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WhiteBoySamurai

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Everything posted by WhiteBoySamurai

  1. I noticed something similar. Everything is fine in the actual control.ini, and it seems to be fine in game, but certain things don't match up in the game settings. In addition to that, I discovered that the patch completely broke some terrains for me. Korea, Libya, Taiwan, and Waterworld all hang at 80% on the loading screen, no matter what aircraft/mission I choose. Oh, no big deal, just some of my favorite terrains rendered unusable. Lastly, it seems like this patch screwed up automatic decal assignment for my modern ships. The Leahy and several older (i.e. 60s and 70s era) 3rd party ships to which I added decals work, but my Tico, Burke, and LCS don't, despite being the exact same format for everything. I quit/saved mission after many attempts, and the game is assigning ship numbers and names correctly, but the hull decals aren't showing. I tried using the default "USNShipNum" instead, and while those will show up, I discovered that every single ship is being assigned the number 3 for decals. What is this I don't even. Other modders have expressed similar sentiments, but I'm really getting sick and tired of spending 5 hours trying to get things to work for every 5 minutes I spend actually *playing* the game.
  2. Yes, multiple SAM types are working. I have four types of missiles and about 10 separate launchers working on the Kirov, for example. I'm not sure if we'll be able to get both Grumbles and Sandboxes/Shipwrecks working together until TK comes out and explains exactly how to do so. I'd love to get my hands on the source files of the Slava and Udaloys so I can fix the shadow issues and get the flight decks positioned better. (It has to have the same pivot as the main model's parent object, and right now I'm just guessing --probably incorrectly-- that it's 0,0,0.)
  3. Great campaign, thanks! I've wanted an excuse to fly the Gripen for a while now. One thing seems to be missing, though-- I can't find the Frogfoot's TANK_SU25 in the package. Is it in a weapon pack somewhere else?
  4. It also breaks the extactors. ಠ_ಠ Really, for such a relatively tiny update? The things I was looking forward to the most weren't fixed: The mission editor has not been updated to support naval groups and ship numbers yet. And the bug where you get a dozen of the same ship in the same spot if you enter the editor? Well, now you only get one single ship (usually the carrier). The rest of the task force just doesn't show up. At least that's what's happening on my install.
  5. I think that aircraft uses the F-22's afterburner effect. I was able to fix it like this: First, open the "F22A_burnerEmitter.ini" file in your "Effect" folder. Then, under [F22ABmaterial], add a new line: EffectShaderName=effectFire.fx It will look like this: [F22ABmaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,0.5000000 DiffuseColor=1.000000,1.000000,1.000000,0.5000000 ZBufferOffset=1.000000 PriorityLevel=1 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=F22A_Afterburner.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I hope this works for you. Good luck.
  6. File Name: Slava class upgrade package File Submitter: WhiteBoySamurai File Submitted: 01 April 2012 File Updated: 01 April 2012 File Category: SF2 Series Add On Objects This is a full conversion and improvement of the existing Slava class cruiser for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars and weapons on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. AS I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An alternate anti-ship data file for the Slava is included in the ship's folder. If you want it to launch Sandbox missiles, open the Slava.ini file and change "ObjectDataFile=Slava_DATA.INI" to "ObjectDataFile=Slava_DATA SSM.INI" Enjoy! Click here to download this file
  7. Slava class upgrade package

    If the Slava (or any of the ships I've released) aren't sinkable, open the data.ini file, look under [GroundObjectData], and remove the first part of the collision mesh callout. In other words, change this: from CollisionMesh=Slava/SLAVA_COL.LOD to CollisionMesh=SLAVA_COL.LOD Hopefully that will work for you!
  8. Slava class upgrade package

    Version 1.1

    579 downloads

    This is a full conversion and improvement of the existing Slava class cruiser for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars and weapons on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. AS I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An alternate anti-ship data file for the Slava is included in the ship's folder. If you want it to launch Sandbox missiles, open the Slava.ini file and change "ObjectDataFile=Slava_DATA.INI" to "ObjectDataFile=Slava_DATA SSM.INI" Enjoy!
  9. Slava class upgrade package

    Thanks for catching that so quickly. Corrected version is now being uploaded.
  10. File Name: Udaloy class upgrade package File Submitter: WhiteBoySamurai File Submitted: 31 March 2012 File Category: SF2 Series Add On Objects This is a full conversion and improvement of the existing Udaloy I and Udaloy II class destroyers for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. As I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An optional data file for the Udaloy II is included which allows the ship to launch SS-N-22 Sunburn missiles instead of SA-N-9 Gauntlet SAMs. This version still has a measure of air defense in the form of Kashtan CIWS and SA-N-11 missiles. Feel free to use whichever suits your needs. Enjoy!<br class="Apple-interchange-newline"> Click here to download this file
  11. Of course! I'm uploading it now, actually.
  12. Udaloy class upgrade package

    Version 1.0

    507 downloads

    This is a full conversion and improvement of the existing Udaloy I and Udaloy II class destroyers for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. As I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An optional data file for the Udaloy II is included which allows the ship to launch SS-N-22 Sunburn missiles instead of SA-N-9 Gauntlet SAMs. This version still has a measure of air defense in the form of Kashtan CIWS and SA-N-11 missiles. Feel free to use whichever suits your needs. Enjoy!<br class="Apple-interchange-newline">
  13. File Name: CG-52 Ticonderoga class Aegis cruiser File Submitter: WhiteBoySamurai File Submitted: 29 May 2011 File Category: Cruisers This model represents the Baseline 2 Ticonderoga class cruisers (CG-52~CG-58), in service from 1986 to present (upgrades and refits notwithstanding). These were the first vessels to be equipped with a vertical launch system (VLS), granting vastly increased capability and adaptability. With over 120 long-range highly accurate missiles, this vessel is by far the single most dangerous GroundObject ever released for the ThirdWire games. Both air defense and land attack versions of the ship are included, as well as name and hull number decals for each ship of the class, plus the necessary sounds, guns, and weapons. Note: The weapon systems, collision mesh, and decals have been updated for compatibility with SF2: North Atlantic and the March 2012 patch. If you have not installed/do not plan to install either, this model will not work properly. See the readme file for full details. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you! Click here to download this file
  14. Now updated for SF2:NA/March 2012. Be sure to delete the old CG-52 and CG-53 folders as well as the old decal folders if you have those installed before dropping this one in. Be warned, the weapon systems on this model are still very "beta." Despite countless hours of effort, I can't get VLS to work with the new gunner system, so it's using the old style WeaponSystem. As such, the ship still behaves just about the same as the previous version, and will engage only one target at a time, just with more missiles in the air. I've included two experimental data.ini files ("CG-52_data experimental"), which have weapon systems that are somehow not working for no good reason. Swap them in and try them out if you like. If anyone is able to get those to shoot properly, I would be forever in your debt. Good luck!
  15. File Name: Osa class missile boat pack File Submitter: WhiteBoySamurai File Submitted: 03 August 2011 File Category: Patrol Craft This is a conversion and improvement of the Osa II patrol boat for the Strike Fighters 2 series. Included are the Osa I, Osa II, and Type 021 (Huangfeng) variants. Modifications include additions of working anti-ship missiles for each variant, adjustment of the object data for accuracy, and userlists for the various operators. Important: This package does not contain the 3D model. Please download the original OsaII model from the A-Team website and follow the instructions in the readme. Data files, weapons, and sounds are all included, however. If you have any questions, comments, concerns, or constructive criticisms regarding this modification, please do not hesitate to contact me. Thank you! Click here to download this file
  16. Osa class missile boat pack

    Now updated for SF2:NA/March 2012. Enjoy!
  17. File Name: Komar class missile boat pack File Submitter: WhiteBoySamurai File Submitted: 17 August 2011 File Category: Patrol Craft This is a conversion and improvement of the Komar patrol boat for the Strike Fighters 2 series. Included are the Komar with Styx missiles, and Type 024 (Hegu), a Chinese-built derivative with a steel hull (as opposed to the wooden hulled Komar) and Silkworm missiles. Modifications include additions of working anti-ship missiles for each variant, adjustment of the object data for accuracy, and userlists for the various operators. Thanks to Pasko for the original model and Crusader for the upload. If you have any questions, comments, concerns, or constructive criticisms regarding this modification, please do not hesitate to contact me. Thank you! Click here to download this file
  18. Now updated for SF2:NA/March 2012. Note that the Styx and Silkworms are now treated as cruise missiles.
  19. It's on my to-do list. Still need more reference material and information about its initial mission packages.
  20. I'm a very infrequent poster here, but I've always wanted contribute more to this community rather than just mooch off everyone else's work (especially since I finally got SF2 and have been in a downloading frenzy recently). Over the past two years I've been slowly learning how to do this fancy CAD stuff and trying to put together this ship. It's much harder than I thought, and in hindsight I really bit off more than I can chew. Aside from a couple of simple missiles for practice and personal use, this is my first model for the Thirdwire series. I hope it doesn't suck too badly. So here it is, the Ticonderoga class Aegis cruiser. More specifically, the early version (CG-47~CG-51) with the Mk26 launchers. Naturally once I'm done with this, I'll do the modern versions with the VLS system. (And then hopefully something less geometrically complicated...) Currently, the ship is working in-game. The radars spin, the guns shoot, the missiles launch, and it's so totally sweet that it made all the hard work worth it. So far so good, but there are still things I need to tweak, and some things I'd really like some assistance with. 1. How do I best determine MinExtentPositon/MaxExtentPosition of all the parts? So far I've just been eyeballing it for the major components, but I see in the data.ini supplied by other modders' objects it's calculated to like five significant digits. 2. I can't seem to get the rear missile launcher to work. Is the SF2 series still limited to one launcher and one missile type? 3. I am absolutely hopeless with making skins. The one I threw together is completely bare-bones. "Yep, this part is grey, I think." Can anyone lend a hand with making the textures look decent? 4. Speaking of skins, how do I add decals for a ground object? It would make the hull numbers and aft name plate much easier to read at the very least. 5. It's just shy of 15000 polygons right now. Is that too high? Should I try to make another .lod with some simplified features? 6. Also with regards to detail, I left out the Harpoon launchers since I figured they'll never actually do anything; should I add those in anyway and take the polygon hit? 7. Despite having radars all over the place, the ship only seems to track and engage a single target at a time. When I'm flying OpFor, the cruiser methodically picks apart my flight whereas the real deal would engage many targets at once. Is this a game limitation or is it something I can fix? Any comments or criticisms would be greatly appreciated!
  21. Updated version for SF2:NA is now being uploaded. Aside from the necessary adjustments, there are a few other changes: -Improvements to the mesh including a bit more detail up close (nets around the flight deck, etc.) and slight adjustment to the hull, textures, bump mapping, etc. -New decals for the rest of the ships currently being built/planned, LCS-1, 3, 5, 7, 9, and 11 so far. -The ship is now classified as a frigate for integration into task forces. Enjoy!
  22. Submarines

    Interesting! I guess the subs are labelled as cargo ships? I haven't tried any of the WWII mods, but if they've got torpedoes working that way it's a good sign. I'll look into it and see if I can do the same thing with modern torps.
  23. SSN UGM02

    From the album WBS's stuff

    Los Angeles class WIP; sub-launched anti-ship missile trials
  24. SSN UGM01

    From the album WBS's stuff

    Los Angeles class WIP; sub-launched anti-ship missile trials
  25. Visby class corvette

    Now updated for SF2:NA / March 2012. Enjoy!
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