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gerwin

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Everything posted by gerwin

  1. Are you talking about stock Airfield no.3? You can replace the tga's. I tried it last week. But for some reason when using the usual runway graphics with white markings, it does not look good. To make it look good you have to adjust the LOD: disable the alpha channel bit for that texture/material. Or... look around in my Airfield 7+8 addon package.
  2. Thanks, it is fixed now The new upload also contains a new shelter collision mesh: one that does a much better job of stopping gunfire from damaging a fighter inside the shelter. One line was changed in the types.ini files.
  3. Thanks for the files. The culprit seems to be two 4-byte values in the header of the file which I called TFD_info1 TFD_info2. I don't know what these values mean or do. They are always the same for the stock terrains: 00 00 00 00 and 0040 9F40. I adjusted TFDtool to properly restore these values when loading a Data Bitmap or TFD with all zero. Fixed BMP2HFD in the same way. I don't get the TW Terraineditor crash now. So open the faulty TFD with the latest TFDtool of 11 november, it will notify you, then save the TFD to fix the file.
  4. File Name: Mercenary Sand Skin for IL-28 Beagle (fictional) File Submitter: gerwin File Submitted: 10 November 2013 File Category: IL-28 Beagle Skins Mercenary Sand Skin for IL-28 Beagle (fictional) by Gerwin 10-11-2013 DESCRIPTION: Made for the stock SF1 and SF2 IL-28 Model. For use by the nation of Paran. This skin is part of a Skin set, all in the same style, by the same author. This work is based on existing skins. INSTALLATION: Copy the included folder with contents to the folder that contains the IL-28 files, for example: WOI\Objects\Aircraft\IL-28 or: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\IL-28 When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games. NOTES: r,g,b target colors like MercSand F-16A: base 200,183,136 brown 162,142,101 nose 124,105,91 Click here to download this file
  5. I am still in doubt wheter I am understanding you enterily. I see the IsraelME tile in the screenshot is principally equal to the to desert one, both are 180 degrees different from VietnamSEA/GermanyCE. Which I can understand complicates exchanging work between these two sets. I did find the original Desert.TFD tilemap works with IsraelME tiles, by just using an adjusted Desert_Data.ini and some new transition tiles. Obviously nothing is enterily horizontal or vertical in the displayed IsrealME tiles, which will make the end result more convincing. Though it makes it a little blurry too. OK, I will pack up my waterworld with the necessary modified tiles and send it over, later this week.
  6. Yeah, looking up the BLUE side arfields actually shows a similar trend: in Germany it is all dug in and sheltered. At least in the 80's it is. TK could not have missed this fact when making WOE, but probably lacked the time do something nice with it.
  7. Are you saying the IsrealME '45 degree/non-square problems' are issues in relation to the tools of the TW terrain editor? I think you wrote somewhere that there were two versions of that editor, but both have this issue? JSF_aggie's desert tiles are very very impressive, I have only one remark on it (as usual, please forgive me). that is that the cities are square in the same direction as the tiles, which kinda points out the tile-pattern. Making a good tile set is definitely not easy, you have to use every trick possible to hide its tile-based nature. IsrealME has the best city tiles in this regard. I like these screenshots with these ports.good stuff! I did something similar (but less extensive) with your Cape Titaan and Dry land oil refinery in Waterworld. maybe I should share my waterworld mods, or pass them to you to merge them with your base install?
  8. For people interesting in this series of skins: note that I have updated the MiG-21 ones.
  9. >That looks great, will you upload it here too? I will keep my larger projects at my own website only, because I like it that way, and to group them and update them more easily. It should not be a problem, and that place does not require login anyways. Today I uploaded a version with a folder 'GermanyCE_update'. Which contains documents and ini files to modify some of its Enemy Aifields to Airfield 7 (or 3 or 2). Either manually or by using my ini's. My research showed that all but eight of the enemy airfields are better represented by one of these Airfields, if not more.
  10. CatPack Archiving utility

    revin, For most modding purposes it is not necessary to put back a modded file in a .cat file. You just leave the weapondata.ini in the weapons folder (SF2 mods folder) or objects folder (SF1)
  11. Version

    3,094 downloads

    CatPack - Archiving utility for Third-Wire CAT format, GB 17-07-2011. V1.22, Freeware, Use at your own risk, files limit is set at 8000. Packs all files in current folder to CatPack.cat except CatPack.exe/CatPack.cat. Unpacks any cat file you drop on the icon to a folder with the archive's name. You can press Ctrl+Break to interrupt and close the program, but it will leave files unfinished when doing so. UPDATE: CatPack V1.1 will extract contents of the new Strike Fighters 2 Cat (no 2) archives. The Display will tell the Cat version to be 2, instead of 1. Subfolder information contained in version 2 archives will be restored properly. The unicode filenames in the version 2 archives are converted back to ASCII, therefor actual unicode-only characters in filenames will not be restored. Catpack does not yet support creating a version 2 Cat archive. Maybe later. CatPack V1.11 works properly when Cat files are in folders that have their 'archive' flag set. This seems to be the case with the SF2 objects folder. CatPack V1.12 has some additional features when extracting a Cat archive: First it automatically creates an index file of the Cat file. Second and it allows one to optionally pass a wildcard string, only files matching this wildcard string will be extracted from the archive. For example "mig" will only extract files that have "mig" in their name or extension. CatPack V1.22 Supports extracting a slightly new Cat format (no 3) as introduced between May and July 2011. Yet the compressed format that was also introduced is not supported. As SF2 since that time does not recognize version 1 cat archives, support for creating version 2 and 3 was added. Though without packing subfolders. For now it is recommended to just use format 2. Credits: Gerwin (gbroers[at]quicknet[d0t]nl) - Author Kreelin and Paolo - Beta testing of V1.1. Allegro game programming library - File and Unicode routines.
  12. Of course it wasn't finished..But now it really is, so up for download at my website. Both Airfields come with a Default (Concrete/Temperate) and Desert Texture set. To use these some ini editing is required, as I tried to explain in the readme.
  13. OK. I uploaded a newer version (still says v0.92). This one will allow you to read back the data bitmap as if it was a TFD file. So you can at least experiment as much as you like. You can make the differences in the R channel much more visible by transferring it to a indexed color image and giving it a rainbow palette. The tag value is usually just annoying, but it is advisable to keep it within spec or all zero. I have seen sunken runways because of wrong tag values. If this is difficult I can add a procedure which forces it back to spec for the whole map. The autotiling functions of the TW terrainEditor seem pretty decent, and for all i know they depict the proper way to prepare the rules for each tile first. Never actually used it though.
  14. Good to know where you put it. I was just thinking if we pool together what is already prepared for IsrealME, would it stop being unadvisable? IMO it is the only stock tileset with natural colors, sampled from satellite imagery. The only stock one to do justice to the game.
  15. Here are a few additional tiles for IsraelME. I wanted to try how the stock SFP1 desert would look with the israelME set. needs this too: http://combatace.com/topic/25858-woi-mountain-color-mod/ IsraelME_additional_tiles_v10.zip
  16. Yeah, I guess that is the only user request I have not worked on so far. v0.92 has floodfill and 5x5 paste support. It has three paste / floodfill rotation modes: sampled, no change, random. Heightmap mode also has 3x3 and 5x5 paste support. It also supports two new airfields (7+8) which I will upload later. 2x2 / 4x4 / 6x6 pasting... would complicate matters, is it useful enough? 7x7 and 9x9 are easy to add. Maybe floodfill is more useful when one adds a range parameter. Like default range=0. range=1 would also flood existing tiles with the flooded tile number+1, and flood it with the sampled tile number+1.. The bitmap import is practical, though I doubt many users would use such an option, it would look very odd in photoshop.
  17. The airfields are finished, The one with the shelters I was talking about, and one stripped down version which is a bit civilian looking. I updated the images in the previous post. The files will be up around next tomorrow. It will be paired with a new TFDtool version which natively displays these two airfields.
  18. Thanks. I am working on a modded airfield to use these Shelters. One that can serve as a 2 squadron fighter airfield; it has 25 shelters and 2 hangars. PS: I updated the shelter package itself with distance lod stuff.
  19. I made a Hardened shelter for SF1/SF2 which I will upload to my site in a bit. The design is similar to the soviet medium sized shelters as found in former East Germany, for MiG-23s or Su-17s. But because the shelter is quite small in reality, I upscaled it to 120%. One can use these for variants of stock airbase 2 and 3 for example. Which I modded to have paved roads instead of sand tracks.
  20. OK, At least it makes sense. I uploaded a newer version v0.91: build date 29th oct. This one also draws partly visible tiles on the bottom and left. To make better use of any available screen area.
  21. I see, Is the computer equipped with a screen which does not allow a vertical resolution in that range? The only way to 'properly' allow maximum zoom for smaller screens is when I rewrite the display routines for seamless scrolling. Instead I uploaded a quickly modified version which at least shows the max zoom level clipped.
  22. v.091 is up. It allows one to zoom in two additional levels, in order to verify target locations. The heading of each target is also illustrated now. The textures and aifields won't be any sharper then before. Note: Setting WxH to 1024x1050 in TFDtool.ini is the minimum required for the maximum zoom level.
  23. I installed WOE 2008 to test it again. And made some adjustments and additions to the IcelandNA package on my website. All seems well now, there are more structures on the ground now. In particular the new containers and houses by me. All ini files in the 'standalone' folder are ASCII/ANSI. When installing this terrain 'standalone' it needs to be linked to one of the four terrain cat files, by adjusting one line in IcelandNA.ini. It is set up for WOE by default.
  24. Cannot imagine it being the text file encoding, must be something else that caused the crash.
  25. This topic contains my guide to merging all 2008 level games. But it is not updated to include WOI expansion. http://combatace.com/topic/32311-how-to-merge-woiwoewov-etc/ I would think that if you install WOI expansion over the above it would be OK. One word of caution is that WOE 2008 may contain more weapon entries in 'Weapondata.dat/Weapondata.ini' (My current customized SF2NA 'Lite' install still has its roots in that manual merge of 2008. Mainly because I want faster loading times and higher framerates then what I get from a stock merged SF2)
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