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gerwin

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Everything posted by gerwin

  1. I had that too at the first try. This fixed it: Delete the F-14A and F-14A_77 folders from your user content folder / mod folder and restart the game.
  2. The patch is quite big in size: 105 MB. Whilst the previous may patch was just 20 MB. I wonder what changed other then wat is officially listed.
  3. Should work fine on XP, without compatability wizard. Works for me.
  4. Version

    237 downloads

    Sand/Desert F-15a Skin (fictional) for third-wire model By Gerwin 17-3-2008 DESCRIPTION: The stock f-15a seems to be showcase aircraft of Wings over Europe, and as it is it looks very good. Unfortunately there are very few alternative skins for this model. Using the templates from third-wire I started a not to ambitious plan to change the skin from a grey/blue one to a sand colored one. Although quite some tuning was required to give it a sand color with the appropriate red/yellow saturation. As already stated this paintscheme is fictional. Also it might need some additional study which parts at the exhaust are normally painted and which remain bare metal. The decals and number configurations have not been changed. INSTALLATION: Copy the included folder with contents to the folder that contains the F-15a files, for example: WOE\Objects\Aircraft\F-15A When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games, including the F-15a model and templates
  5. Another update: I noticed Jane's US Navy Fighters has different music tracks, these are now included.
  6. File Name: CatPack Archiving utility File Submitter: gerwin File Submitted: 29 December 2008 File Updated: 20 July 2011 File Category: SF/WO* Utilities/Editors 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. Click here to download this file
  7. Next time it would be better not to import the DEM height data like this. It is sourced from a rectangular world projection which squashes everything in the north and the south of the globe. Stretching it with photoshop can reduce the effect.
  8. Glad you got it sorted out. It takes some tweaking to make it run nicely on XP.
  9. The latest Third wire cat extractor is from april, not march. Third Wire Tools
  10. I checked it: they are in flightdata.cat, but locked.
  11. I don't have much to add to whgat was written already. The only sure way to determine any tile placement is by reading both the terrain TFD file, and the terrain Data.ini. Then of course the tiles themselves .BMP/.TGA. The TFD is the tilemap, the Data.ini is the reference table. When these files are in a CAT archive, they need to be extracted first. The file formats are pretty easy to read, except for the latest CAT format, that one is terrible.
  12. IIRC they are in flightdata.cat, but locked.
  13. I keep three installs: SF1 2010 merged and modded, SF2 nov 2011 with mostly same content as that SF1 2010. Both installs are just 1,5GB each IIRC. Then there is the stock SF2NA level merged install, which I do consider unfinished as it is. Even though the campaign experience was excellent. It depends on the announced patch(es) whether SF2NA will be able to replace Nov 2011 or not... I hope so! I am not unhappy with the releases of thirdwire. It was fun when I first got into the series in 2007, and now don't want to go without the features released up until nov 2011. I find most of TK's design and business choices understandable. That does not mean TK did exactly what I want, but neither did other sim developers, and neither did modders. That's fine.
  14. The rounds gives flashes of light after a certain travel time, that is true. video: Here is a fuse for 23mm: http://www.arcus-bg.com/products/fuzes/1_medium_caliber/1_mg25/1main.htm "MG-25 is a mechanical, nose, point-detonating fuze with delayed action. The fuze features self-destruction." It is certainly no proximity fuse.
  15. I did another comparison, side view matches quite well. front cockpit view suggests some differences.
  16. The shape and size of the cockpits seem.... questionable.
  17. According to some posts here, that is how the First Eagles terrain works right? So if the game supports it, it is technically possible. Yet I have not seen any such terrain for SF2. Me, I find the current resolutions just fine, and find the artwork quality of much greater importance: The painting, hiding the square patterns, and especially the color choice. The stock terrains could have looked quite a bit better if only they got the colors right. I do see the problem with shorelines, roads and rivers. They are never exactly where you want them in relation to the heightmap. One can create and add alternate tiles that fit the spot better, but then one needs transitions too, and new TOD's, and new heightmap _hm.bmp's. So it is a lot of work. (That is why I am reluctant to add roads and rivers to IcelandNA.) With enough custom tiles things can look quite nice though. Like the suez canal port in IsrealME. As I like short loading times I stick to small tiles too. Looking forward to the arrival of my solid state disk. Did anyone else notice certain SSD prices decreased about 20% past days :)
  18. Good, In a way it is nice that the classic TFD terrains are still going strong compared to the new terrain-type. I uploaded a new version v0.82. - B key pastes copied tiles as a 3x3 wide area. - Left-Shift+R reloads the targets.ini file. - Height values when fully zoomed in are now drawn op top of airfields instead of below them. - Left-Shift+TAB now cycles backwards through height values when fully zoomed in. There were some more procedures, which I used to create that IcelandNA terrain from scratch. But they were just quick hacks, and I cannot really see how they are gonna help anyone in their current form. So I removed them from the program for now. Note that TFDtool takes command line parameters, you can make a windows shortcut, and paste the path to the TFD file behind it. For example: "D:\TFDtool.exe D:\IcelandNA\ICELANDNA.TFD" Then when you start the shortcut, it will load up the terrain immediately. Well, that is that. I did intend to decrease my time on SF stuff for a little while, IcelandNA took quite a while too.
  19. I found out more the meaning of the Tag value of each tile in the tilemap. At least, I called it the Tag value. The tiles below an airfield should keep tag value=0, otherwise the ground below the airfield will not be flat, somehow... I took me a while to find out what was causing the airfield problem in a modified Dhimar Desert map, but that was it. PS. As some of you probably know they have desert river artwork in the cat, but it is not used it in the map. funny.
  20. The 2008 patch for WOV kinda breaks the Vietnam campaign: after a few missions you will only be targetting the same airfield IIRC.
  21. The maximum value that does not break the F-15 and Harrier 3 cockpit light: NearClipDistance=1.5 (=1.6 breaks the light) And I leave this unchanged now: MinHeight=1.0 So the TOD shimmering is still there, but hopefully to a slightly lesser degree. The shimmering is expected to be worse with the lower TOD buildings. As their roof is closer to the ground tile.
  22. OK, I was already hoping to get your opinion on this one. Argh... I will see what can be done, but I fear it remains a matter of choosing one bug over the other.
  23. Oh, it figures actually. Because the SF2NA executable does not run on XP and therefor never prepares the SF2NA mod folder. The SF2NA mod folder is useless anyway on XP, because you cannot run the SF2NA executable. Instead copy "StrikeFighters2.exe" and name it "StrikeFighters2 NA XP.exe" run it. it will make "StrikeFighters2 NA XP.ini" and a "StrikeFighters2 NA XP" mod folder. edit "StrikeFighters2 NA XP.ini" and change this: [Module] ModuleDataFile=ModuleNorthAtlantic.cat (or something like that, I cannot check the actual cat name here) So the menu will be North Atlantic style.
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