p10ppy
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Everything posted by p10ppy
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Expansion pack is not stand alone I'd recommend you get them both tho
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hmmm, thats strange ... just to be clear the zip i just posted contains no new selectable countries it contains Nation004 (GERMANY) its the default where the "other" germanys get their info from its important to do it in this order (i think) with the lower numbered nations being the later dated nations(in this case the 004 is the Balkenkruez) nation019 is the transitional cross (next most "modern") nation020 is the Iron cross, the oldest the game looks at the nations in the ini and if the mission/campaign includes germany and the date is before ActiveDate=06/10/1918 it goes to AlternateDecal=GERMANY_TRAN (nation019) when it finds GERMANY_TRAN it looks at the date and if it is before ActiveDate=03/18/1918 it goes to AlternateDecal=GERMANY_OLD (nation020) effectively the decal default I guess check the folders where you have put stuff, Nations.ini in FLIGHT and the decalXXX.tga in OBJECTS/AIRCRAFT and make sure you test with a stock aircraft (i used the Dr.1) some 3rd party stuff does not use the nation level decal and check your mission dates... and one other thing which i just thought of... I'm using a fully patched version of FE + Addon only... and I couldn't get this to work before the last patch... (the 3rd decal change) so that might be the problem... failing all that, one of our installs is borked I guess....
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Ok you resparked the interest in me :yes: And with a bit of fiddling I got the 3 nation cascading date change working (either TK fixed it with the last patch, or most likely I stuffed up last time) this means that the German insignia can change 3 (probably unlimited now) times seamlessly by date with no effect on anything apart form the decals included in the zip is a modded nations.ini which goes in your flight folder (backup your nations.ini first) and 2 new sets of decals for Nation019 and Nation020 which go in the object/aircraft folder the Nation020 decals are redone versions of the stock Nation019 decals, you could extract the stock Nation019 decals instead and use the if you like them better, you would need to rename them to XXXX020.tga though the new Nation019 decals are modify version of the transitional decal i posted in the old thread... transition dates are (flavour to suit... should be obvious where to change the dates in the ini...) before 03/18/1918 (iron cross) 03/18/1918 to 06/09/1918 (transitional) after 06/10/1918 (Balkenkruez) have fun :) new_insig.rar
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well i've never actually added a whole nation... but the decals need to go in the object/aircraft/ folder (but not in a specific aircraft folder) And tho i'm pretty sure you can add nations no worries... it will probably need more than just the nations.ini file modded and it wont work in the campaigns (unless you edit the campaign of course) hope that helps
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have a look here http://bbs.thirdwire.com/phpBB/viewtopic.p...p;hilit=balloon
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anybody still working on stuff?
p10ppy replied to whiteknight06604's topic in Thirdwire - First Eagles 1&2
sorry Heck, bet you You are right about the prop ..when its stationary there's nothing you can do about it (because of the engine animation rigging) you could repaint the xxprop.tga's for the slow and fast prop but i doubt you would notice it in game and it would still be 2 bladed when it stopped for the headrest You will need to make a copy of the SE5a folder and rename it and all the associated ini's I'm afraid, and alter the new SE5a.ini file to reflect the changes (a new aircraft) extract the SE5A_DATA.INI from the ObjectData.CAT and put it in the new folder and then edit it with this... in the [Fuselage] section add [Fuselage] ModelNodeName=Fuselage P ShowFromCockpit=TRUE HasAeroCoefficients=TRUE --------snip--------- SystemName[009]=BombRack4 SystemName[010]=HeadrestR DetachNode[001]=Aldis Sight and under the [bombRack4] add a whole new section [bombRack4] SystemType=WEAPON_STATION --------snip--------- MinExtentPosition= 0.14,-0.33,-0.68 MaxExtentPosition= 0.01, 0.27,-0.54 [HeadrestR] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.00,0.00,0.00 AttachmentAngles=0.00,0.00,0.00 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=Headrest PylonMass=0.0001 PylonDragArea=0 FuelTankName= works well have fun :yes: -
October - Screenshot of the Month
p10ppy replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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October - Screenshot of the Month
p10ppy replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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October - Screenshot of the Month
p10ppy replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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October - Screenshot of the Month
p10ppy replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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yeah sorry looking back at that post it is a bit obscure a brief overview In the NATIONS.INI file countries are designated by number Germany (default) is [Nation004] = Balkenkruez and GERMANY_OLD is [Nation019] = Iron Cross GERMANY_OLD is a subset of Germany and the only thing this really changes (I think) is the nation decals (DecalLevel=1) in the NATIONS.INI under [Nation004] Name=GERMANY ---snip ActiveDate=03/20/1918 AlternateDecal=GERMANY_OLD this is the date that the [Nation004] decals become active and the decals to use before that ([Nation019]) I didn't find a way (and I didn't try all that hard) to have three decal sets for a country i.e Iron Cross, Transitional cross, Balkenkruez so you really need to replace one or the other with the Transitional cross... hope that's clearer To actually do this I don't "think" its possible to delete a file from the XX.Cat files nor is it necessary, it just a matter of finding the correct place/folder to stick the override files In the case of the nation decals its straight in the \Objects\Aircraft folder (not in specific aircraft folder) And you will deed to rename them to the nation you have decided to replace (FUSE019.tga or FUSE004.tga for example) and that should do it as an aside I always paint as much of the aircraft as I can on to the skin, this so far has always included the national insignia paint schemes are not shared often between country's anyway This particular case (changing decals at a certain date) is a good reason to use the decal system for the national insignia I guess but in most other cases skin painting can look better than a generic decal IMHO hope that helps :yes:
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Sunset sky ... What ya'll think?
p10ppy replied to Lexx_Luthor's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
yeah... guess i'm still on FE whoops that is a pity... -
Sunset sky ... What ya'll think?
p10ppy replied to Lexx_Luthor's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
have a look at SunRadiance= it can make a large difference mixing the sun colour with the sky and the Horizon nominally in the suns area but with big enough numbers it starts get fairly large ... -
have a look here http://forum.combatace.com/index.php?showtopic=23338&hl= and here http://forum.combatace.com/index.php?showtopic=23296&hl= have fun :yes:
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Hey Tailspin what about a more general KB sticky as well for stuff that isn't strictly addon/patch related (general FE modding knowledge)
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A simple little terrain hack... hope its in the right place... This is probably old news for most people… Since the addon we have had seasonal terrain tor the Cambrai tileset… And the Cambrai tileset is an upgrade of the basic Verdun tileset So it’s fairly simple to add seasons to the Verdun tileset since it’s really a subset of Cambrai Note: these instructions are for stock tile sets, which I personally prefer to most of the 3rd party tilesets for reasons of both aesthetics and performance (each to there own ) So on to the instructions Copy these 3 folders and their contents into your Your_install_here\Terrain\wwiVerdun\ Your_install_here\Terrain\wwiCambrai\Fall Your_install_here\Terrain\wwiCambrai\Spring Your_install_here\Terrain\wwiCambrai\Snow In each of the 3 newly copied folders (under the wwiVerdun folder) find these 3 files and rename them FRLAKE2ROUGH25.TGA rename to Frlake2farm25.tga FRLAKE2ROUGH50.TGA rename to Frlake2farm50.tga FRLAKE2ROUGH75.TGA rename to Frlake2farm75.tga So 9 renames in all Then find the file wwiVerdun.INI in your wwiVerdun folder and open it in a text editor And add this to the end of it [WeatherChance] ScatteredChance=25 BrokenChance=25 OvercastChance=17 InclementChance=8 [season001] Directory=Snow StartDate=1/1 EndDate=1/27 ScatteredChance=0 BrokenChance=40 OvercastChance=50 InclementChance=10 [season002] Directory=Spring StartDate=01/28 EndDate=06/21 ScatteredChance=40 BrokenChance=25 OvercastChance=17 InclementChance=8 [season003] Directory=Fall StartDate=09/21 EndDate=11/25 ScatteredChance=25 BrokenChance=40 OvercastChance=17 InclementChance=8 [season004] Directory=Snow StartDate=11/26 EndDate=12/31 ScatteredChance=0 BrokenChance=40 OvercastChance=50 InclementChance=10 That’s it … there’s a few more tiles in the seasons folders than Verdun actually uses (mostly the rough tiles) but its easier to just leave them in there…
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[CameraData] in avionics ini
p10ppy replied to Monty CZ's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey Monty CZ since we aren't allowed to post in the KB i will reply down here I’m sorta using it in my Voisin (still WIP) Its been alittle while since I set it up but I think it goes like this A mesh for the screen A blank (white) BMP mapped to the screen mesh (I think the camera actually projects on this one…) A transparent TGA with a reticule overlay Voisin3_AVIONICS.INI [TVDisplayData] TVDisplayTextureSize=256 //resolution of the tga overlay (doesn’t need to be the same as the tga) ApplyFilter=FALSE // fuzzy glitch filter (I think) OverlayTexture=bombsightoverlay.tga //transparent TGA with a reticule, overlay not mapped in MAX [CameraData] CameraFOV=35.0 //zoom level, you will have to play I can’t remember what + and – do… CameraPosition=0.430,1.58,0.00 // position of the lens (doesn’t relate to the screen …can be any where) CameraAngles=0.0,-68.0,-0.0 // angle of lens And in the cockpit.ini [bombSight] Type=TV_SCOPE NodeName=bombsights // screen mesh mapped with a small white (blank) bmp And I’m using a custom view in the VIEWLIST.INI (optional) to get my pilots head over the sight [View031] ViewName=bombssightView ViewClassName=NarrowCockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_BOMBSIGHT_VIEW //constant for the keyboard map CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-0.0,-85.0,0.0 // angle of eye position PositionOffsets=0.434,0.079,0.00 // eye position In the keyboard map.ini GOTO_COCKPIT_GUNSIGHT_VIEW=F3 GOTO_COCKPIT_BOMBSIGHT_VIEW=SHIFT+F3 GOTO_COCKPIT_UP_VIEW=SHIFT+F1 hope that helps :yes: -
October - Screenshot of the Month
p10ppy replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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October - Screenshot of the Month
p10ppy replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion