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gerwin

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Everything posted by gerwin

  1. You should indeed modify the GunsightFront entry. Maybe you haven't added a suitable gunsight .tga image to the cockpit folder? This worked for the MiG-21PFM, MiG-21PFM_Cockpit.INI: Directory=Cockpit HUDMode=CAGED,AA RippleQuantity=1,2,4 RippleInterval=50,100,200 [GunsightFront] ;HasGunsight=FALSE HasGunsight=TRUE GunsightMilSize=22 GunsightName=Sight.tga LeadComputing=FALSE MinLeadRange=100 MaxLeadRange=1000 DefaultLeadRange=300 MaxDepression=0
  2. Thanks ordway, Concerning the external models, I found that the M/MF and ML do have some small differences, like the tail root (source; squadron signal publications); Link to image
  3. Nice one, thank you all! Two questions; -The mirage factory MiG-23ML data ini seems to be from 2005, are there any updates to this datafile since then? -Can I use a thirdwire graphical model to properly represent the MiG-23ML airframe. like the 'Big-nose-cone' MiG-23M and MF models? Or to rephrase; are there externally visible differences between the MiG-23ML, M and MF? Thanks in advance
  4. CatPack can; 1-Extract a version 1 Cat archive, for SFP1,WOV,WOE,WOI 2-Extract a version 2 Cat archive, for SF2 3-Create a version 1 Cat archive, for SFP1,WOV,WOE,WOI What you intend to do is to 'Create a version 2 cat archive', but that feature is not available in CatPack.
  5. 331Killerbee is right, but allow me to summerize; CatPack V1.1 (<- link) There is a text file in the zip archive. It is a native windows console application, it looks like Dos, but it ain't Dos. You can do three things with it: 1) Drag and drop a version 1 cat file on the programs' icon to extract its contents to a subfolder. 2) Drag and drop a version 2 cat file on the programs' icon to extract its contents to a subfolder. 3) Double click on the programs' icon to run it, it will then pack all files in its current folder to a custom version 1 cat file. For extraction (1 and 2) you only have to place the catpack icon somewhere in your view, such as on your desktop, so you can drag and drop the cat file on it. For packing/archiving (3) you have to temporarely place the catpack program inside the folder together with the files you want to pack, then run it. When an error is encountered it will be clearly displayed in red letters explaining what is wrong. (PS. I now finally bought SF2 myself, and sometimes noticed a small issue when unpacking version 2 archives. CatPack had a problem creating a subfolder for the extracted files when it contained subfolder info. Whenever this occurs you are advised to copy the cat file to the root of your disk and extract it from there. (until I fix this in V1.11...)) Edit: Jug, reading your post I suspect you are using an older version of the program, without version 2 cat file support.
  6. I found this LimitedNationList tag in the official terrain files. I cannot find any info about it on this site. For now I suspect it restricts the aircraft nationalities in random single missions. Yet last time I tested it I had problems getting certain soviet aircraft to appear in WOI random single missions, unless I set these aircraft as exported=true. So I am still guessing... DESERT_NATIONS.INI [Theater] TheaterName=Somewhere in Middle East Location001=Kingdom of Dhimar Location002=Empire of Paran [Nation001] NationID=256 Name=Dhimar DisplayName=Dhimari Air Force Alignment=FRIENDLY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=POOR GenderRatio=0 [Nation002] NationID=257 Name=Paran DisplayName=Parani Air Force Alignment=ENEMY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=POOR GenderRatio=0 ------------------------------------- VIETNAMSEA_NATIONS.INI [Theater] TheaterName=Southeast Asia Location001=South Vietnam Location001.Nation=South Vietnam Location002=Thailand Location003=North Vietnam Location004=Cambodia Location005=Laos Location006=China Location007=Burma Location008=Hainan Island Location009=Gulf of Tonkin Location010=South China Sea [LimitedNationList] FriendlyNation001=USAF FriendlyNation002=USN FriendlyNation003=USMC FriendlyNation004=SVietnam EnemyNation001=NVietnam ------------------------------------- GERMANYCE_NATIONS.INI [Theater] TheaterName=Central Europe Location001=West Germany Location002=East Germany Location003=Poland Location004=Czechoslovakia Location005=Austria Location006=East Berlin Location007=Netherlands Location008=France Location009=Belgium Location010=Denmark Location011=Luxembourg Location012=West Berlin ------------------------------------- ISRAELME_NATIONS.INI [Theater] TheaterName=Middle East Location001=Israel Location002=Egypt Location003=Syria Location004=Jordan Location005=Lebanon Location006=Saudi Arabia Location007=Iraq Location008=Sinai Location009=West Bank Location010=Gaza Strip Location011=Golan Heights [LimitedNationList] FriendlyNation001=ISRAEL // added by me: FriendlyNation002=USN EnemyNation001=Egypt EnemyNation002=Syria EnemyNation003=Iraq // added by me: EnemyNation004=SOVIET
  7. The Mirage factory MiG-29 and Marcfighters Su-27 have several 'lower detail LODs' included. So the game renders a simpler (thus faster) aircraft 3D model when it is at a distance. I am flying these two types alot past week and have no framerate issues. But that is without 'shadows'. PS. For fun I put a patched WOI on my retro Pentium-III-S 1.0GHz yesterday, It runs reasonably at 20..40 fps, at mostly-low settings 800x600x32 2xAA. :)
  8. AFAIK Unicode is no programming language at all. It is a data format for text that allows more special characters then ASCII. It uses two bytes for every character in text files, instead of one byte.
  9. This Release is amazing. The high quality is obvious, the stock skins look great. It improves the balance of the game by giving the soviet-side more modern Aircraft, from the era that I am familiar with. The lower detail Aircraft LOD's are included so my framerate won't suffer. I found the package to be a bit too big, so I only keep the variants I prefer. But surely these will never leave my 'Wings over' install. Thanks!
  10. File Name: Texture for Spruance Class Destroyer File Submitter: gerwin File Submitted: 09 March 2008 File Category: Destroyers Texture replacement for the Spruance Class Destroyer Model By Gerwin 8-3-2008 DESCRIPTION: In the strike fighter games the Aircraft Carrier often goes without escort. Fortunately there is a free Spruance class destroyer model available that can be used in the game. The 3d model looks and interacts very nice, yet the texture is IMHO not the same quality as the stock carrier for example. I have spend quite a few hours painting over various parts of the texture, based on photographs of the actual ships. The resulting texture is included in this package. The number on the hull (963) refers to the first ship of the class: the USS Spruance. INSTALLATION: Copy the included file (Spruance_t.bmp) to a folder that contains the spruance object files, for example: WOE\Objects\GroundObject\Spruance\ (You may want to backup/rename the original texture first.) THANKS TO: Third Wire for the Strike Fighters Based Games capun for 3D Model conversion & Data ini of the Spruance Click here to download this file
  11. For extracting archives it does not matter where you put the program file, as long as the icon is visible so you can drag 'n drop a cat file on it. For creating new cat archives you must (temporarely) place the program file inside a folder that contains the files you want to include in the new cat archive. good luck,
  12. I don't feel like programming it from scratch, and the coding library I use has no good big-list functions. If you want a Graphical user interface It would be a good idea to team up with Dragon Unpacker or something similar, and see if a cat-plugin can be made.
  13. The New CatPack Extractor/Packer is available for download as of now. So you can look under the hood of SF2! The new cat format gave me a few suprises so that's what delayed the release. Thanks go to Kreelin and Paolo for testing and reporting back on the program the past days. http://forum.combatace.com/index.php?showtopic=35250
  14. As requested by Kreelin, I have updated my CatPack tool to unpack the new cat format from Strike Fighters 2, I will upload it tomorrow.
  15. Since the patch, when I select low or medium water settings, the water appears totally static. But it does appear more shiny than land area. When I set water to high I get some slowly moving waves, which is not bad, but I am not to fond of it either. Now I remember with the 2006 versions of the game; the water was moving and glittering a bit, and I liked that effect more. Maybe there is a way one can get that effect back in the latest version of the game? I have never tried modifying effects myself, and I don't know to what degree it is hardcoded. Any suggestions on this topic?
  16. Indeed, things look great on your example. Again no luck here with your shader mod though, animated water insists on being crappy on my system. I just checked with a clean 2006 WOE installation, and animated water gives no such flaws with that version. So I correctly remembered it to work properly in the past. Coincidentally a similar topic was just revived at the thirdwire tech. support forum: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=9&t=5367
  17. Yes, I had the water shimmiring problem fixed weeks ago, thanks to this forum. (the relevant entries in the vietnamSEA data file have been like this: SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 ..and.. LowDetailMesh=-1.0 WaterMesh=0.8) But I think that the strange water land transitions must be another issue...
  18. Okay, good to hear It is not just my system ;) I have an nvidia 7600 GS (AGP) in there. ....Will be Back here tomorrow, it's late.
  19. Oh, I did not want to say that anything is faulty on this matter, just not as good as I would like. I found the "low/medium" water looking boring and the "high" water looking overdone. And that is somewhat the same on all 4 official terrains IIRC. I never really thought it would differ for each terrain, I would have to test that and see if one terrain gives better water effects than the other. Besides that, what it do notice on germanyCE and VietnamSEA that one could call faulty is these crude land-water transitions that appear and vanish as you move over the terrain, when water is set "high". See screenshot, at the right side of the island. Is that common? Sure, would like to see a screenshot.
  20. Thanks, so the water effects are attached to the terrain folders. I just put in the 2006 germanyCE terrain folder and it indeed gives a water effect more close to what I remembered. So that's a good thing, I can probably trace it back from there. I do have occasional crude transistions between water and land though, when water animation is enabled.
  21. to extract; drag 'n drop the cat file on the catpack program's icon.
  22. If all else fails, CatPack can also extract contents of cat files: http://forum.combatace.com/index.php?autoc...p;showfile=7346
  23. Thanks a lot, suprisingly these settings in the Desert_Data.ini fixed it, I a cannot find any green crosses anymore. Also the trees now appear anti-aliased or something, which makes them less pixelated without much framerate loss. I might try out these settings for other terrains as well, because it works well.
  24. I put a screenshot of the object here (as I cannot attach images in download-support topics): http://forum.combatace.com/index.php?autoc...si&img=7493 what do you think?
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