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Everything posted by UllyB
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Effects ini files
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The only Effects folder that I have is in the mod SF2 Israel that I have created. I checked the SF2 NA, it doesn't have any Effects folder. It has Control, Missions, Objects, PilotData, Screenshots folders and Options.ini and version.ini files. How come you have those ini files in Effects folder ? However could you confirm that in SF2 Effects folder DOES exist a file called "LongRangeMissileEffect.ini" and if so could you copy its content here for me please ? Secondly could you, please, copy the content here for me of the MissileFireEffect.ini file ? THANK YOU! PS - Or simplier, maybe you could (or someone) please upload somewhere the WHOLE/complete Effects folder for me ? I want to study it thoroughly. Thank you PPS - Does anyone know, please, what is the name of the shader effect (the one inside MissileFireEffect.ini) which emulate, when you fire an AIM-9 missile , which has set the MissileFireEffect.ini as booster effect name, that flame in the rear of the missile when it is launched ? I want to try that shader effect into a ini I created for missiles. Thank you -
Weapons editor items order
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You read my mind, I myself, couldn't put it better in words as you did. Thank you and ...nice to see you again friend. -
Weapons editor items order
UllyB posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I used the weapons editor for SF2, moving some items in it, trying to group them by some criteria and then saving the changings I made. When I opened it again the order made previous was gone. Does it not keep track to the changings I previous made ? However I noticed that weapondata.ini, instead, if I save to it, it does keep the changings made. What is going on ? I remember that in SF1 what you saved in weapondata.ini stayed saved as a principle. -
A little help with a gunsight
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yeap it works, thank you for the suggestion. It was not exactly what I was wished for but it will do. I wanted , initially to combine two gunsights, then I tried to use the same TGA for both gunsights etc. -
A little help with a gunsight
UllyB posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello I recently tried the YAK-38M Forger-A and I stumbled into an issue. Plane has a nice gunsight TGA which is set to appear: - when you select air-to-air gun (in this case a gunpod actually) - when you select an AG bomb The problem is when you attach a gunpod, and you select air-to-ground gun, the gunsight won't appear anymore and you can just shoot with the gunpod but you don't have any precision not knowing where bullets exactly will go.(how much up as distance or how much down etc) What I want is some help, if possible, in cockpit.ini. I would, please, like to know what must be changed in order to see the same nice gunsight when I select air-to-ground gun (and , of course, keeping the two setting I spoke of above). I know it must be doable, I saw many planes , in SF1, which had the same gunsight image when I used the air-to-air gun or the air-to-ground setting. Here's the cockpit.ini (just the important part with the issue): [CockpitData] Directory=cockpit HUDMode=CAGED,AG,AA RippleQuantity=1,2,4,8 RippleInterval=50,100,200 [GunsightFront] HasGunsight=TRUE GunsightMilSize=60 GunsightName=GunSight.tga AGGunsightName=GunSight.tga GunsightRollTabsName=Rolltab.tga GunsightRangeBarName=Rangebar.tga RangeBarOrientation=6TO12 RangeBarHasGunRange=TRUE RangeBarUseWeaponRange=FALSE //RangeBarWeaponRangeAtCenter=FALSE RangeBarMax=10000.0 RangeBarMin=1000.0 RangeBarMaxGun=1600.0 RangeBarMinGun=100.0 LeadComputing=TRUE MinLeadRange=100 MaxLeadRange=1200 DefaultLeadRange=300 MaxDepression=0 DefaultDepression=0 [CockpitSeat001] ModelName=Yak_38_cockpit OpenCockpit=FALSE Offset=0.0,-0.3,0.0 Position=Position=0.0,4.4,0.6 ViewAngles=0.0,0.0,0.0 MaxYaw=150 MinYaw=-150 MaxPitch=90 MinPitchFront=-45 MinPitchRear=-20 LightRange=2.0 LightInnerConeAngle=50 LightOuterConeAngle=80 LightAngles=0.0,-35.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.55 NightLightColor=0.9,0.0,0.0 Gunsight=GunsightFront Truth is that I don't know what exactly some parameters do and all my tries were without any positive result. Thank you for your time! -
No avionics70.dll for F-4s ?
UllyB posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I looked into F-4s stock range (and into some from download section as well) planes and I discovered that none of them use avionics70.dll. In SF1 radar display was looking great in that higher resolution because of that. I tried tweak/mix it a little to match the old settings of SF1 but I can't make it use a higher resolution for the radar display, meaning that TK F-4s (SF2) cockpits won't match with SF1 F-4 avionics. It works (the radar avionics I spoke about above) if I change the whole cockpit with ones from SF1 but I really Ilike TK's SF2 cockpits so I wanna keep them somehow. Am I missing something here ? Did anyone look into this matter (ever) here ? is there a way around I can't think of for the moment ? -
A little help with a gunsight
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've got an idea. I remembered that SU-25 (a third party plane), in SF1 series, had the same situation but it worked, it had the same TGA for air-to-air gun and for air-to-ground with a "twist" though: the model HAD a gun integrated in its fuselage (it was not a gunpod attached I mean like in our example from previous post). Settings in cockpit.ini are basically the same for SF2 as in SF1, so here are the lines I was speaking of: [GunsightFront] HasGunsight=TRUE GunsightMilSize=45 GunsightName=su-24_sight.tga GunsightRollTabsName=Su-24_Roll Tabs.tga GunsightRangeBarName=su-27_rangebar.tga AGGunsightName=none.tga RangeBarOrientation=6TO12 RangeBarHasGunRange=FALSE RangeBarUseWeaponRange=FALSE RangeBarMax=6096.0 RangeBarMin=914.4 RangeBarMaxGun=2032.1 RangeBarMinGun=304.8 LeadComputing=True MinLeadRange=300 MaxLeadRange=1300 DefaultLeadRange=500 MaxDepression=250 DefaultDepression=50 Does that help ? Maybe you have another idea how to approach the issue. I'm just saying. I tried to "copy" the settings but it doesn't work, unfortunately...My guess is that gunsight settings in cockpit.ini won't work with an attached GUNPOD... Am I mistaken? -
A little help with a gunsight
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Aaaaa nope it didn't work. I copied the same tga and renamed it differently, Gunsight2 for example. So the lines would look now like this: [GunsightFront] HasGunsight=TRUE GunsightMilSize=60 GunsightName=GunSight.tga (the same texture) AGGunsightName=GunSight2.tga (the same texture) GunsightRollTabsName=Rolltab.tga GunsightRangeBarName=Rangebar.tga RangeBarOrientation=6TO12 RangeBarHasGunRange=TRUE RangeBarUseWeaponRange=FALSE //RangeBarWeaponRangeAtCenter=FALSE RangeBarMax=10000.0 RangeBarMin=1000.0 RangeBarMaxGun=1600.0 RangeBarMinGun=100.0 LeadComputing=TRUE MinLeadRange=100 MaxLeadRange=1200 DefaultLeadRange=300 MaxDepression=0 DefaultDepression=0 So as you instructed , I should have had the same gunsight texture when I chose air-to-air gun or air-to-ground gun, right ? But I haven't, when I choose air-to-ground gun, and I shoot at something with the gunpod attached (there is one for each wing) the "gunsight" texture that should be there is missing and bullets are just going forward. Any thoughts ? PS - are you sure that you were speaking about air-to-ground GUN and not air-to-ground bomb/missile etc ? "Cause , as I said, if I choose an air -to ground WEAPON (any bomb or air-to-ground missile except a gun) the texture works. I want the texture to work for air-to-ground GUN also. -
speech script list
UllyB replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
A tip: I didn't like the SF2 speech at all. It seems that is just one guy talking for all wingmen. I copied from SF1 speech folder over it and now, for me at least, the radio chatter is satisfying. -
Question re: AWACS & JSTARS
UllyB replied to Trent0001's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
If he signed the combatace convention (I don't know the official name of it but there is one here around on this website) technically one doesn't need approval, just it needs to mention the CREDIT to the author for it. At least that's what Wrench once told me when I asked the same question. -
No avionics70.dll for F-4s ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I will try to explain the best I can. So the SF1 F-4 cockpits (third party ones) used in cockpit.ini two important lines, one was refering to the resolution of the rendering radar (Radartexturesize=256) which was implemented to work with the avionics70.dll (it technically made radar screen look clearer because of its high resolution; its fonts, too), the second one was a bitmap (RadarTexture=cockpit\F-18A_radar.bmp) which changed the radar screen look of a regular F-4 with one from F-18, the one with small squares (I think the stock F-15A Baz used them too). Well SF2 F-4 cockpits use avionics60.dll ONLY! That is the problem. Using just the avionics60.dll (I don't have a clue why TK did that, maybe to simplify) you can't make that radar screen to look better (higher resolution), the resolution setting for bitmap it simply won't work because it's made to work and use the avionics70.dll. The best one can do in this very given situation is to bring/change just the radar bitmap but it won't look that good as it looks in SF1 third party F-4 cockpits because of the lack of avionics70.dll rendering support. That is the whole story in a nutshell. -
No avionics70.dll for F-4s ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You could did that because the 3D model wasn't coded in UNICODE. Some early 3D model made for SF2 games didn't use unicode. The part that SF1 doesn't have it as good as in SF2 is the A.I. behaviour. In SF1 the friendly A.I. (wingmen) are stupid and fly in straight line even if it has a enemy shooting at it in its tale. In SF2 that never happens, friendly A.I. is tough even if its random skill, when you choose a pilot from the roster, is not big. Weapons behave better than in SF1, too (fire a Sparrow in SF1 and see what happens and compare it with one fired in SF2 for instance) . Also in SF2 series 3D models (especially the cockpits, they are gorgeous!) look better because of better light effects, bump technology etc -
No avionics70.dll for F-4s ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The question was for the SF2. I just asked IF I can mix stuff from SF1 to serve me into...SF2 because I wanted some SF1 effects into SF2 (if possible), the high resolution radar for instance.. That is all. I try to migrate to SF2 but , as you can see, it's a bumpy road for me and I am the type of guy who asks a lot of questions in order to fully understand how things work. I hope you won't mind that. PS - when you said that they are two separate games I challenge that to some extent, because some things are the same and follow the same rules.(ini files settings for instance, reading a 3D model etc). I solved the Hangarscreen.ini quest sound using knowledge from SF1. TK changed a lot when it comes to the combat A.I., for both enemy and friendly and did a better job with 3D model light, or that is my impression so far. -
SF2 Head Tracking
UllyB replied to GunnySonics's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Searching about the subject I found this: https://www.trackhat.org/shop-cfk4 Are they any good ? -
looking to upgrade(slightly)
UllyB replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have a 1070 MSI Factory OverClocked GTX. I bought it 3 or 4 years ago. It does its job decent in SF2 or any other powerful game on the market with resolutions up to 4K. I use 2k because my AOC monitor can handle 2560x1440 only. It is not cheap even today (as a matter of fact, after two years I bought it, its price was bigger than when I bought it). Try to get a 1080 GTX or a 1080Ti GTX. They are expensive but it will get you through many years from now on. I think the minimum to run SF2 at , let's say 4k, in 60 fps would be a i7, second generation at least. -
Question re: AWACS & JSTARS
UllyB replied to Trent0001's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I just changed altitude entries in MISSIONCONTROL.INI: [Altitude] Normal=7000 Low=1500 VeryLow=100 High=9000 VeryHigh=12000 and they fly high enough. All flights. -
Question re: AWACS & JSTARS
UllyB replied to Trent0001's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Even if there is no real AWACS coordination into the game , you can try, for a change and atmosphere, to adapt my AWACS mod, from SF1, to SF2. (I will make a proper AWACS mod for SF2 , too, but is not in my to do list for now). Check them out here: In it you lead , in a recon mission, a group of 3 (or more) aicraft, but one of it is AWACS (the one you fly it), the rest are the escort. You set, for your plane (the AWACS), the easyradar and then you can lock on everything on the map, emulating exactly like an AWACS could. Being a recon miission you will have almost max of enemy flights on the map and , at some moment one flight will see/detect and accelerate (even fire at) to get you. You can give specific order to engage plane on your path (this time at "WINGMAN" commands TWO escort planes will react , instead of one , making things interesting. If your escort has more planes wingman command will affect the No2 and No3 planes, the rest will correspond to the flights you have with you in the mission. It's fun and challenging to come back in one piece or with the whole escort untouched. Remember you need to have SOVIET formation activated (it takes 3 planes in formation instead of 4) and to tweak a little the Formation.ini file (to make them fly steady and parallel with you for instance). If interested I stand ready to assist. -
Hangar sounds in SF2
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I solved it! This is for WRENCH... So TK left everything untouched here, the only difference, which was crucial in this case, was that he made the engine not accepting sounds in 11Khz (as the ones from SF1 sounds folder), you need to convert them all to 44Khz. I did that , kept the old settings and , voila, I have the same sounds in HANGAR screen (you need Hangarscreen.ini to be into "C:\GAMES\StrikeFighters2 Israel\Menu") as in SF1. So everything should looke like this in HANGARSCREEN.INI : [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuItem012=HangarNoise MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic= TextFilename=HangarScreen.str [BriefingsButton] MenuItemType=INACTIVE [LoadoutButton] MenuItemType=TEXTBUTTON DestinationMenu=LoadoutScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_LOADOUT TextPosition=112,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_LOADOUT_INFO [PlanningMapButton] MenuItemType=TEXTBUTTON DestinationMenu=PlanningMapScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PLANNINGMAP TextPosition=257,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PLANNINGMAP_INFO [PilotRosterButton] MenuItemType=TEXTBUTTON DestinationMenu=RosterScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PILOTROSTER TextPosition=402,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PILOTROSTER_INFO [FlyButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextRight ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_FLY TextPosition=976,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_FLY_INFO [CancelButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextLeft ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_EXIT TextPosition=48,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_BACK_INFO [SummaryTextArea] MenuItemType=TEXTAREA TextSetting=MediumTextLeft ScrollBarSetting=ScrollBarSetting Position=46,180 Width=430 Height=400 Spacing=2 [SummaryTitle] MenuItemType=TEXT TextSetting=LargerTextCenter TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=257,120 ScaleToFit=TRUE Width=430 [DateText] MenuItemType=TEXT TextSetting=MediumTextRight TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=466,160 [HangarScreenTitle] MenuItemType=TEXT TextSetting=ScreenTitleTextSetting TextStringID=TXT_MENU_HANGAR_TITLE [HangarNoise] MenuItemType=AMBIENTNOISE StartTime=1.0 RepeatInterval=0.5 Randomness=4.0 BackgroundLoop=HangarRadio1.wav SoundName[001]=HangarNoise1.wav SoundName[002]=HangarNoise2.wav SoundName[003]=HangarNoise3.wav //----------------------------------------------------------------------------- #include "SystemMenu.ini" #include "MouseAnimation.ini" #include "InfoTextSetting.ini" #include "TitleTextSetting.ini" #include "MenuSetting.ini" //----------------------------------------------------------------------------- [SummaryText] RightColPosition=100,0 //=========================================================================== Also, you need to have "HangarRadio1.wav" into "C:\GAMES\StrikeFighters2 Israel\Menu". The rest of the wav files , as in SF1, should stay into SOUNDS folder ("C:\GAMES\StrikeFighters2 Israel\Sounds"): HangarLoop.wav hangarnoise1.wav hangarnoise2.wav hangarnoise3.wav That's it! Problem solved. Thread closed. -
Hangar sounds in SF2
UllyB posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I hoped that I can keep the sound settings for the hangar as in SF1 games. I compared the hangarscreen.ini files and they are 99% the same , except the entry for the sound and the entry which I added for this menu (the red ones I stressed): [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuItem012=HangarNoise MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic= TextFilename=HangarScreen.str [BriefingsButton] MenuItemType=INACTIVE [LoadoutButton] MenuItemType=TEXTBUTTON DestinationMenu=LoadoutScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_LOADOUT TextPosition=112,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_LOADOUT_INFO [PlanningMapButton] MenuItemType=TEXTBUTTON DestinationMenu=PlanningMapScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PLANNINGMAP TextPosition=257,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PLANNINGMAP_INFO [PilotRosterButton] MenuItemType=TEXTBUTTON DestinationMenu=RosterScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PILOTROSTER TextPosition=402,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PILOTROSTER_INFO [FlyButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextRight ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_FLY TextPosition=976,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_FLY_INFO [CancelButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextLeft ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_EXIT TextPosition=48,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_BACK_INFO [SummaryTextArea] MenuItemType=TEXTAREA TextSetting=MediumTextLeft ScrollBarSetting=ScrollBarSetting Position=46,180 Width=430 Height=400 Spacing=2 [SummaryTitle] MenuItemType=TEXT TextSetting=LargerTextCenter TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=257,120 ScaleToFit=TRUE Width=430 [DateText] MenuItemType=TEXT TextSetting=MediumTextRight TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=466,160 [HangarScreenTitle] MenuItemType=TEXT TextSetting=ScreenTitleTextSetting TextStringID=TXT_MENU_HANGAR_TITLE [HangarNoise] MenuItemType=AMBIENTNOISE StartTime=1.0 RepeatInterval=0.5 Randomness=4.0 BackgroundLoop=HangarRadio1.wav SoundName[001]=HangarNoise1.wav SoundName[002]=HangarNoise2.wav SoundName[003]=HangarNoise3.wav //----------------------------------------------------------------------------- #include "SystemMenu.ini" #include "MouseAnimation.ini" #include "InfoTextSetting.ini" #include "TitleTextSetting.ini" #include "MenuSetting.ini" //----------------------------------------------------------------------------- [SummaryText] RightColPosition=100,0 //============================================================================= I also placed the sounds guiding myself after SF1 folder structures but it doesn't work. I thought maybe it could have anything to do with sound bit format (in SF1 it was 8bits and in SF2 I noticed is 16bits) or maybe in SF2, TK hanged some other entries in other ini/setting files. Does anyone know ? Did anyone, please , make hangar music/sounds work in SF2 ? If you did please let me know how. If you didn't bother with that maybe you can point me in the right direction. Thank you in advance. -
Hangar sounds in SF2
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
well then something is not right. I double checked everything. Are you sure that everything looks like in my setting ? Have you tried bringing the original wav file from SF1 ? I think it's in 16 bit mono 11Khz. Could that be the cause ? -
Hangar sounds in SF2
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You mean this folder ? C:\Users\Rocco\Saved Games\ThirdWire\StrikeFighters2 Israel\Menu I moved there the wav file and the modified hangarscreen.ini, it still won't work. Could you, please, be more specific, maybe giving me the exactly path on your computer to figure out how should I accomplish the goal correctly ? -
weapondata.ini
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I know exactly what you mean !! I prepared myself mentally for this big cross (SF1 to SF2) and I count on your help in this endeavour friends. -
I downloaded the last weapon packs but there is no weapondata.ini file there. Making such a file it will take me weeks to put one by one, all the weapons. I looked into SF2 CAT which has the weapondata.ini. I put the file into my C:\GAMES\StrikeFighters2 Israel\Objects\Weapons folder , but it can't read directly the weapon archive so the weapon editor can't open anything. Am I doing anything wrong ? If not and is no other way around can someone please give me a weapondata.ini plus all the weapons ? Thank you. PS - in SF2 the weapons editor can read whole folder where is a weapon stored ? I asked that because I noticed that weapons come in folders and they are separately and I don't know squat about how weapons work in SF2 (format, where are they stored, syntax importance etc) PPS - I looked into knowledgebase but the info for weapons there are old, from 2008, 12 years ago.
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weapondata.ini
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I did what you instructed, and yes now it shows itself and it works, I can see the weapons and to edit them. THANK YOU ! -
"Afterburner.ini"s missing ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeap, I figure this out, finally when I compared the SF1 with SF2 contain of the afterburner.ini file. Thanks. Once I discovered that it was easy to bring all the SF1 effects into SF2 environment.