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PureBlue

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Everything posted by PureBlue

  1. It looks like, the SA-10L (Launch vehicle) was copied to the Weapons folder, thus is used as the missile. Instead it should be the SA-10 (missile) that would be copied to the weapons folder.
  2. Check the SF2 Knowledgebase forum. there's a detailed article about conversion.
  3. Of course it's possible, mostly ini work would be needed for the terrain.. You'd also need to check/convert the groundobjects where needed.. The terrain will be pretty empty without those.. Plus, I think the SF2 engine is much more suited for this large project. SF1 could have even longer load times and more crashes possibly.
  4. Go right ahead my friend About the map edges issue. It's not a "The Wall" issue I'm afraid. You can fly perfectly past these airfields and right to the defined edge. It's just that the Mission Generator will not plot waypoints inside the first %10 of map edges. So what happens is, the mission generator will set you to take off from this airfield, but the coordinates will be a few km to the east/west of it.. you end up in earth's orbit, so to say.. i had brought it up to TK, but he didn't seem enthusiastic about it.. Ref: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=9&t=8059&p=50493#p50491
  5. This will need a decent computer to run, for sure. The map is pretty large, with many target areas and many groundobjects. So yes, it might have the longest load times yet! So I suggest, lowering graphics settings, if you don't have the latest technology. I did my tests on the highest settings and frame rates were pretty good. (35 at the most populated areas, and usually 50-60 the rest.) dsawan, i never got grey aicraft. Just sometimes a few aaa objects came out black. and this was 1 out of 10 loadings.. something to do with gfx cards texture memory, me thinks..
  6. Thank you everyone (and thanks for assistance on the map, Nick) Two notes for this first release, although there are plenty of ground & surface targets; there's only very few definitions in the MOVEMENT.ini for Anti_Ship, CAS, and Armed recon. I'd like to improve on these soon but if anybody feels like giving it a shot, please feel free. Also make sure to read the Recommendations #1 in the readme.
  7. Just had to update the readme file, sorry :) I asked Dave to update the zip too, maybe that's why you can't download. it should be good go soon Here's a few shots of the map, btw:
  8. View File AnatoliaProject_Version1.7z Anatolia v1 (03/26/2011) for SF2 Series by PureBlue (Umut Destan) ------------------------------------------------------------------ This project has been in development for 3 years and is the fruit of long hours of research, design and implementation work. I've met great people along the way and they made many contributions to the project. I thank every one of them, my special appreciations go to, Steve "Swambast" who worked countless hours with me and developed STT (Swambast's Target Translator) which let me lay the foundation of this project; Stary, a great artist from Poland who is behind all the beautiful looks of the terrain; Dave and the CombatAce team for providing us the platform to meet and have fun. The project includes a large map covering Anatolia (Turkiye), Greece, Aegean, Black Sea, and eastern Med. The download also includes many ground and terrain objects, contributed by the talented modders in our community. It's essential to install all these components to get the complete experience. Enjoy! INFO & INSTALLATION -------------------------------------------------------------------------------------------- This project is designed for 2nd Gen SF2 series. Succesfully tested in SF2:Europe and above. (A merged EXP2 install is recommended but not a requirement.) There are 2 ways/methods to install this Mod. #1 An exclusive install just for this Mod. #2 Installing on top of the mod folder you already are using. (meaning, merging with your own install) *** The preferred method of install is the (1) exclusive install. Since there are many groundobjects, ships and air defense systems placed in handpicked locations, it's better to only use the objects that come with this projects' files. The included ones are the makes/models that Turkish and Greek sides have in their inventory. (As best as I could research and find appropriate mods for) INSTALL METHOD #1 1. Copy and Rename a set of your "game.exe and game.ini" files to "Anatolia.exe and Anatolia.INI" (eg. StrikeFighters2 Europe.exe and StrikeFighters2 Europe.INI) Run the newly renamed Anatolia.exe once, so you have a new Mod Folder. Check this link if you don't know what a ModFolder is. http://combatace.com/topic/62302-what-is-the-mod-folder/ 2. Now go into your new ModFolder and delete the "Objects\GroundObject" folder. 3. Time to copy the project files. Use Winrar or 7zip to extract the AnatoliaProject_Version1.7z to a temporary folder. Copy all included folders (Eg. Terrains, Objects, Flight etc.) into your ModFolder, overwrite if necessary. With this project, a terrain folder, groundobjects and their respective guns/weapons are included. INSTALL METHOD #2 With this method, you copy all included files to your already existing ModFolder. Use Winrar or 7zip to extract the AnatoliaProject_Version1.7z to a temporary folder. Copy all included folders (Eg. Terrains, Objects, Flight etc.) into your ModFolder, overwrite if necessary. With this project, a terrain folder, groundobjects and their respective guns/weapons are included. IMPORTANT RECOMMENDATIONS 1. Everytime you load up the game. Run a quick single mission and quit without flying. All the successive SingleMission/Campaign games will work as designed and expected. (Why do this? Because the project includes many ground objects, seldomly the game engine has problems loading everything, so the first mission you load up will have many objects/ships missing from the map. The game does some kind of caching so after that first mission, everything will show!) 2. If you don't have a powerfull computer, lower your settings to avoid crashes. If your game crashes or locks up at %100 LOAD, try running your first mission with Settings: -Enemy Air Activiy: LIGHT, Enemy Air Defense: LIGHT 3. Two airfields are close to the MissionEditor edge limits of the map. Aktion and Diyarbakir airfields. If you are set to take off from these, the game will drop your cockpit in the stratosphere! and you won't be able to fly. Please reset your base or start in the air, if this happens. There wasn't much I can do fix this other than cancel their status. 4. The Terrain has LimitedNations set the TRUE. So you'll only get aircraft with only Turkish and Greek markings. 5. A specific Anatolia_EnvironmentSystem.INI is included and you can edit it to your liking. Take note that in the Environment file the clouds are set to a specific MinBaseAltitude to overcome the cloud bug. 6. All included Guns/Weapons/Sounds are for the necessary ground objects. Nothing extra is included here. Without the GroundObjects and their respective files, the map will not look as designed. (For example, naval traffic in the Aegean, historical sam sites and navy/army bases) 7. Most naval traffic in the Aegean Sea is classified as NEUTRAL. You can attack them but you can't order your wingman to do so. If you want, edit & classify the target areas as "Alignment=ENEMY" in the Anatolia_TARGETS.INI OTHER MODS TO ADD from 3rd Party Sites ---------------------------------------------------------------------------------- - OH_Perry FFG standing in for Turkish Gabya Class. Download from: http://cplengineeringllc.com/SFP1/ Copy the 4 LOD files into all three GroundObjects/GabyaClass* folders. This ship is used at various locations in the map, and it would be wise to it to your install. - Stary's Unified Effects Pack is strongly recommended. CREDITS (Thank you all!) ================================================================================== - STT (Swambast's Targeting Tool) by Steve "Swambast" - TK and Thirdwire - Stary for the Tileset and Hangars,Lighthouses - 8 new airbases for WOE by Gepard - Factory Places, Subpen/bridges by Gepard - Many airfields Light mods by Comprnt - Wrench! Army Bases, and many other target area items/layouts, design ideas, objects, repaints, by the master himself! - Wingwiner's FactorPlace and Buildings - LandRover1tonne_Command; LandRover1tonne_Cover; LandRover_Cover; LandRover_open; Scorpion (Skin by Richard, 3D Model by Daniel “Kessselbrut” Himmel) - Ural-375D, Ural-375D-U (Converted by Suicide and Spectre8750 - Julhelm's Factory Collection, models by Julhelm, LOD conversion by pureblue - Nike Units: mod by ErikGen, compiled by Fubar512 - SA-10/S-300 system by Monty CZ - StingerSite by Monty, packaged by Capun and Wrench - Trawler and the 'small dock' with the little boats, CA_Stary & Cocas - Fletcher DD GrinchWSLG - Airfield Objects by Sundowner - Hawk Batteries by Pasko - Radar Dome by Grampotmus - Railroads and Locomotive/Railcars by OldDiego (You must get permission from him to use them in any project) - Static Airliners - Amokfloo - Objects from AirbasesWithSomeSpice Mod, CREDITS: Amokfloo, ControlTower, ForkLift, FireExtinguisher, ShelterZu Ravenclaw, Fire Trucks Faun6x4 Pureblue, FloodLight, SmallGenerator, ConcreteBlock, SunShelter Comrpnt, QRA and Lights Gepard, Ahlhorn Airfield with modified Parked Aircraft, QRA Polak, tools - DaringRAN, HMS Cradiff by Hinchbrook - Various target areas such as Oil Refineries, Scud Sites and Firebases Satellite and Radio Antennas, Sandbag walls, nuclear plant from ODS Mod - USNCargoship, AK-Class by Polak - Oiler by Fubar - Bofors, M1_90mmAA, and Desert Pak Vehicles and Mods, BTR-60E by Pasko - M-47 by Stefano "Steve" S. - M60A1,A3 Pasko,Kesselbrut - M270MLR by Bigal1 - M60A1 / M60A3 (Kesselbrut 70s to now Armor Pack) - ARA_Sobral, ARA_Somellera by Adrian Benetti "TerceraEscuadrilla" - ARA_Intrepida, ARA_Indomita by Adrian Benetti "TerceraEscuadrilla" - ARA_Sanluis, ARA_Salta by IKL-209 ARA-SAN LUIS PRODUCIDO POR BANIDOS TEAM (PATO POLI, TORNO, SUICIDAL, ALEJANDRO) - ADATS from ODS Mod - HMS Plymouth (Type 12M/Rothesay Class Frigate) by Hinchinbrooke, updted by Eric Howes - GAZ-66 6x6 trucks by Spectre8750 - Meko200 Anzac by Richard "Gramps" Kaminski, modified from base A-Team mod - BMP-1, N109, M109A6 by RebelRyder - AMX by Stefano "Steve" S. - BursaUlucamii by NGHENGO (Mau!) - Atlantic_Conveyor, Atlantic_Causeway, by Polak from Falklands mod - Humvee-M1046 TOW Carrier (SF-1 gen) by SUICIDAL-ART & Tercera Escuadrilla - Roland by Gabilon and Mig Master - Carguero Cargo ship by BANIDOS Team, 3D Model:SUICIDAL, Skins: TORNO - BaresWindTurbine, BoshphorusFerry, Pier_260x10x4, Pier_130x10x4, Yesilkoy, Istanbul Ataturk Airport objects, PTT Building, by Pureblue - Rio Iguazu, 3D models and textures by TerceraEscuadrilla - SwissAir, Lufthansa static aircraft by Ravenclaw - Argentine Trucks models for Mod Malvinas by BANIDOS TEAM and SUICIDAL, 3D Model Unimog : ALIKO, 3D Model Mercedes 1114: SUICIDAL, Skins: TORNO - Many target area layouts, items and ideas from Desert3 MOD by Piecemeal - PECCO Crane model by Fubar512 + 105mm_L118_Howitzer; 105mm_L118_Howitzer_FB; 105mm_Recoilless_Rifle; 105mm_Recoilless_Rifle_FB; Argentine_Marines; Argentine_Squad; AR_Cal50; AR_Foxhole; AR_Navy_Tug; Blindfire; BlowpipeAR; BlowpipeUK; CommTrailer; Exocet_Launcher; Fearless; MVTor_Caledonia; OerlikonAAA; Panhard; Rapier; RH202; Roland_Shelter; Sir_Class_LSL; Skyguard; SmallCargoShip; SSCanberra; Submarine; Trawler1; Trawler2 UK_Cal50; UK_Foxhole; UK_Marching_Column; UK_SAS_TEAM; UK_Squad; Airfields at Stanley, Goose Green and Pebble Island, All civil buildings…, Helopilot1; Helopilot2 by Daniel “Kessselbrut” Himmel (From Falklands mod) - By unknown developers: Blue Airfields, Freighter2, SAM_Site // If I've forgotten anybody please mail me so I can give you the credit you deserve ;) // Anatolia Terrain by Pureblue (Umut Destan) // // Istanbul 2011 Submitter PureBlue Submitted 03/26/2011 Category Full Terrains
  9. Welcome to CombatAce, Retrogade. Thanks for the nice work! :good:
  10. Version 1.0

    1,221 downloads

    Anatolia v1 (03/26/2011) for SF2 Series by PureBlue (Umut Destan) ------------------------------------------------------------------ This project has been in development for 3 years and is the fruit of long hours of research, design and implementation work. I've met great people along the way and they made many contributions to the project. I thank every one of them, my special appreciations go to, Steve "Swambast" who worked countless hours with me and developed STT (Swambast's Target Translator) which let me lay the foundation of this project; Stary, a great artist from Poland who is behind all the beautiful looks of the terrain; Dave and the CombatAce team for providing us the platform to meet and have fun. The project includes a large map covering Anatolia (Turkiye), Greece, Aegean, Black Sea, and eastern Med. The download also includes many ground and terrain objects, contributed by the talented modders in our community. It's essential to install all these components to get the complete experience. Enjoy! INFO & INSTALLATION -------------------------------------------------------------------------------------------- This project is designed for 2nd Gen SF2 series. Succesfully tested in SF2:Europe and above. (A merged EXP2 install is recommended but not a requirement.) There are 2 ways/methods to install this Mod. #1 An exclusive install just for this Mod. #2 Installing on top of the mod folder you already are using. (meaning, merging with your own install) *** The preferred method of install is the (1) exclusive install. Since there are many groundobjects, ships and air defense systems placed in handpicked locations, it's better to only use the objects that come with this projects' files. The included ones are the makes/models that Turkish and Greek sides have in their inventory. (As best as I could research and find appropriate mods for) INSTALL METHOD #1 1. Copy and Rename a set of your "game.exe and game.ini" files to "Anatolia.exe and Anatolia.INI" (eg. StrikeFighters2 Europe.exe and StrikeFighters2 Europe.INI) Run the newly renamed Anatolia.exe once, so you have a new Mod Folder. Check this link if you don't know what a ModFolder is. http://combatace.com/topic/62302-what-is-the-mod-folder/ 2. Now go into your new ModFolder and delete the "Objects\GroundObject" folder. 3. Time to copy the project files. Use Winrar or 7zip to extract the AnatoliaProject_Version1.7z to a temporary folder. Copy all included folders (Eg. Terrains, Objects, Flight etc.) into your ModFolder, overwrite if necessary. With this project, a terrain folder, groundobjects and their respective guns/weapons are included. INSTALL METHOD #2 With this method, you copy all included files to your already existing ModFolder. Use Winrar or 7zip to extract the AnatoliaProject_Version1.7z to a temporary folder. Copy all included folders (Eg. Terrains, Objects, Flight etc.) into your ModFolder, overwrite if necessary. With this project, a terrain folder, groundobjects and their respective guns/weapons are included. IMPORTANT RECOMMENDATIONS 1. Everytime you load up the game. Run a quick single mission and quit without flying. All the successive SingleMission/Campaign games will work as designed and expected. (Why do this? Because the project includes many ground objects, seldomly the game engine has problems loading everything, so the first mission you load up will have many objects/ships missing from the map. The game does some kind of caching so after that first mission, everything will show!) 2. If you don't have a powerfull computer, lower your settings to avoid crashes. If your game crashes or locks up at %100 LOAD, try running your first mission with Settings: -Enemy Air Activiy: LIGHT, Enemy Air Defense: LIGHT 3. Two airfields are close to the MissionEditor edge limits of the map. Aktion and Diyarbakir airfields. If you are set to take off from these, the game will drop your cockpit in the stratosphere! and you won't be able to fly. Please reset your base or start in the air, if this happens. There wasn't much I can do fix this other than cancel their status. 4. The Terrain has LimitedNations set the TRUE. So you'll only get aircraft with only Turkish and Greek markings. 5. A specific Anatolia_EnvironmentSystem.INI is included and you can edit it to your liking. Take note that in the Environment file the clouds are set to a specific MinBaseAltitude to overcome the cloud bug. 6. All included Guns/Weapons/Sounds are for the necessary ground objects. Nothing extra is included here. Without the GroundObjects and their respective files, the map will not look as designed. (For example, naval traffic in the Aegean, historical sam sites and navy/army bases) 7. Most naval traffic in the Aegean Sea is classified as NEUTRAL. You can attack them but you can't order your wingman to do so. If you want, edit & classify the target areas as "Alignment=ENEMY" in the Anatolia_TARGETS.INI OTHER MODS TO ADD from 3rd Party Sites ---------------------------------------------------------------------------------- - OH_Perry FFG standing in for Turkish Gabya Class. Download from: http://cplengineeringllc.com/SFP1/ Copy the 4 LOD files into all three GroundObjects/GabyaClass* folders. This ship is used at various locations in the map, and it would be wise to it to your install. - Stary's Unified Effects Pack is strongly recommended. CREDITS (Thank you all!) ================================================================================== - STT (Swambast's Targeting Tool) by Steve "Swambast" - TK and Thirdwire - Stary for the Tileset and Hangars,Lighthouses - 8 new airbases for WOE by Gepard - Factory Places, Subpen/bridges by Gepard - Many airfields Light mods by Comprnt - Wrench! Army Bases, and many other target area items/layouts, design ideas, objects, repaints, by the master himself! - Wingwiner's FactorPlace and Buildings - LandRover1tonne_Command; LandRover1tonne_Cover; LandRover_Cover; LandRover_open; Scorpion (Skin by Richard, 3D Model by Daniel “Kessselbrut” Himmel) - Ural-375D, Ural-375D-U (Converted by Suicide and Spectre8750 - Julhelm's Factory Collection, models by Julhelm, LOD conversion by pureblue - Nike Units: mod by ErikGen, compiled by Fubar512 - SA-10/S-300 system by Monty CZ - StingerSite by Monty, packaged by Capun and Wrench - Trawler and the 'small dock' with the little boats, CA_Stary & Cocas - Fletcher DD GrinchWSLG - Airfield Objects by Sundowner - Hawk Batteries by Pasko - Radar Dome by Grampotmus - Railroads and Locomotive/Railcars by OldDiego (You must get permission from him to use them in any project) - Static Airliners - Amokfloo - Objects from AirbasesWithSomeSpice Mod, CREDITS: Amokfloo, ControlTower, ForkLift, FireExtinguisher, ShelterZu Ravenclaw, Fire Trucks Faun6x4 Pureblue, FloodLight, SmallGenerator, ConcreteBlock, SunShelter Comrpnt, QRA and Lights Gepard, Ahlhorn Airfield with modified Parked Aircraft, QRA Polak, tools - DaringRAN, HMS Cradiff by Hinchbrook - Various target areas such as Oil Refineries, Scud Sites and Firebases Satellite and Radio Antennas, Sandbag walls, nuclear plant from ODS Mod - USNCargoship, AK-Class by Polak - Oiler by Fubar - Bofors, M1_90mmAA, and Desert Pak Vehicles and Mods, BTR-60E by Pasko - M-47 by Stefano "Steve" S. - M60A1,A3 Pasko,Kesselbrut - M270MLR by Bigal1 - M60A1 / M60A3 (Kesselbrut 70s to now Armor Pack) - ARA_Sobral, ARA_Somellera by Adrian Benetti "TerceraEscuadrilla" - ARA_Intrepida, ARA_Indomita by Adrian Benetti "TerceraEscuadrilla" - ARA_Sanluis, ARA_Salta by IKL-209 ARA-SAN LUIS PRODUCIDO POR BANIDOS TEAM (PATO POLI, TORNO, SUICIDAL, ALEJANDRO) - ADATS from ODS Mod - HMS Plymouth (Type 12M/Rothesay Class Frigate) by Hinchinbrooke, updted by Eric Howes - GAZ-66 6x6 trucks by Spectre8750 - Meko200 Anzac by Richard "Gramps" Kaminski, modified from base A-Team mod - BMP-1, N109, M109A6 by RebelRyder - AMX by Stefano "Steve" S. - BursaUlucamii by NGHENGO (Mau!) - Atlantic_Conveyor, Atlantic_Causeway, by Polak from Falklands mod - Humvee-M1046 TOW Carrier (SF-1 gen) by SUICIDAL-ART & Tercera Escuadrilla - Roland by Gabilon and Mig Master - Carguero Cargo ship by BANIDOS Team, 3D Model:SUICIDAL, Skins: TORNO - BaresWindTurbine, BoshphorusFerry, Pier_260x10x4, Pier_130x10x4, Yesilkoy, Istanbul Ataturk Airport objects, PTT Building, by Pureblue - Rio Iguazu, 3D models and textures by TerceraEscuadrilla - SwissAir, Lufthansa static aircraft by Ravenclaw - Argentine Trucks models for Mod Malvinas by BANIDOS TEAM and SUICIDAL, 3D Model Unimog : ALIKO, 3D Model Mercedes 1114: SUICIDAL, Skins: TORNO - Many target area layouts, items and ideas from Desert3 MOD by Piecemeal - PECCO Crane model by Fubar512 + 105mm_L118_Howitzer; 105mm_L118_Howitzer_FB; 105mm_Recoilless_Rifle; 105mm_Recoilless_Rifle_FB; Argentine_Marines; Argentine_Squad; AR_Cal50; AR_Foxhole; AR_Navy_Tug; Blindfire; BlowpipeAR; BlowpipeUK; CommTrailer; Exocet_Launcher; Fearless; MVTor_Caledonia; OerlikonAAA; Panhard; Rapier; RH202; Roland_Shelter; Sir_Class_LSL; Skyguard; SmallCargoShip; SSCanberra; Submarine; Trawler1; Trawler2 UK_Cal50; UK_Foxhole; UK_Marching_Column; UK_SAS_TEAM; UK_Squad; Airfields at Stanley, Goose Green and Pebble Island, All civil buildings…, Helopilot1; Helopilot2 by Daniel “Kessselbrut” Himmel (From Falklands mod) - By unknown developers: Blue Airfields, Freighter2, SAM_Site // If I've forgotten anybody please mail me so I can give you the credit you deserve ;) // Anatolia Terrain by Pureblue (Umut Destan) // // Istanbul 2011
  11. I've been planning on designing a few campaings for this region. Stay tuned for the Anatolia Terrain which you can use as a base for your campaigns. Will start uploading shortly
  12. Well, all looks good.. what else could be messing with this setting...
  13. That's weird.. Latest patch? Post your terrain.ini please.
  14. Try this for the Anatolia map. It's working for me. Anatolia_WATER.rar
  15. Nice, this will come in handy! Thank you guys
  16. I hope TK implements the functions to call those effects, some time in the future.. There is so much potential in that department..
  17. Hello mate, Sundowners latest Airfield objects has a few flat concrete areas, Also Gepards Airfields mod had various sized concrete slabs (taxiways and ramps), and there is the much used, ground_platte objects that you could find in almost every terrain mod. Though, I prefer to lay my factory and other building right on the terrain (w/o a concrete slab underneath) Because the latest patches have developed a gfx anomally in which the objects on top of a flat conc slab, will start sinking as you zoom out... this annoys the hell out of me so, i just leave the building on the terrain, allowing them to be seen from higher altitudes..
  18. Thanks Ant, I'm really digging your new models
  19. terrain objects only have type.ini definitions. Such as the following. If I leave the CollisionMesh empty, I get around 1.5 size of the real model for collision, and can't really taxi close to it. So I just substituted the pit1_col model. This won't let me actually taxi inside but, does give a smaller collision box than the actual model.. works ok because only parkingspots exist inside.. though you still can't design a custom single mission to taxi out of it.. [TargetType532] Name=C-Wall FullName="C" Earth Wall ModelName=C-Wall.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.050 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=pit1_col.LOD DestroyedEffect=LargeShortStructureCollapse DestroyedModel=ShelterA_destroyed.LOD
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