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Everything posted by EricJ
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Skin Making
EricJ replied to omegaeleven's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, you could learn how to make your own template too. I don't know if one exists though so not sure if you need to make one or not. -
Skin Making
EricJ replied to omegaeleven's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No problem! -
Skin Making
EricJ replied to omegaeleven's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't know about Paint.net, but GIMP is totally free, so you have that option, and works with PSD files. Daddyairplanes knows about it more than me, as I use it to reformat files for Arma 3 and such. -
Skin Making
EricJ replied to omegaeleven's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
There are plenty of tutorials online man, Google is your friend. But one question is what can you afford? there's GIMP, which is free, and stuff like Adobe Photoshop and the like. You'll also need the PSD template (if one exists) too to work on your skin. And have a lot of reference and texture files to pull it off. -
Iceplanet "Hoss" in a SW world
EricJ replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
That was my first thought -
EricJ Taliban Units RC21 - Added a "Taliban Pawnee", since an MD500 doesn't exist for the Armaverse
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Came across a mention of the Call of Duty Cruise missile container and well, I thought on it a bit. I found the config for the Jets DLC and not sure if I really want to do a liftable container for A3 that fires the cruise missile. The config seems pretty easy, but the 3D model would have to be done of course, but the memory points would be a pain in the ass, so for now until I find a way to make it work (trial and error may have to be, but I never messed with the VLS system in the game, so I have to do that to see how to work it. Honestly it sounds like a cool idea, but maybe hold off on it until I figure out what to do with the memory points.
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EricJ Cherokee Containers RC14 - Mortar Container now accessible via Zeus EricJ Helicopter Pack RC81 - Mortar Container now accessible via Zeus https://drive.google.com/file/d/12PmqzvbifdOojyPLAIq-nba-ppiHfOWI/view?usp=sharing
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EricJ Helicopter Pack RC80 - Added a Desert version of the MQ-17 and MQ-37 by request. Also added a Navy version of the MQ-37, as well as a USMC version as well - Tweaked animation of the Mortar Container, should look correct - Added Flares to the munitions list for the Mortar Container https://drive.google.com/file/d/12OXk5itkTSGJxnE3rcs0xTUgJar0ETnh/view?usp=sharing
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EricJ Cherokee Containers RC13 - Tweaked animation of the Mortar Container, should look correct - Added Flares to the munitions list for the available round types
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strike fighters 2 lag fix
EricJ replied to GordonDriftman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just a suggestion, but can't you select the card for the game to use? Sounds like you're using the integrated chip,, and not the video card. If you can go through the NVIDIA or whatever software you can maybe improve the graphics of the game too so it's usable. -
EricJ Helicopter Pack RC79 - Fixed the S-94s issue of not being able not to lift certain vehicles, now can lift within weight parameters - Adjusted shadow LODs of the MH/UH-92s https://drive.google.com/file/d/12FX1baL2xpsyU3v9LFV40AOnswjeo8q-/view?usp=sharing
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In retrospect I totally forgot about the S-94s. I fixed them and tomorrow I'll upload the update given that I'm sure it's not that much used anyway.
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Strike Fighters 2 Screenshots Thread
EricJ replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
It is looking a bit rough -
EricJ Helicopter Pack RC78 - Fixed the issue of the UH-92 and UH-92 (RWG) in not lifting certain vehicles. Should be able to lift within weight limits https://drive.google.com/file/d/12D8MmajEzxNjK_-Jvtam1GfQ-pPKkv2W/view?usp=sharing
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Well, it's quiet on the Baltimore front. Right now things are good, and I can't think of anything to do. I am trying to work on a UGV that is based on a US Army concept (I can't find the image to link and explain), with some creative liberties since apparently the Armored SUV is okay with people. As mentioned (I think I did), the adjustment of the front lights didn't do anything, and no brake lights given how it works. It has to be a separate mesh and I don't feel like doing bodywork on a vehicle that I am porting, so that's a feature, not a bug. Strike Fighters 2 work will commence probably next week so I can manage that as I got somebody to help me, which is good. On that note as far as the SA-2 and the hopefully MRZR comes through, I can work on them. ADuke thinks he can make it move like in the movie, and when he contacts me I may have him rig it (if doable) within the game code to do it. If not they'll be like my ducted fan birds, just static. The MRZR looks pretty cool and just want to have one running around. I do have RHS, but I don't like it requiring mods (like most of my stuff, it is intended to be standalone, so you don't need to download more stuff to make it work, and I'm just not a mod freak as I used to be) and the like, and just think it's a nifty little thing. But that's on the horizon for now, and as mentioned, I don't have anything for my current mods, so I'll take a break until somebody suggests something, or I come up with some nifty idea for a mod or enhancement, or tweak for my current mods.
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Thanks! NEW RELEASE After the events in 2-4 Cavalry Story 15: In the Pit of Vipers and under a new Troop commander, Captain Karl Bradi, the unit is redesignated C Troop 1-5 Kommando. After their deployment to Earth the unit is resting and refitting, and also cleaning up holdouts on Friesland. Despite this, they are sent to Durham, a planet in the Independent Planets that suffers what is loosely described as a zombie infestation. The unit fights monsters, both real and human, in order to survive on the planet. https://amzn.to/3KLOmFX
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EricJ Helicopter Pack RC77 - Removed Datalink from the AH/MH-6 - Added a Task Marker memory point to the player helicopters (I don't think UAVs need it) so to possibly help with missions https://drive.google.com/file/d/128LMRz-C1d_UAP4WW0B26Q1-khQjOgdn/view?usp=sharing
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Curious Question
EricJ replied to omegaeleven's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I don't think so, you can check the Downloads section, but maybe somebody could make some though. As a matter of fact I don't think even Spinners made some. Or if he did I don't remember them. -
Is it possible to remove auto-trim from all aircraft without editing every INI file?
EricJ replied to NoZoner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No problem man. -
Is it possible to remove auto-trim from all aircraft without editing every INI file?
EricJ replied to NoZoner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well there;'s that, but no global setting I'm afraid. You can try Hard to maybe mimic non-trimming but that's all I can think of. I fly Normal and don't worry about trim (though there was a way to do it, may have been SFP1 or so). -
Is it possible to remove auto-trim from all aircraft without editing every INI file?
EricJ replied to NoZoner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No problem. Yeah this isn't a sophisticated game where you could do that. Not even Arma 3 has that ability and it has auto-trim and such, no way to disable it. -
Is it possible to remove auto-trim from all aircraft without editing every INI file?
EricJ replied to NoZoner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't think that's doable. You're going to have to do it manually -
EricJ Helicopter Pack RC76 - Fixed animation of mortar tube on the Mortar Container, now looks more correct. Also adjusted 3D model of the turret to reflect the change https://drive.google.com/file/d/127p4PQNirda6bteo2jBBvaums_MQA8NM/view?usp=sharing
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My projects (GKABS)
EricJ replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Okay, that's fine and I appreciate it EDIT: It won't let me send messages, I'll post the request here: Super Hornet/Growler tanks add a centerline separate texture (same drop tank texture but an additional one). I have the filename handy so to make things work for the future. Add this antenna to the rear fuselage (the one between NAVY and the other writing, it's been missing from the bird from the get go. Growler add or a new build Next Generation Jammer to the Growler. If you can add it as a separate EP then that's fine, but the Navy is moving to it. Here are some reference photos: Legacy jammer ALQ-99 pods needs to have the mapping fixed as on some the texture is reversed and so on. The centerline is fine. Also for the next generation pods I can do the texture work and just as long as you setup the weapon I can work on the ini dance for it. For a Block III Super Hornet (additional models) I would need the centerline IRST as a fuel tank (330 Gal). It just is a regular fuel tank with a little IRST bubble at the front of it.