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gerwin

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Everything posted by gerwin

  1. Always missed this feature, so I will put this to good use. Thank you! PS: I prefered the yellow/orange HUD color, and adjusted it like this: A-6A_AVIONICS.INI: HUDColor=1.0,0.85,0.5,1.0 A-6A_SIGHT.TGA: fill with rgb 230,159,92
  2. On a side note: concerning the SFP1 desert terrain, you play it up to sept 2008 standards 1) by putting the above header in DESERT_DATA.INI, (put it in the desert terrain folder) 2) by extracting DESERT_AIRFIELD1.INI to DESERT_AIRFIELD6.INI form germanyCE.cat and putting them in the desert terrain folder. 3) then play the terrain using a patched WOV/WOE/WOI game. it gives you more detail-ground textures and random flight-line aircraft:
  3. I was comparing all four official terrain datafiles yesterday, (Without knowing what all entries mean I must admit) but I suspect that for a september '08 patched game the top part of the file is supposed to go like this, and it is the same in all four files. sorry for the long text. [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.8 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [BackgroundMaterial] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [SolidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0 // and hereafter follow all [TextureXXX] entries
  4. File Name: Skin Template for F-16A (Netz), TW model File Submitter: gerwin File Submitted: 27 September 2008 File Category: Skin Templates / Decal Sets Skin Template for F-16A (Netz), TW model version 1.0 by Gerwin 22..27-9-2008 DESCRIPTION: This is a template for the original WOI F-16a Netz, It has the following features: - Selection mask for overspray areas - Base color is now one plain tan color instead of the IDF camo, this might be a more practical base for new skins. as the old camo edges are hard to remove. - You can enable layers that make it an USAF hill grey scheme. - Decals related files included for the USAF scheme. INSTALLATION: Open with a paint program that can read PSD format (such as photoshop) THANKS TO: Third Wire for the Strike Fighters Based Games. Column5.us for their F-16A skin (colors reference) and tail code decals Click here to download this file
  5. One correction on my earlier summary: in the Flight folder you have to use MissionData.cat and MissionText.cat form WOI, otherwise the WOI campaign won't work.
  6. Version

    261 downloads

    Skin Template for F-16A (Netz), TW model version 1.0 by Gerwin 22..27-9-2008 DESCRIPTION: This is a template for the original WOI F-16a Netz, It has the following features: - Selection mask for overspray areas - Base color is now one plain tan color instead of the IDF camo, this might be a more practical base for new skins. as the old camo edges are hard to remove. - You can enable layers that make it an USAF hill grey scheme. - Decals related files included for the USAF scheme. INSTALLATION: Open with a paint program that can read PSD format (such as photoshop) THANKS TO: Third Wire for the Strike Fighters Based Games. Column5.us for their F-16A skin (colors reference) and tail code decals
  7. Patch all seperate installs before merging if possible. Currently SFP1 is unpatched which results in a desert terrain without stationary aircraft on the airfields. (That is the only reason I make a backup of my seperate game installs; so they can be patched in the future.) OK wrench, I'll take your word for it, here is INIswitch with all datafiles. (IFAIK it enables one to have a merged install without any drawbacks compared to seperate installs) My install is 2,5 GB, and only 665MB as a rar archive. but I did remove some WOV skins that seemed identical (USMC stuff). @starbucker: wingman skins remain default until selected otherwise by you in the loadout screen. INIswitch.zip
  8. Making a merged install SFP1+WOV+WOE+WOI For each folder: Sounds - Use only the folder from WOE Controls - Use only the folder from WOE Campaigns - Combine folder content from all four games (there will be no overwrites) Effects - Combine folder content from all four games (overwrites in any way are OK) Flight - Use only the folder from WOE Menu - Use only the folder from WOE * Missions - Combine folder content from all four games (overwrites in any way are acceptable) ** NetCache - empty Objects - Combine folder content from all four games (overwrites in any way are OK) *** PilotData - Use only the folder from WOE ScreenShots - empty System - Use only the folder from WOE Terrain - Combine folder content from all four games (there will be no overwrites) Speech - Use only the folder from WOE ROOT (not in any folder) - use the WOI exe (blue icon), but the other files from WOE * you might want to add LoadoutMercPad.bmp from SFP1 (mercenary invoice) ** or rename the mission files as you please to prevent overwrites *** special notes on the objects folder: the ObjectData.cat's have to be combined this way: Download CatPack.exe. Take the ObjectData.cat files from WOV+WOE+WOI and extract the contents (drag n drop one after another of these cat files on CatPack to extract). Throw all the extracted files together in a folder, throw in WOE's files last and let them overwrite. When done copy CatPack.exe to this folder and run it, it will make a CatPack.cat file. Rename CatPack.cat to ObjectData.cat, put this in your merged game's objects folder. Optional - For an extra neat install: - Some of the extracted files of the ObjectData.cat's are actually decals that are better moved to the objects\decals folder: you will get overwrites, this is OK, this just removes duplicates. - Pack all files in the objects\decals folder with CatPack (as above) Rename CatPack.cat to ObjectData01.cat, put this in your merged game's objects folder. You can delete the old decals folder - Download the INIswitch utility to add and remove plane-sets from the game, you can optionally add the proper 'planename'_data.ini files to this utility to make it 100% functional (these ini's are in the original ObjectData.cat's). - You can optionally remove all multilanguage files: Cat's/Dll's that start with UKenglish, French, German, Italian, Spanish. (but not USenglish..!) CatPack.zip
  9. Reading all that.. my country must be a little behind in what the computer shops offer.. So I rented Chuck Norris at the video store, I hope it works.
  10. I compared the weapondata.ini from WOI with the one from WOE. And the WOE ini contains all the entries of WOI and a few more. So no need to merge ini's just take the WOE file. Here is the utility I made to add/remove the stock planesets to a merged install, HOWEVER: I posted it without the required ini-datafiles, so if you want to use it you have to add them yourself. Hmm, actually I think the ini-switch tool also functions quite a bit without the data-ini-files, adding these files will give it the functionality to change the nationality of the aircraft. INIswitch.zip
  11. I have some odd FPS drops on an nvidia 6200 256MB (somewhat of a low end card) F-15A external view, looking from the top, with only plain ground below 1024x768,32bpp,2xfsaa -medium graphics options but shadows low (off) - 44 FPS (that is good) -medium graphics options but shadows med (on) - 12 FPS (unacceptable) -medium graphics options but shadows med (on) - 17 FPS (using old shadow lod) -low graphics options but shadows med (on) - 17 FPS (what!) On the other similar PC, but with an nvidia 7600GS 256MB (a newer low/mid end card) things behaved not so extreme, but still: -medium graphics options but shadows low (off) - 67 FPS -medium graphics options but shadows med (on) - 38 FPS -low graphics options but shadows med (on) - 49 FPS ...I am so stubborn on this since even the ancient fighters anthology engine had shadows, and now after half a dozen of TNT/Geforce generations I'd better turn shadows off....
  12. Some suggestions on this 1) it is better to make the final overwrite of the files from the objectdata.cats from WOE (not WOI) as WOE has more weapondata entries then WOI. 2) You can optionally pack everyting in the objects\decals folder to objectdata01.cat. But you have to use the WOI.exe to start the game, only then it reads the decals from that file. 3) The only downside compared to running the games separate is the fact that the random single mission generator gives you adversaries that not really fit the environment. (UK harriers and Egyptian Desert camo MiG's in Vietnam for example). It depends on what ini files you packed in the cat file (WOE/WOV/WOI) (I have solved this by a small utility I made that lets you easily add/remove planesets, but I am afraid it comes with ini files (xxx_data.ini) that are game content, and not free to share.. or are they?)
  13. I was looking at the cat file format, and with the aid of skypats extractor, it really is as simple as can be. 99% of the format is illustrated in the attached image. only the '2' (cyan underlined) value I have not yet traced, cat version maybe? It should not be to diffucult to make a combined extractor/packer for this. though I am not too familiar with writing winapi (the usual windows dialog programs).
  14. Good to hear your succes on building a merged install. I also could not resist and worked on a merged install myself. It seems it is reasonably easy: all is done and working here after just one evening of swapping files. It certainly illustrates just what a flexible game engine TK has created. the actual game engine files (.dll) seem identical in all three games. Indeed the CatPack program is quite indispensable for this matter (it was made it just in time). You can also pack all decals (5000+ files) in ObjectData01.cat, but you have to use the WOI executable for the game to use that cat file. Finally a high quality 'Jane's Fighters-Anthology' successor! I made the merged install as compact as it could possibly be; attached the installation folder index. MERGED.TXT
  15. Same for me, First I did not touch WOI because it was incompatible with all my addon stuff. But since the august patch I give it another try and now it is the other way around, the opponents behave much more interesting, and that seems to count for more then being able to fly just that particular aricraft in WOE... I suppose that is a good thing.
  16. File Name: Generic Hill Scheme F-16A (Netz) Skin for TW model File Submitter: gerwin File Submitted: 15 September 2008 File Category: F-16 Fighting Falcon Skins Generic Hill Scheme F-16A (Netz) Skin for TW model version 1.0 by Gerwin 15..22-9-2008 DESCRIPTION: The F-16A Netz in Wings over Israel looks and flies great, but by default lacks an USAF Hill scheme in which most of the worlds F-16's are seen. This package contains such a Hill grey scheme and matching USAF markings. This is basically a cleverly recolored version of the original IDF camo skin. INSTALLATION: Copy the included folder with contents to the folder that contains the F-16A Netz files, for example: WOI\Objects\Aircraft\F-16A_Netz When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games Column5.us for their F-16A skin (colors reference) and tail code decals Click here to download this file
  17. I assume you mean the hill grey one on this page. ACIG - GD/L-M F-16A/B Netz in Israeli Service Seems like a good subject. I saw the tail art is already in the game as a decal. ...I can't seem to find the attach image button no more?
  18. Thank you crusader, that slipped through quality control, I fixed and uploaded it a minute ago. @spinners: Sure, I will post the template in the days ahead.
  19. The skin is now finished; Redone textures and added tail markings. Enjoy. When desired I could also upload my modified F-16 templates, to make it easier for other people to make skins for this aircraft model.
  20. Yes I had that idea too, such an all-inclusive merged install is what I eventually hope to have on my Disk, (I am only waiting for the older games to get WOI flight-models with the expected patches) Good to hear it works, thanks for the feedback. Attached is a new version of CatPack. (You can delete the old one) Features: -Unpacking of cat archives (by dropping a cat file on the icon). -Much more error checking. -No seperate dll required. PS. you can press ctrl+break to interrupt+quit the program. CatPack.zip
  21. Already looked up the Dassault Mysteres (IV) but they do not match the picture, I can only make it an F-84.
  22. Okay, it took me a long evening, but look what I attached already! It is a little Cat Archiver program. It does not have much of a user interface, neither does it work with parameters, since these are hard to use in windows for most people. Instead it archives all files in the folder that it is started from, and always outputs to catpack.cat. But I figure that should enable modders to make any desired cat files reasonably easy. I am a bit unpatient to post it, it could use some more testing and finetuning, so please check what you create with it. So far I tested it with the files of menutext.cat and it produced a 100% exactly the same cat file. It also managed to repack all files from SFP1 objectdata.cat (quite fast) and it gave a functionally indentical file, except that the file order in my Cat file was sorted A-Z. So now I am curious too in what way this tool can be of use. (As I suggested before I suspect WOI by default will read from objectdata02.cat objectdata03.cat objectdata04.cat etc. when available) I am afraid I currently don't see any easy way to produce an enhanced file extractor. the coding libraries I work with have either poor or verry complicated handling of big file lists... they are not much use for making a selection of files to extract. PS1. the unidentified value of 2 in my first post refers to the number of file-extensions, which are listed right after the filename index. PS2. cat files do not contain any folder information by design. PS3. About CatPack: Freeware Beta version, use at your own risk. CatPack_Beta.zip
  23. could also be the amount of cycles concerning game logic (not graphics), where it calculates things as movement and interaction of objects etc. just guessing
  24. I personally did not think about writing things back to an existing cat file.. I was thinking since WOI has objectdata.cat and objectdata01.cat IIRC, maybe it will also read objectdataXX.cat with XX being any number. So you might put a specific aircraft LOD's and textures in objectdata02.cat or something? Admitted, also because cat files remain uncompressed, the usage of a packer is debatable...
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