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Wrench's post in Cat File, what to do once extracted? was marked as the answer
Here's a trick -- one we've been using since 2004 (when the first extractor was issued by TK):
create a "Extracted Cats" folder, like in the ***/***/Savedgames/ThirdWire folder.
direct the extractor to dump the extracted files into there. That way, there's no risk of "damaging" the actual game install, and you can then COPY/PASTE the relevant file into the (objects) folder, and make the modifications there. And still have the original file as a backup.
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Wrench's post in Question concerning Mod Folders was marked as the answer
See the link above about the "mods folder".
Yes, it should look exactly the same. But now, it's WHERE is supposed to be!
The core files, down in the
C:\Program Files (x86)\ThirdWire\Strike Fighters 2
are located in a protected region of the HD; meaning unmodifiable. The "saved games" folder is where all the stuff gets screwed around with.
Again, I refer to the "mods folder" link above.
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Wrench's post in Strike Fighters 2 Expansion Pack 1 Install was marked as the answer
if you didn't download the executable, there's nothing to install
you may have to contact Third Wire about that
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Wrench's post in Stock A-10 SEAD Loadout Error? was marked as the answer
why not just extract the data and loadout inis from the cat, put them in the Hawgs folder, and edit from there??
no need to triple the workload by re-creating mods folders when simple ini edits will fix the problem
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Wrench's post in Avia S-199 with WW2 pilot? was marked as the answer
The instruction for changing "pilot figures" are the same for all the 3rd Wire game. One just needs the pilot figure, and the aircraft data ini
extract S-199_data ini from DLC 028 cat.
place data ini into S-199's MAIN folder in you SF2:I Objects/Aircraft mods folder
open data ini, scroll to this section...
change pilot name to whichever one you want.
Save and close
(important to be making sure one actually has the WW2 pilot required installed into the /Objects/Pilots sub-folder)
this should also already be available in the update kit I posted when DLC 28 came out. A search of the downloads will turn it up for those diligent enough to follow
There's also a pinned topic on the S-99/S-199 in the SF2 WW2 Forum
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Wrench's post in Missing AAA on terrains was marked as the answer
just
AAA
the game engine fill them in automatically
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Wrench's post in red aircraft icons on map was marked as the answer
they were turned of on purpose, so as to keep enemy forces "unknown" until encountered.
the icons are stored in one of the object cat, so you'll need to go through the various inis, like you've been doing, and find which one turns on the icon I don't remember which one, maybe huddata??
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Wrench's post in Piecemeal's Desert 4 shadow bug. was marked as the answer
it's the pit.1 lod that has the shadow issue; this is well known since 2010 (ish)
copy/paste this into a blank notepad sheet, and "save as..." pit1.ini"
[LOD001] Filename=pit1.lod Distance=6000 [shadow] CastShadow=FALSE ShadowCastDist=500 MaxVisibleDistance=2000 place a copy into EVERY terrain folder. --- also, somewehre in the downloads section is a replacement version built, iirc, by Russo -
Wrench's post in A-team's MTO package for SF2? was marked as the answer
although, you should ask them directly
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Wrench's post in Which ground objects packs are required for most terrains? was marked as the answer
save what you can (aircraft, terrains, decals, effecs, etc), then delete that mods folder, and start fresh. Hit the exe again, and let it rebuilt a new. Tat's the only real sure fire way to fix the issue.
THEN, and only then, start adding whichever objects are called for. ALWAYS read an add-on terrains readme, most will usually tell you whats required
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Wrench's post in Where can I get this LOD? was marked as the answer
the aircraft has now been moved to it's proper place
you can find it in the SF2 download, Add on Aircraft, Cold War Aircraft, French Origin, Other., on Page 2
http://combatace.com/files/file/14511-jaguar-a/
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Wrench's post in How To Add FA\18 TO aircraft carrier deck ? was marked as the answer
you don't.
parked aircraft are generated by the game and by the "parking slot size" in the vessel's data ini.
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Wrench's post in Switch seats was marked as the answer
because, as I said, you can't.
the cockpit LOD itself has to be built with the capability. Not many cockpit builders bother with it, as it's a pretty useless function, and requires dozens more hours of work, to little reward.
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Wrench's post in Navalising a terrain ? was marked as the answer
gerwin's tfd tool exports water bmps. I use it all the time for that.
caveat: the Madagascar terrain has a SERIOUSLY fucked up height field. the odds are, it will NOT generate a proper _water.bmp. You'd be best advised to make a copy of one of the planning maps, and using the propoer colors (in index NOT RGB!!!), paint the land water the relevant colors. (maybe planningmap3, and resize to 512x when done)
in short: the terrain has major issues. modify at one's own risk
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Wrench's post in Mig-17F wrong decals for ALGERIA was marked as the answer
there's also a little parameter used in decals inis:
Reverse=TRUE
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Wrench's post in How to Delete a Uploaded file? was marked as the answer
only us moderatorifiers can do that.
I'll take care of it!
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Wrench's post in File sorting was marked as the answer
that's the job of the Uploader/Mod Maker.
i doubt any such software could be created. Too many variables
