krfrge
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Everything posted by krfrge
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Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Something for Wrench -
What If Screenshot Thread.......
krfrge replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
baffmeister, Great looking terrain tiles. Mandatory screenshot -
Rest in peace.
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Help!!
krfrge replied to Pepelev's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Welcome, Recommend you check out the Strike Fighters 2 Downloads section. Check out the aircraft section for Soviet / Warsaw Pac aircraft. Look in the ground objects and Weapons sections for highly useful Soviet items. -
Chinese territorial claims
krfrge replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Poor Camo in tropical climate -
Alternate TFD Terrain Tilemap editor/viewer
krfrge replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Gerwin, Thanks for the continuous improvements of this fantastic tool! Kindest regards Krfrge -
Strike Fighters 2 Screenshots Thread
krfrge replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Menrva, Absolutely beautiful atoll work! -
Best fighting positions I've seen in a long time. I like the fact he dug dummy positions as well!
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TOD question
krfrge replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Wilches, When that happens to me, I open the SF Terrain Editor, select the terrain, then select Open Textures and scroll down the list to the offending tile. I open the tile and look in the lower right hand corner of the terrain editor to make sure the associated jpg is called up for the tile. Another option is to open the terrain_data.ini and scroll down to the tile and ensure the AlphaObjectTexture is not blank (see below) [Texture493] Filename=VIETNAMIPENJAN1.TGA HasWater=1 HeightMap=VIETNAMIPENJAN1.BMP HeightMapScale=2.0000 Color=0.273230,0.351644,0.307774 SolidObjectTexture= AlphaObjectTexture=TEROBJECT_VietTree.tga -
TE tod object dialog
krfrge replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Florian, Its all good. My technique to remedy this situation is use 256 ties with the TE editor then place the 512 1024 2048 tile in the actual folder -
TE tod object dialog
krfrge replied to Florian's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Florian, The editor uses 256 scale tiles. Anything larger gets cut in half. Krfrge -
Defining a target in a single mission SF1
krfrge replied to Jon_Beers's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
JRBeers101, Understand you do not have WOV. That's ok because the work comrpnt presents should provide some great examples of various ground missions. The DRV and SEA files should work in your current installs (its been a long time since I been in SF1) but you will need to make sure that the main file that references the TFD and HFD points to the SF1 CAT file named Desert.CAT in the Terrain folder. Not familiar with the VietnamSE but you would need to change the main VietnamSE file to read the SFP1 desert.CAT file (example below). Usually each terrain is tied to a specific series of the Strike Fighter's series of games but many terrains can be used in other versions SFP1, WoE, etc. [Terrain] TerrainFullName=VietnamSE DataFile=VietnamSE_data.INI TargetFile=VietnamSE_targets.INI TargetTypeFile=VietnamSE_types.INI MovementFile=VietnamSE_movement.INI NationsFile=VietnamSE_nations.INI BriefingText=VietnamSE_briefing.INI DogfightFile=VietnamSE_dogfight.INI DogfightOnly=FALSE CatFie-..\VietnamSE\VietnamSE.CAT <-------- Assuming this is the CAT file referenced you will need to adjust to the below if using SFP1 CatFile=..\Desert\Desert.cat <------ This references the desert.CAT file. In a user-made mission you can designate a specific ground target as in your example above, where you want to attack the 'FRIGATE'. You will have to choose the airfield to take off from, designate your way points, orbit points, ingress point, objective, egress point, and way points back to the airfield you started your mission. I have tried landing at other airfields but the game doesn't always like that. It could be something hardcoded in the game or maybe it's me. Hope this helps. -
Defining a target in a single mission SF1
krfrge replied to Jon_Beers's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hi, This link will take you to an excellent selection of 60 historical Vietnam individual missions that you can explore to see how mission building works. It was prepared by comrpnt and was well received by the SFP1 community with over 450+ downloads. Best of luck. Krfrge -
View File Aiport Items 2018 Airport Items 2018 Krfrge - Apr 2018 Here are three pieces of 'eye candy' to support commercial aircraft on your commercial airfield of choice. See ***** note below. Place these 3 folders in your xxx_terrain folder. For example: F:\SFP\StrikeFighters2 WestPAC\Terrains\WestPAC3K Airport Cargo Trailer Airport Baggage Cart Airport Baggage Tractor Add these entries into your terrain_TYPES.ini [TargetTypexxx] Name=AirCgoTrailer FullName=Air Cargo Trailer ModelName=AirCgoTrailer.LOD TargetType=MISC ActiveYear=1970 TargetValue=100 UseGroundObject=FALSE DamagePoint=5.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect=SmallOilFire DestroyedEffect= SecondaryEffect=SmallBombEffect SecondaryChance= [TargetTypexxx] Name=BagCart FullName=Baggage Cart ModelName=BagCart.LOD TargetType=MISC ActiveYear=1970 TargetValue=10 UseGroundObject=FALSE DamagePoint=5.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=10000.0 DamagedModel= DestroyedEffect=SmallOilFire DestroyedEffect= SecondaryEffect=SmallBombEffect SecondaryChance= [TargetTypexxx] Name=BagTractor FullName=Airport Baggage Tracotr ModelName=BagTractor.LOD TargetType=MISC ActiveYear=1970 DamagePoint=10 ArmorValue=3 ArmorType=3 TargetValue=25 UseGroundObject=FALSE RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallOilFire SecondaryChance= ***** Disclaimer - These are free 3d models I pulled down from Cadnav. I simply converted them into SF .LOD format using Blender and Mue's LOD exporter pug-in. ***** Any issues please contact me here at CombatAce. Submitter krfrge Submitted 04/17/2018 Category Ground Object Mods
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- ground objects
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Version 1.0.0
69 downloads
Airport Items 2018 Krfrge - Apr 2018 Here are three pieces of 'eye candy' to support commercial aircraft on your commercial airfield of choice. See ***** note below. Place these 3 folders in your xxx_terrain folder. For example: F:\SFP\StrikeFighters2 WestPAC\Terrains\WestPAC3K Airport Cargo Trailer Airport Baggage Cart Airport Baggage Tractor Add these entries into your terrain_TYPES.ini [TargetTypexxx] Name=AirCgoTrailer FullName=Air Cargo Trailer ModelName=AirCgoTrailer.LOD TargetType=MISC ActiveYear=1970 TargetValue=100 UseGroundObject=FALSE DamagePoint=5.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect=SmallOilFire DestroyedEffect= SecondaryEffect=SmallBombEffect SecondaryChance= [TargetTypexxx] Name=BagCart FullName=Baggage Cart ModelName=BagCart.LOD TargetType=MISC ActiveYear=1970 TargetValue=10 UseGroundObject=FALSE DamagePoint=5.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=10000.0 DamagedModel= DestroyedEffect=SmallOilFire DestroyedEffect= SecondaryEffect=SmallBombEffect SecondaryChance= [TargetTypexxx] Name=BagTractor FullName=Airport Baggage Tracotr ModelName=BagTractor.LOD TargetType=MISC ActiveYear=1970 DamagePoint=10 ArmorValue=3 ArmorType=3 TargetValue=25 UseGroundObject=FALSE RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallOilFire SecondaryChance= ***** Disclaimer - These are free 3d models I pulled down from Cadnav. I simply converted them into SF .LOD format using Blender and Mue's LOD exporter pug-in. ***** Any issues please contact me here at CombatAce.-
- 1
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- eye candy
- airport support items
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(and 1 more)
Tagged with: