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Everything posted by Wrench
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Gepard did the air defenses, I'm just doing 2 bases (well, unless he needs more help, which I doubt) Here's a couple of shots of Nakon Phanom , TAE and in-game. (you can see the differences) Nightmare trying to find good map of the base layout. So, some "things" are conjecture. I'll pass all this along (albeit in VNSEA) to Gepard this weekend. He'll have some retiling to do for both these bases (read: expand the clear airbase zones)
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My next terrain project
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
not just the new tools (TAE expecially!!), but lots and lots of new terrain objects; buildings and such, and most important, the improvements in our own skill levels!!! -
Haven't downloaded it yet, but it should be easy to adjust the year spread in the DRV.ini. If it has this statement (taken from VietnamSEA.ini) [AllowedDates] StartDate=8/2/1964 EndDate=4/30/1975 just simply change the end year === I added the perimeter roads to Ubon, and now working on Nakon Phanom. Should have it, with luck, but the end of the week
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My next terrain project
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Gepard, please check the last couple of post in this thread: I have some things you might like!! -
More work done, and Ubon is 98.6% finished. I just 'test flew' a mission, and I don't think the parking slots are listed or fully correct, as nobody showed up. Here's some images, one from the TAE, and 2 from in-game. (yes I added a couple of parked helos from my seemingly never-ending supply) Moving on to Naked Phanny next
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just for grins and giggles ... I found 2 air bases rebuilds in the 1stGen downloads. Just for my own satisfaction to see what's what, I put the Ubon into my VNSEA test terrain (ie: not modded). Took a bit to find all the bits, and figure out the "add to types ini" text was misnumbered -- we all know what frustration THAT causes!!! -- finally got the image below (as viewed in TAE) I can see that right off, it's missing a butt load of roads interconnecting the various sections of the base. But I think that can be fixed with either the "rollwegs" used as roads, or there are 3 different roads available in one the of the "Airfield Dev Kits". (100, 200, 300m in lenght). They are, unfortunagely, only straight in direction. Those can be renamed, hex edited and retextured pretty easily. There's also an NKP, but I'll look at that one later. Adding them to DRV should be just a simple matter of copy/paste the billion and a half parts, and replacing the VNSEA coordinates with those from DRV.
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My next terrain project
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ActiveYear= InactaiveYear= In the _targets ini for that location, but ONLY in the top section. Be advised, the TAE has a disturbing tendency to NOT use the InactiveYear statement when use on a single item (found this out the hard way) -
Gepard, if i may make a suggestion ... there are lot of "tropical" looking items in the Object Library 1 in the downloads section. Since it was designed for WW2 in the Pacific, a lot of those items are easily translated over the SEA. I also have a bunch of the smaller buildings (mostly barracks and warehouse types) retextured. Just a thought for when you get down in the dirt building the things!
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Strike Fighters 2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Guys do u think the Su-27 can make a difference in any air force ?
Wrench replied to 3bbod_4's topic in Air Combat School
Let's NOT use ".webp" formats, ok??? The board software can't see them. Lets use jpg or bmp only, OK???? Had to convert the image to jpg so this post actually makes a bit more sense. Thank you -
Simmers Paint Shop Color Chips
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I just wish I could have collected all their fonts as well. They had EVERYTHING!!! -
Soviet Lightning
Wrench replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
I'll bet those Atolls are juuuuuuuuusst a little bit better than the Firestreak & Red Eyes!! -
Strike Fighters 2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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View File Simmers Paint Shop Color Chips Simmers Paint Shop Color Chips 6/29/2025 With the loss of Simmers Paint Shop, a lot of fantastic information has been lost forever for those texture artists that like the ability to fully match the proper colors for any and (mostly) all eras and countries. Listed are not only the color chips, the the R/G/B and Hex values to (re)create them in your own image manipulation programs (GIMP, Photoshop, Paint.net, etc) These are given the US Federal Standard, and for Luftwaffe, the RLM converted to FS coding. I don't remember when I found these, but here they are. Included are the original png format images, and I've converted them to jpgs for easier viewing with various and sundry programs. Be advised, the images are QUITE large, so you'll need to zoom in on them. Included herein are chips for: Japan - IJN, IJAAF, JASDF Germany - Luftwaffe RLM/RAL UK - RAF British Standard Russia/Soviet Union - VVS colorlist USA - USAF, USN, US Army I hope you enjoy these, and make good use of them!!! Even though I uploaded to the SF2 category, these are usefull for any and all games or what-have-yous that you'd like to use them for!! :) Wrench Kevin Stein Submitter Wrench Submitted 06/29/2025 Category Utilities / Editors
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Version 1.0.0
28 downloads
Simmers Paint Shop Color Chips 6/29/2025 With the loss of Simmers Paint Shop, a lot of fantastic information has been lost forever for those texture artists that like the ability to fully match the proper colors for any and (mostly) all eras and countries. Listed are not only the color chips, the the R/G/B and Hex values to (re)create them in your own image manipulation programs (GIMP, Photoshop, Paint.net, etc) These are given the US Federal Standard, and for Luftwaffe, the RLM converted to FS coding. I don't remember when I found these, but here they are. Included are the original png format images, and I've converted them to jpgs for easier viewing with various and sundry programs. Be advised, the images are QUITE large, so you'll need to zoom in on them. Included herein are chips for: Japan - IJN, IJAAF, JASDF Germany - Luftwaffe RLM/RAL UK - RAF British Standard Russia/Soviet Union - VVS colorlist USA - USAF, USN, US Army I hope you enjoy these, and make good use of them!!! Even though I uploaded to the SF2 category, these are usefull for any and all games or what-have-yous that you'd like to use them for!! :) Wrench Kevin Stein -
you're going to have to learn the Target Area Editor. Also, there's a 50km "bubble of reality" surrounding YOUR aircraft. Nothing that's a game-generated Ground Object will exist OUTSIDE of the radius. Also, nothing that's a game generated (or target built placed Ground Object) will show on the inflight map until you get close enough. Exact distance changes with the winds.
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Spitfire Mk14
Wrench replied to Cliff7600's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
No, it's because downloads are now subscription only. It's the only way we have to gaining the necessary funds to keep the doors open. Sorry, but that's the unfortunate truth -
we've had working ballistic missiles (and arty) since SF1. One of the things is making sure the launch/firing vehicle has a high enough veiwport (SEVERAL Km in the sky) to see to the horizon. IIRC, the original ODS and Op Darius had working IRBMs (I should know!! <grin>) What's funny, is the Iowa class BBs will launch the Tomahawks as SAMs against incoming aircraft. Funny as hell to watch!
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My next terrain project
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Question: those blue roofed items at the lower right, are they the 170m SunShelter? If so, how did you "repaint" the roof??? I've been trying to do that, but even with the LOD viewer, I've not found the correct texture. Thanks! -
the one I have (not sure which version), the cockpit ini calls for the Kfir C1's pit. Do you have SF2:I as part of your merged install?? Meaning: if the mod references a STOCK cockpit, it does not need a cockpit folder, as it will "pull" the needed parts for the relevant cat file. (I've done this several times myself)
