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krfrge

JAGDSTAFFEL 11
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Everything posted by krfrge

  1. All, Go to 331KillerBee's SF2 Weapons Pack. The manual is located inside the Weapons Manuals folder.
  2. santiagoace57, Thanks for the input. I've got to get this terrain finished with the various target areas and then I will look into potential campaigns. Krfrge
  3. Wrench, I called the asphalt company and they just happened to be in the area....
  4. Wrench, I will call the asphalt crew in today. The buildings are pulled from Major Lee's DBS and recolored. Tileset if from SPF1 Vietnam.
  5. All, Just a little bit of work this morning. More to follow. Abandoned airstrip Basecamp SE of Lumbia Airfield Laguindingan field Look from south of Lumbia Network node work
  6. Can't go wrong with Wrench's advice. I didnt even think about mediumoilfire effect....
  7. tn_prvteye, I'm no guru but I did make a Red Smoke effect that is pretty good. As a suggestion you copy the below and make a new vehiclefireeffect2.ini You would need to change the Name=RedSmokeDispenserEffect to Name=vehiclefireeffect2 The other thing you will have to do is create a x.TGA that has to color you are looking for. I would recommend an opacity of 87%. [EffectType001] Name=RedSmokeDispenserEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=MediumRocketRadialDirtblastEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=MediumRocketRadialMistblastEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName= Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName= Element[04].StartTime=0.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName= Element[05].StartTime=0.050000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName= Element[06].StartTime=0.0500 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=MediumRocketDebrisEmitter Element[07].StartTime=0.000000 Element[07].StartTimeDeviation=0.000000 Element[07].EjectTime=-1.000000 Element[07].EjectTimeDeviation=0.000000 Element[08].ElementType=HOLD_EMITTER Element[08].ElementName=RedWpRocketLastingSmokeEmitter Element[08].StartTime=1.200000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=100.000000 Element[08].EjectTimeDeviation=0.000000 Element[09].ElementType=PLACE_EMITTER [EmitterType001] Name=RedWpRocketLastingSmokeEmitter EffectLevel=1 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 EmissionRate=0.500000 EmissionVolume=0.000000,0.00000,3.00000 RadialVelocityTableType=CONSTANT RadialVelocity=4000.0 RadialVelocityDeviation=0.50000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=15.50000 ParticleLifeTimeDeviation=0.500000 ParticleWeight=-8.00000 ParticleRandomness=0.080000 ParticleInheritence=0.001 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.800000,0.800000,0.8000000,0.1200000 ParticleColor[02].Time=0.0320000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.30000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.800000,0.800000,0.8000000,0.120000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.5000000,0.0000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=40.000000 ParticleSize[02].Time=0.2500000 ParticleSize[02].Value=45.000000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=80.000000 BaseSizeDeviation=0.3 TextureMaterial=RedWpSmokeMaterial //============================================================================= [RedWpSmokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=RedSmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  8. SA-2 = Fan Song SA-3 = Low Blow or Goa [Dont think we have that one in the game] SA-6 = Straightflush
  9. Does the model_DATA.ini have: [GroundObjectData] DamagedModel= DestroyedModel=Tank_Destroyed.LOD <---------- This entry DestroyedEffect=VehicleFireEffect or Is the model in the terrain_types.ini? [TargetType001] Name=barrack1 FullName=Barrack ModelName=barrack1.lod TargetType=BUILDING ActiveYear=0 TargetValue=20 UseGroundObject=FALSE DamagePoint=10.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=barrack1_destroyed <---------- This entry SecondaryChance=25 SecondaryEffect=SmallExplosionEffect
  10. Southern Philippines Laguindingan Airport work
  11. saisran, Thanks for the zip files. I actually had Lumbia as part of the original file. Thanks - Krfrge
  12. All, Still working the Kota Bharu area. Building this railyard is a challenge with trying to align the tracks. Working the Ironworks area next. The work continues - Krfrge
  13. ALCON, Slow weekend. I worked on the Kota Bahru railbridge and railroad area. Working on an angle is not easy but I've got it done. My work will be slow thru the 1st week in September due to Real Life. I hope all will understand. Target Areas are over 900+ Movement Areas are heading upwards as well. Appreciate eveyone's enthusiasm and encouragement. The work continues - Krfrge
  14. Yubba, Your hanger and loading files are TGAs and need to be converted to BMP for SF1 to be able to read them
  15. ghostrider883, I like that Cobra!
  16. Yubba, Make sure to convert the UNICODE files to ASCI. Open the files AH-64A.ini and AH-64A_DATA.ini and "save as" ASCI
  17. Wrench, When I started pulling arifield names I used Google and found a program called OurAirports that lists airfield names. Is there a better way?
  18. Gatling20, I do have RAAF Tindel which I believe is Katherine. If you check out the map you will see it is pretty far southeast of Darwin. The reason it doesnt show as a circle (airfiled icon) is beacuse I am using Airfield 7 & 8 by Gerwin. Gatling20 and Saisran - please let me know if I am missing critical areas, target areas or airfields. To all - many thanks. Krfrge
  19. All, Map work today. I still have a ways to go with Chinese Air Defense sites as well as other areas. Danau Toba, Guangzhou, Guangzhou Airport, and Hong Kong Intl added this morning.
  20. All, Thanks for the feedback. For Wrench - I saw the lake but have skipped "digging' it into the terrain. I will get to it. As to the Mekong,,,I got a little ways and "ran" out of steam. For Gatling 20 - China was the last area I was working. My initial work was on Hainan but I will work up Hong Kong. Will do some research on Katherine AB. The work continues - Krfrge
  21. All, Have restarted work on this project. Here is the current map. Target Count - 22k+ Target Areas - 890 Movement Routes - 170 (yeah I know its low,,,I'm working it) Custom island tiles - 38 The work continues...Krfrge
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