-
Posts
27,879 -
Joined
-
Last visited
-
Days Won
160
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Wrench
-
View File MiG-21MF 1024x templates MiG-21MF Fishbed-J 1024x Skin template: These are new templates, based off and resized from the original little itty bity ones as originally issued by 3rd Wire. I call these "semi-HiRez, as they are now resized to 1024x1024...to me HiRez is anything OVER 2048!! This set is designed to allow you to create new skins, either natural metal or camoflague types. I have NOT plotted out the overlaps for camos, but this can easily be done in you imaging program (Photoshop, Gimp, PSP, etc) by enlarging the camo skin bmps, and adding them as another layer. Repainting should be relatively easy after that. I've redrawn, as best I can, all the panel, rivet lines, inspection plates, etc. Some of the rivet placement is a 'best guess', as the original size of the bmp was ONLY 256x256, and are badly blurred. The base skin color is a 10-15% gray, which when adjusted for in the textureset ini, will look like semi-polished natural metal. (the accompanying screenshot shows this new skin, with the 'Blue Bort' number decals) Happy Skinning! Wrench kevin stein Submitter Wrench Submitted 12/11/2007 Category Skin Templates / Decal Sets
-
402 downloads
MiG-21MF Fishbed-J 1024x Skin template: These are new templates, based off and resized from the original little itty bity ones as originally issued by 3rd Wire. I call these "semi-HiRez, as they are now resized to 1024x1024...to me HiRez is anything OVER 2048!! This set is designed to allow you to create new skins, either natural metal or camoflague types. I have NOT plotted out the overlaps for camos, but this can easily be done in you imaging program (Photoshop, Gimp, PSP, etc) by enlarging the camo skin bmps, and adding them as another layer. Repainting should be relatively easy after that. I've redrawn, as best I can, all the panel, rivet lines, inspection plates, etc. Some of the rivet placement is a 'best guess', as the original size of the bmp was ONLY 256x256, and are badly blurred. The base skin color is a 10-15% gray, which when adjusted for in the textureset ini, will look like semi-polished natural metal. (the accompanying screenshot shows this new skin, with the 'Blue Bort' number decals) Happy Skinning! Wrench kevin stein -
Blue Soviet Tactical Number Decals View File Blue Soviet Tactical Numbers - For SF/WoV/WoE 12/11/07 These are simply repaints of the Stock 3rd Wire red SovTac numbers, now in a blue color for the PVO interceptors. Or for whomever else used them :) There are 100 numbers in total. There were all extracted from the /objects.cat, and then repainted. I've also incluced the 'numbers.lst', which is the same as used by the Red Numbers. See the enclosed readme for fairly easy to follow instructions Enjoy! Wrench Kevin Stein Submitter Wrench Submitted 12/11/2007 Category Skin Templates / Decal Sets
-
166 downloads
Blue Soviet Tactical Numbers - For SF/WoV/WoE 12/11/07 These are simply repaints of the Stock 3rd Wire red SovTac numbers, now in a blue color for the PVO interceptors. Or for whomever else used them :) There are 100 numbers in total. There were all extracted from the /objects.cat, and then repainted. I've also incluced the 'numbers.lst', which is the same as used by the Red Numbers. See the enclosed readme for fairly easy to follow instructions Enjoy! Wrench Kevin Stein -
Ok, ok...I can take hint!!! I'll try and have the Hawk 75 finished and out by the weekend!! Wrench kevin stein
-
What???? The military is filtering your p0rn??? Looks like it's time for 'a letter to The Times' Hopefully, somebody can do this skin: Wrench kevin stein
-
Thanks guys! I'll probably upload the package of Blue Borts, just so's folks can have them. I personally added them to the PVO Fishpots, so they all get numbers. Odd, though, no one responeded to my question about the 1024x 21MF templates.... Wrench kevin stein
-
If he'd said he was 'unpatched' it would have been a big help...! The Alt/H command came in the last round, IIRC Wrench kevin stein
-
Thanks pato! Those are easy fixes in the loadout ini. I also discovered that the the in-game C model actually does have all 5 hard points ... they're built into the model, but just not called out in the data ini. As for skin colors, I'm not making new ones, just re-using what's already available, showing that it IS possible to replace some 'removed and/or missing aircraft', which was the original question, with what's still available. Also, for those playing in USAFMTL's Malvinas map, I have a small correction to the targets ini. This moves Mount Pleasent Airport downone positon, to TargetArea002. You'll also have to re-number the subsequent TargetArea, to keep the sequence correct. Now, I don't claim perfect geographical accuracy, as I didn't check positions in Goggle Earth, but just based on a quick look at a map in the Squadron/Signal 'Air War over the Falklands' book. What this does, is remove a bug that the whole SF series has had since day one...you shouldn't have an airport listed as the 001 target area. I've added Port Stanley: First off, make a backup copy of the targets.ini....save a copy as "ori-Malvinas_targets.ini" OPen your "Malvinas_targets.ini" and copy/paste the data below ABOVE Mount Pleasent... Then, scroll down thourgh the entire targets list, and wherever the callout [TargetArea] appears, up it by one number; so, Mount Pleasent become TargetArea002 Santa Cruz becomes TargetArea003 Cape Dolphin Airfield become TargetArea004 and so on down the list. This'll add a little eye-candy, add a few more targets for the Argentine Air Force, and prevent any unpleasentness (pun intended) caused by having an airfield as the #1 target area. Also, you can fix the GeneratorBuilding, so the smokestack works. Open the 'Malvinas_types.ini', and scroll down till you find TargetType049 (this is the GeneratorBuilding1) at the bottom, where it displays the Effects, replace with the lines below: Effect=SmokeStackEffect EffectOffset=6.21,3.77,16.25 Now the smoke stackworks. This should keep you all busy until the new one arrives. I may add more target areas, but that's doubtful Wrench kevin stein
-
Oh, I know I'm going to regret this in the morning, but I gotta.... What?? Where you been, man, living in a cave???!!!!!??? It was a proposed ground attcak/CAS variant of the Viper. Never produced, except for a couple of 'test of concept' birds. Check out f16.net, they've got more info. Now, I can duck and run.... Wrench kevin stein
-
F-89D Scorpion, 75th FIS Skin, Ini, Weapons Upgrade Pak
Wrench replied to Wrench's topic in File Announcements
Excellent!!! thank you Paladrain...that's exactlly the kind of feedback I was looking for.... they originally have 'convergence' , but they crossed over each other at about 1/2 in front, so I set them to 0. Which meant a lot of wasted rockets. I glad someone came up with a fix! Wrench kevin stein -
'rar' is a compression type, kind of a 'zip'. Youll need winrar to open (or unzip or decompress or whatever). I think yo can get it at 'winrar.com' or something like that. What I ALWAYS do, is uncompress (unzip) the files to a temp folder. This prevent accidential overwriting. (I use this same instruction with every upload I've ever done -- save a lot of grief) Not having the original version installed, I can't tell yo what other editing will be necessary (ala weapons for both sides -- the game does NOT allow enemy nations to use friendly weapons -- which would mean, as I said before, new ones for the Argentinians.) Remember, too, the new version is only a few months away. So, people...cast your vote here: should I upload these fixes/rebuilds/new birds? I'm pretty sure I'll re-up nosecones, as it now works superbly with the new edits and pathways. Wrench kevin stein
-
Here's the other 2 skins, both are Marcello's. I made a few little mods in the decals ini, removing some odd references. Simple matter of new datainis, etcs, Created 3 whole "new" airplanes, without using anything from the originals. A-4C: A-4P: both will need new decals and such. But these last 5-6 hours of work is basically a one-handed exercise, as I'm duplicating what's already being done by the Falklands Mod Team. This is just to show, it can be done with a little work. As for the later A-4R...thats a whole 'nother kettle of eels..... Wrench kevin stein
-
How do you know those tents aren't disguised humidors, containing Castro's Secret Stash of Cigars??? 'rolled on the thighs of virgins'....sigh.... Do you realize the value of those items you just "smoked"???? Wrench kevin stein
-
I sure did, I just have to pass it on to the admins, to see what they thinks. Personally, I LIKE the idea, even if I can't bomb for poop!! Wrench kevin stein
-
WOE Terrains with BIG CITIES, do they exist?
Wrench replied to ShinKazama88's topic in General Discussion
To answer the second question first, no. None that I've seen come with the Large, Medium or Small Urban Modules. Buildings can be added 2 way: 1) built into the terrain tiles (all stock terrains,and most add-ons use this plus...) 2) defining target areas in the ***_targets.ini, and adding the structure items Like I told Brother Brainless a while back, you might want to check out my 'shipwreck' object...there's a nice little illustrated turotial for placing targets on the map. Time to start learning, Little Brother!!! It really isn't that hard to add targets to the map :yes: Wrench kevin stein -
The gun was never inplimented, due to a vibrations problem. I experimented with it before Dave released it, and he decieded that it wasn't worth the trouble. Also, no lod was available that didn't hit the nose gear. Wrench kevin stein
-
The standard, as issued, default command is Alt-H. No real need to do any reassignement of the keystrokes Wrench kevin stein
-
You can delete the pak (ie: the new weapons folder and the gundata ini and gundata.dat, which should have been placed in the /objects folder) and the game should revert back to stock. Then you can try again Oh, and afterwards you'll be a needin' to go here: How To Edit Loadouts for Weapons Pack <--this be a link! This is in anticipation of the follow on question of "Why don't my MiGs/Su/Tus/etc have any missiles/bombs/rockets/ or other impliments of de-struction" Wrench kevin stein
-
Fix for All Skyhawk Avionics 'Humps & Bump' This here is the definitave fix to make sure the proper 'hump' loads, and is associated with the correct aircraft. This is for the following aircraft: A-4E(L) A-4L A-4H/N (IDF 'Ahit' mod) A-4K 'Kahu' The following aircraft are no longer available: A-4C_A A-4P A-4Q but for those attempting to build their own Argentine versions, I'm including the fixes for those specific humps/bumps. You've probably guessed by now, this is the now famous "pod as jammer" fix, that works so well with so many things. The data below is to be copied directly over the existing data listing in your weaponsdata ini, which is why I'm leaving the number listing intact...make it easier for yo to find them: [WeaponData1069] TypeName=A4F FullName=APS-107B RHAW ModelName=A4F Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=USN NationName=USN StartYear=1965 EndYear=1975 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1965 ExportEndYear=1975 ExportAvailability=3 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1070] TypeName=A4K FullName=ALQ-100 HUMP A4K ModelName=A4K Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=NewZealand StartYear=1965 EndYear=2005 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1968 ExportEndYear=2005 ExportAvailability=3 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1071] TypeName=VA204 FullName=ALQ-100 RHAW VA204 ModelName=VA204 Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=USN StartYear=1969 EndYear=1975 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1072] TypeName=A4L FullName=ALQ-100 RHAW ModelName=A4L Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=USN StartYear=1969 EndYear=1975 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1968 ExportEndYear=1975 ExportAvailability=3 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 -- [WeaponData1074] TypeName=A4E FullName=ALQ-100 RHAW/AVI HUMP ModelName=A4E Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=USN StartYear=1965 EndYear=1975 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1075] TypeName=A4Q FullName=A-4Q Dorsal Faring ModelName=A4Q Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1076] TypeName=A4Pcamo FullName=A-4P Dorsal Faring ModelName=A4Pcamo Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1077] TypeName=A4P FullName=A-4P Dorsal Faring ModelName=A4P Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1078] TypeName=A4CACamo FullName=A-4C Dorsal Faring Camo ModelName=A4CACamo Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1974 EndYear=1998 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1079] TypeName=A4CA FullName=A-4C Dorsal Faring ModelName=A4CA Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1974 EndYear=1998 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 -- [WeaponData1083] TypeName=A4DF FullName=A-4K Dorsal Faring ModelName=A4DF Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=NewZealand StartYear=1970 EndYear=2001 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1084] TypeName=A4Pc222 FullName=A-4P Dorsal Faring c222 ModelName=A4Pc222 Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=0.000000 [WeaponData1085] TypeName=A4N FullName=ALQ-100 HUMP IAF ModelName=A4N Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=ISRAEL StartYear=1968 EndYear=1999 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 You'll note the 'break' in the sequence, that means there's other items in the way, so to speak, so I've skipped over them. Then, do the usual ini dance, saving after each one, to make sure all are updated. You can also see I changed the listing for the A-4Q's fairing to generic "Argentina" (this after my little problem earlier today). Specific aircraft loadouts are handled on their own, via the individual data and loadout inis. EDIT: don't forget to open the weaponsdata.ini with the Weapons Editor, open any weapon, and SAVE. This will re-initialze the weaponsdata.dat file, and should now allow the new '0-strength jammer' hump to automatically load.. Problems or question, feel fee to contact me. Wrench kevin stein
-
View File F-89D Scoprion by MontyCZ F-89D Scorpion for Strike Fighters Project 1 build 03-02-2004 BETA 1 This is the original version of the F-89D, as created by MontyCZ ohh so long ago. I'm uploading this, as to make the entire aircraft available, as there'd been a few problems in acquiring it. Monty's original readme is included in the zip. Enjoy! Wrench Kevin Stein Submitter Wrench Submitted 12/09/2007 Category US Air Force Aircraft
-
1,194 downloads
F-89D Scorpion for Strike Fighters Project 1 build 03-02-2004 BETA 1 This is the original version of the F-89D, as created by MontyCZ ohh so long ago. I'm uploading this, as to make the entire aircraft available, as there'd been a few problems in acquiring it. Monty's original readme is included in the zip. Enjoy! Wrench Kevin Stein -
WOE Terrains with BIG CITIES, do they exist?
Wrench replied to ShinKazama88's topic in General Discussion
Oh, I think I have something like that..... get ready...ready???? Where *** are, repectively, target area number, target area name target area coordinates target area location (1= friendly, 2=enemy, etc, as defined in terrain nations ini) It's called the "Large Urban Module", originally created by Polak, iirc. Now, let's see some products, instead of just talk Wrench kevin stein -
At least, I thinks that's what they're called. ie: Soviet Tactical numbers. What determines what color goes on which airplane, as below: (21MF) I've got a full set of the original SovietNums repainted to the blue seen here (the stock ones). I know the Flagon's 'seemed' to use them more, but I've seen profiles/pictures of Fishbeds with them as well. Also seen yellow, a lighter blue and black. What's the rhyme or reason behind it? Inside or out of the Soviet Union, type of aircraft and/or aircraft role?? Can't seem to find anything that might explain it! BTW, that's a new skin in 1024x1024, from a new psd template I just finished. Is there any interest in it?? If not, I'll just dump it -- yeah, like that's gonna happen!! Wrench kevin stein
-
Ok...that took a lot longer than I thought....over an hour and half. Mostly, becuase of the damn hump was set wrong nationwise (I guess I don't have ArgentineNavy in my Weapons Testing Install's Nations ini!!)* After rebuilding the data ini, creating a avionics ini for the audio-only RWR, fixing the hump, rebuilding the decals and creating a texture set ini (hmm...didn't I just do this for noscones RAAF Phantom????), renaming a few decals, and shortening the path name's...this is what I got: Still have to fine tune the position of the top anti-colision light to match the humps; but I added a landing light! The only thing I truely wonder about, and this is Game World ONLY - and not a slight to our Southern Hemisphere Members -, Argentina is set as a "Friendly" nation (as is RAF/RN), so loading the USN/USAF weapons poses no problem. Otherwise, new, nation-specific weapons might need to be created, and the AttachementType= be adjusted to maybe WP (like Canada!!!). I'm sure when the final version of the new Falklands mod is released, it'll be addressed. At any rate, there you have it! Wrench Kevin Stein *= interestering to note, all the other Argentine Scooter humps/bumps/thumps are set as "Argentina", which shows as "Argentine Air Force"
