000,0.500000
ObjectType001.TextureCoord14=0.500000,0.750000
ObjectType001.TextureCoord05=0.000000,0.250000
ObjectType001.TextureCoord15=0.125000,0.375000
ObjectType002.ObjectName=BoxBuilding2
ObjectType002.ShapeType=0
ObjectType002.CastShadow=0
ObjectType002.SizeDeviation=0.000000
ObjectType002.Width1=20.000000
ObjectType002.Length1=20.000000
ObjectType002.Height1=20.000000
ObjectType002.TextureCoord01=0.500000,0.000000
ObjectType002.TextureCoord11=0.750000,0.250000
ObjectType002.TextureCoord02=0.750000,0.000000
ObjectType002.TextureCoord12=1.000000,0.250000
ObjectType002.TextureCoord03=0.750000,0.000000
ObjectType002.TextureCoord13=1.000000,0.250000
ObjectType002.TextureCoord04=1.000000,0.000000
ObjectType002.TextureCoord14=0.750000,0.250000
ObjectType002.TextureCoord05=0.125000,0.250000
ObjectType002.TextureCoord15=0.250000,0.375000
ObjectType003.ObjectName=LongBuilding1
ObjectType003.ShapeType=0
ObjectType003.CastShadow=0
ObjectType003.SizeDeviation=0.000000
ObjectType003.Width1=10.000000
ObjectType003.Length1=30.000000
ObjectType003.Height1=15.000000
ObjectType003.TextureCoord01=0.000000,0.500000
ObjectType003.TextureCoord11=0.500000,0.750000
ObjectType003.TextureCoord02=0.750000,0.500000
ObjectType003.TextureCoord12=1.000000,0.750000
ObjectType003.TextureCoord03=0.250000,0.500000
ObjectType003.TextureCoord13=0.750000,0.750000
ObjectType003.TextureCoord04=0.750000,0.500000
ObjectType003.TextureCoord14=1.000000,0.750000
ObjectType003.TextureCoord05=0.625000,0.375000
ObjectType003.TextureCoord15=0.750000,0.500000
ObjectType004.ObjectName=FlatBuilding1
ObjectType004.ShapeType=0
ObjectType004.CastShadow=0
ObjectType004.SizeDeviation=0.000000
ObjectType004.Width1=10.000000
ObjectType004.Length1=10.000000
ObjectType004.Height1=5.000000
ObjectType004.TextureCoord01=0.500000,0.250000
ObjectType004.TextureCoord11=0.750000,0.375000
ObjectType004.TextureCoord02=0.750000,0.250000
ObjectType004.TextureCoord12=1.000000,0.375000
ObjectType004.TextureCoord03=0.625000,0.250000
ObjectType004.TextureCoord13=0.875000,0.375000
ObjectType004.TextureCoord04=1.000000,0.250000
ObjectType004.TextureCoord14=0.750000,0.375000
ObjectType004.TextureCoord05=0.750000,0.375000
ObjectType004.TextureCoord15=0.875000,0.500000
ObjectType005.ObjectName=BoxBuilding3
ObjectType005.ShapeType=0
ObjectType005.CastShadow=0
ObjectType005.SizeDeviation=0.000000
ObjectType005.Width1=20.000000
ObjectType005.Length1=20.000000
ObjectType005.Height1=20.000000
ObjectType005.TextureCoord01=0.000000,0.750000
ObjectType005.TextureCoord11=0.250000,1.000000
ObjectType005.TextureCoord02=0.500000,0.750000
ObjectType005.TextureCoord12=0.250000,1.000000
ObjectType005.TextureCoord03=0.500000,0.750000
ObjectType005.TextureCoord13=0.750000,1.000000
ObjectType005.TextureCoord04=1.000000,0.750000
ObjectType005.TextureCoord14=0.750000,1.000000
ObjectType005.TextureCoord05=0.250000,0.250000
ObjectType005.TextureCoord15=0.375000,0.375000
ObjectType006.ObjectName=FlatBuilding2
ObjectType006.ShapeType=0
ObjectType006.CastShadow=0
ObjectType006.SizeDeviation=0.000000
ObjectType006.Width1=15.000000
ObjectType006.Length1=20.000000
ObjectType006.Height1=5.000000
ObjectType006.TextureCoord01=0.000000,0.000000
ObjectType006.TextureCoord11=0.500000,0.125000
ObjectType006.TextureCoord02=0.250000,0.125000
ObjectType006.TextureCoord12=0.500000,0.250000
ObjectType006.TextureCoord03=0.000000,0.000000
ObjectType006.TextureCoord13=0.500000,0.125000
ObjectType006.TextureCoord04=0.250000,0.125000
ObjectType006.TextureCoord14=0.500000,0.250000
ObjectType006.TextureCoord05=0.875000,0.375000
ObjectType006.TextureCoord15=1.000000,0.500000
ObjectType007.ObjectName=FlatBuilding3
ObjectType007.ShapeType=0
ObjectType007.CastShadow=0
ObjectType007.SizeDeviation=0.000000
ObjectType007.Width1=15.000000
ObjectType007.Length1=15.000000
ObjectType007.Height1=5.000000
ObjectType007.TextureCoord01=0.500000,0.250000
ObjectType007.TextureCoord11=0.875000,0.375000
ObjectType007.TextureCoord02=0.625000,0.250000
ObjectType007.TextureCoord12=1.000000,0.375000
ObjectType007.TextureCoord03=0.625000,0.250000
ObjectType007.TextureCoord13=1.000000,0.375000
ObjectType007.TextureCoord04=0.625000,0.250000
ObjectType007.TextureCoord14=1.000000,0.375000
ObjectType007.TextureCoord05=0.500000,0.375000
ObjectType007.TextureCoord15=0.625000,0.500000
[ObjectMap002]
MapFilename=terobject_trees1.bmp
MapClass=1
ObjectTypeCount=2
ObjectType001.ObjectName=Tree1
ObjectType001.ShapeType=4
ObjectType001.CastShadow=0
ObjectType001.SizeDeviation=0.400000
ObjectType001.Width1=10.000000
ObjectType001.Height1=10.000000
ObjectType001.TextureCoord01=0.000000,0.000000
ObjectType001.TextureCoord11=1.000000,1.000000
ObjectType002.ObjectName=SmallTree1
ObjectType002.ShapeType=4
ObjectType002.CastShadow=0
ObjectType002.SizeDeviation=0.250000
ObjectType002.Width1=5.000000
ObjectType002.Height1=5.000000
ObjectType002.TextureCoord01=0.000000,0.000000
ObjectType002.TextureCoord11=1.000000,1.000000
[TextureTypeList]
TypeName001=Jungle
TypeName002=Sea
TypeName003=Paddy
TypeName004=Grass
TypeName005=Rock
TypeName006=City
[Jungle]
Water=0
UseAutoPlacement=1
CheckAltitude=0
MinAltitude=0
MaxAltitude=0
CheckCity=0
MinCityDistance=10
MaxCityDistance=9999999
CheckSlope=0
MinSlope=15
MaxSlope=90
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[sea]
Water=1
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=0
MaxAltitude=1
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
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AlphaObjectTexture=terobject_trees1.bmp
[vietnamJ-SG.bmp]
TextureType=0
DetailType=2
HeightMapScale=25.000000
TransitionType=4
TransitionTo=1
3WayTransitionTo=3
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamJ-GS.bmp]
TextureType=0
DetailType=2
HeightMapScale=25.000000
TransitionType=4
TransitionTo=3
3WayTransitionTo=1
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamJ-GP.bmp]
TextureType=0
DetailType=0
HeightMapScale=0.000000
TransitionType=4
TransitionTo=3
3WayTransitionTo=2
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamJ-AB1.bmp]
TextureType=0
DetailType=0
HeightMapScale=0.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.bmp
[vietnamJ-PG.bmp]
TextureType=0
DetailType=0
HeightMapScale=0.000000
TransitionType=4
TransitionTo=2
3WayTransitionTo=3
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamSG-RivS.bmp]
TextureType=1
DetailType=2
HeightMapScale=25.000000
TransitionType=2
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamSG-RivR.bmp]
TextureType=1
DetailType=2
HeightMapScale=25.000000
TransitionType=3
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamSG-RivL.bmp]
TextureType=1
DetailType=0
HeightMapScale=25.000000
TransitionType=3
TransitionTo=3
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=
[vietnamC-SG.bmp]
TextureType=5
DetailType=2
HeightMapScale=25.000000
TransitionType=4
TransitionTo=1
3WayTransitionTo=3
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[vietnamC-GS.bmp]
TextureType=5
DetailType=2
HeightMapScale=25.000000
TransitionType=4
TransitionTo=3
3WayTransitionTo=1
RiverType=0
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[vietnamC-RivS.bmp]
TextureType=5
DetailType=2
HeightMapScale=25.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[vietnamG-AB1.bmp]
TextureType=3
DetailType=0
HeightMapScale=0.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.bmp
[vietnamG-RivS1.bmp]
TextureType=3
DetailType=2
HeightMapScale=25.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.bmp
[vietnamG-RivS3.bmp]
TextureType=3
DetailType=2
HeightMapScale=25.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[vietnamG-RivT2.bmp]
TextureType=3
DetailType=2
HeightMapScale=25.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.bmp
[vietnamG-RivT3.bmp]
TextureType=3
DetailType=2
HeightMapScale=25.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.bmp
wrench
kevin stein
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That's very odd, as the G-AB1 and J-AB1 are stock tiles; they're listed in my textureset.ini
There should be 104 tiles listed
As to them not showing up ingame, did you add the tile listings to the VietnamSEA_DATA.INI?? They MUST be there so the game knows to load them
BTW, they also MUST be in the exact order as the textureset listing (keep the samenumber!!!)
these are the entries, change the *** the the next number in sequence
[Texture0***]
Filename=vietnamJ-AB1.BMP
HasWater=0
Color=0.283307,0.347271,0.248208
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.TGA
[Texture***]
Filename=vietnamG-AB1.BMP
HasWater=0
Color=0.343641,0.393257,0.288157
SolidObjectTexture=
AlphaObjectTexture=terobject_trees1.TGA
wrench
kevin stein
-
It almost looks like the "too many decals on one mesh problem"
Look at the decals ini for that skin, and see if (I'm guessing tailfin or tail) has too many callouts for decals on it.
is it a stock skin or aftermarket?
wrench
kevin stein
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Kulbirt: that's the America NorthWest (ANW) 4-Seasons version, available in the Downloads/Terrains section here. Tiles by some VERY talanted people (but not me! <grin>)
wrench
kevin stein
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Have you looked in the "Prop Heads" Forum? In the "Tweeks and Tricks and Adjustments" sticky???? 3 & 9 have a post about them
To answer the rest of the question (where it pertains to 08+ level games), yes; why yes I do
Mig-15 (VVS/NKPAF/EAF)
Vampire (whomever)
and a couple others I can't remember. Don't expect anything right away
Names I came up with...
FireButt
Flamer (my favorite! goes right along with Fagot for Mig-15)
Farter (somebody got that one already)
wrench
kevin stein
-
Pasko's Yak-3RD
Yak-3RD pak -includes upgrades for 08 Patch Level and SF2 Sims
Fulfilling a request to make the aircraft available again, as the links at Pasko's Mostly MiGs and Etc seem to have disappeared.
Some ini mods are:
moving the cockpit up slightly to hide some gaps;
A Soviet WW2-style PB1 gunsight tga (from Pappa Romeo's EAW sight pack)
VERY small FM tweeks for 08+ level games (btw, a few more tweeks are necessary hint-hint to our FM guys);
Canopy is now operational via an animiation key (Shift/0)
A new WoE-style Hangar screen (didn't have one before)
The "CRSPRP.wav" in-line engine sound -- has a nice V-12 buzz (used on many WW2 mods)
Damage tgas for that 'shot full of holes' look
Included are a second data and loadout ini, for an "operational" interceptor version, in the "What If..." worlds, with the additon of 2 nose 12.7 machine guns, ala the standard Yak-3. An 'operational' Loadout ini, with the additon of drop tanks is included. Instructions for swapping them out are below in the "To Install" section. Sort of an experiment I performed.
I've also included a 2nd skin for the 'operational' variant, which is a basically the gray/blue skin from the Yak-3. Be advised of some small mapping issues, as this skin really wasn't designed for this LOD.
Pasko's original readme is also included
Note: for the 'operational' variant, I've used as much stock weapons as possible; even the guns are pure 3W stock. However, the drop tanks used are the 75 gallon Mustang ones; so you might need one or another of the various Weapons Pak available to get them. They are NOT included.
= IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI (mostly 08 Level WoE). Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however.
As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. Of course, the usual 'Notes and Ramblings' section
With thanks to Pasko for creating this interestering little aircraft!
Wrench
kevin stein
NOTE:
I didn't assign a NATO codename to the aircraft for several reasons:
1) Couldn't really think of one; even with those assigned to other experimental birds that didn't go into production, or Lend-Lease aircraft that went out-of-serivce rather quickly after WW2, and
2) The ones I'd thought of, while being rather descriptive (what with that rocket engine in the tail and all) probably wouldn't get used, even in 'impolite' company (well for a couple I came up with, at any rate). If you want to know what they were, just ask!

End users are encourged to come up with one, and let everyone know.
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Submitter
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Submitted12/14/2009
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Category
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Give me a day or so to get clear of some serious family business (mother in hospital), and I'll upload the full pak; including Kesselbuts cockpit, soviet gunsight, along with a (mostly) 08+ updated data ini.
Just can't get the damn canopy to open...it's identical to all the rest of Pasko's Yak, but the AnimationID= key assignement just ain't working on this!
wrench
kevin stein

Looking for gunners facing sideways and laying down
in First Eagles Props Forum
Posted
Capun's got some prone gunners, as used on the Judy (?), the TBF/TBM and maybe some others. I don't think anyone has made a waist gunner yet.
New 'gunner figure' lods/bmps would need a 3d guy to create them, then placed via data ini edits. What I don't know, is if you'd need 2 models - for right and left, or just a facing statement in the data ini. Alternativly, and I've seen this too, the gunner model is physically built into the aircraft lod (methinks FE does this, or some addons for FE/SF series do this as well -- the DATs TBD's rear gunner is a seperate mesh, iirc, mapped seperatly from the aircraft) This also allows him to move the flex gun/turret movements
So, in essence, new figures need creation
wrench
kevin stein