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UllyB

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Everything posted by UllyB

  1. I extracted everything that can be extracted (except cockpit and models) but I can't see the Effects folder afterburners "ini"s and their effect TGA files. Where are they ? Are they locked ? Also I tried to use a afterburner.ini file, I used in SF1 (plus its TGA effect file). I put them both in the EFFECTS folder made in mod main folder and they won't work. Any idea why ? That was the reason I was seraching for the "afterburner.ini"s in CATs, I want them to compare with the ones made in SF1 to see why they won't work.
  2. I have this in Options.ini: [Mods] ModsEnabled=TRUE Directory=C:\GAMES\StrikeFighters2 Israel Editors=StrikeFighters2 I default use now SF2 Israel , to get use to the game.
  3. So if I put all the weapons , from a downloaded weapon pack for SF2 and copy them all, into my weapons folder (from my SF2 install mod folder) they will just be available in game ? That is what you are saying ? Secondly I still need to operate inside a weapon editor (like in SF1 series), because maybe I will change some parameters , tweaking distances to suit my style etc. I just need to know how I can operate it. is it like in SF1 series or is different ? Tell me like you explain to a person who never operated a weapon editor in SF2 environment, which is no far from truth. And yes, I have the 2012 weapon editor, you downloaded.
  4. Nope, it doesn't work for me. The hangarscreen.ini file already was into C:\GAMES\StrikeFighters2 Israel\Menu\ folder. Then I put HangarRadio1.wav (from SF1 hangar) into the same folder and I modified Hangarscreen.ini accordingly, the rest letting it untouched: [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=HangarRadio1.wav 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 //=============================================================================
  5. I took a look, interesting. Thanks for the link friend.
  6. I solved it! I managed to transfer the effects from SF1. All I have to find now it's a decent afterburner.tga or to make one. Thank you once again. Ideas exchange stimulated me and in the end I made it!
  7. So is exactly what I suspected, that's unfortunately. I hate the SF2 afterburner.tga files, they are ugly. In SF1 I had state of the art afterburner effect without any afterburner.tga meshes. Thanks for clearing it out for me.
  8. I looked into those CATs, there is the afterburner TGA for the effect but I was talking about TGA files for the effect declared in the afterburner.ini alright ? The "afterburner.ini"s are not there, even if they are declared in the plane's dataini file (in the engine section), so they must be somewhere. From what I know the afterburner.tga is linked directly through 3D model as a mesh so it isn't related to the declaration in the afterburner.ini file. One supposedly reason it won't work it would be that in SF2 TK used a simplified method having just the afterburner.tga and the afterburner.ini, that's what I suspect. I need the afterburner.ini as well because I want to compare it with the afterburner.ini taken from SF1, which won't work, even if they should have the same structure (game's engine should recognizes them no matter if they are SF1 or SF2 afterburner.ini right ?)
  9. well, at the end of the day , what matters is that I made it work even if we chose different approaches.
  10. I try to learn the ropes for SF2 and the directories changing is a big pain for me used to the SF1 one. What I did ? I copied two screen files, for loading and hangar from SF1. They were bitmaps of course. I changed them to jpg and I put them into the plane's folder and changed accordingly the plane ini file. The loading screen works (it's in 2560x1440) but the hangar one won't show. I looked to other hangar screen in download section for SF2, they are all 1024x768. In SF1 the stock one were too 1024x768 but I could change them for 16:9 in 1920x1080. However they won't work, I don't know why, in 2560x1440. My question for the hangar screen jpg is: can I make it work for 1920x1080 or should I give in to the stupid 1024x768 resolution ? And if is the latter could anyone explain to me why I can't change it please ? Thank you
  11. Wow if so PLEASEEEEEEE let me know how you did it. Maybe you can upload here the files to see how they look and let me know the files structures ? I really want that music and noises in the hangar.
  12. If by "aircraft's main ini" you mean the "ini" file where are declared the hangar and the loading screens (among other entries) , I already did that and it didn't work for me. I put them in the aircraft's folder, too, both JPGs. So I am puzzled when you say they should work 'cause I couldn't make them work this way no matter how hard I've tried. The only way I made them work for me was when I modified the whole path. Maybe it mattered that I saved separate folders for all SF2 games.
  13. Oh , sorry to hear that friend, I really am, I didn't know your condition at all. I myself, recently, was THERE (nasopharyngeal cancer). At the end of February I finished the radiotherapy. Man I wish I could help you. I wish you to make yourself well quickly and not have severe secondary effects (like in my case). I will think of you and I will pray for you friend. PS - Try fidlling with the graphics settings. You can access it via option menu and you can choose custom etc. If you close lens flare, shadows (put them on LOW) and mirrors you will have a serious frame boost. Maybe that will help.
  14. I solved it. It is logic and simple now but in my mind I was following the SF1 pattern or close to it and I couldn't see it. You have to put the WHOLE path, to the mod folder, in order to work! For me it looks like this : [AircraftData] AircraftFullName=Kfir C2 AircraftShortName=Kfir AircraftDataFile=KfirC2_data.INI LoadoutFile=KfirC2_Loadout.INI UserList=KfirC2_UserList.INI CockpitDataFile=KfirC2_cockpit.INI LoadoutImage=KfirC2_loadout.TGA HangarScreen=C:\GAMES\StrikeFighters2 Israel\Objects\Aircraft\KfirC2\KfirC2_Hangar.JPG LoadingScreen=KfirC2_Loading.JPG AvionicsDLL=Avionics70.DLL AvionicsDataFilename=KfirC2_avionics.INI Thank you anyway. Changing opinions with you helped me finding, in the end, the solution.
  15. After a few trials I realize the whole picture. I was trying, above, to make hangar screen for a STOCK plane and it won't work. When I tried to make a hangar screen for a third party plane , it worked ! It even read directly the hangar bitmap! How can I make a hangar screen for stock planes ? Is the stock hangar screen jpg stored in another folder other than the stock plane itself as it was in the SF1 series?
  16. I see...It means it doesn't accept the command because that command it's not caught in the programming terms pool or the command, if exists, has another syntax. I think only TK can really help you because he programmed the game's lines.I am sorry it didn't work out for you. With the risk to annoy you I would suggest to play the game on a pc desktop, it's really worth it, in Win 10 64x. Why torture yourself on a laptop ?
  17. Try this maybe it helps: Go to where you installed the game Find game's "exe" file and right-click it, then create a desktop shortcut Right-click the new shortcut and select "Properties" Inside the "Target" field, add in "-force-d3d9" (without the quotes) at the end, so it looks like, for instance: "C:\Program Files (x86)\ThirdWire\Strike Fighters 2\StrikeFighters2 Israel.exe" -force-d3d9 Click "OK" and run the game from the shortcut
  18. Did both. It won't work. I checked the name in plane's ini file. I took a jpg, resized it to 1920x1080, I added an alpha layer saved it and I put it in the plane's folder, where is the loading screen jpg also. Any other suggestions ? Maybe you could give me a reworked larger hangar screen jpg to take a look ?
  19. you're welcome! I am a bitter defender/advocate of the SF1 series. :)
  20. View File TU-160 Blackjack for SF1 series by UllyB TU_160 Blackjack project by UllyB for SF1 series The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown. Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014. TO INSTALL: - unzip the Tu-160 folder into your ...\Objects\Aircraft folder - unzip the content of the Effects folder into game's effects folder CREDITS: project manager - UllyB design,3D modelling,skin,decals - AngelP FM tweaking & other corrections- Baffmeister cockpit - the model uses a F-111A cockpit designed by NormanKnight. weapons tweaking & tester - Baffmeister project supervising - Baffmeister & Yakarov79 Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas Special thanks to this wonderful community who gave me ...wings and courage in all these long years. *********************************************************************************************************************************** I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient. Submitter UllyB Submitted 06/05/2020 Category Modern Soviet Aircraft  
  21. I also decided to upload a cold war version for SF2 (balistic missiles version) tweaked by Baffmeister in the early days of the project. Also feel free to improve it if possible.Check it out in the download cold war section.
  22. View File TU-160 Blackjack for SF2 series by UllyB TU_160 Blackjack for SF2 series project by UllyB The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown. Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014. *************************************************************************** *The model has Triple dragchute as in the real aircraft and has one historical skin made . Also the model has proper crew windows and proper crew positions inside the plane. *************************************************************************** TO INSTALL: - unzip all in main mod folder CREDITS: project manager - UllyB design, 3D modelling, skin, swing wing & other animations, decals, hangar & loadout pics - AngelP FM tweaking & other corrections- Baffmeister cockpit - the model uses a B-1B bomber cockpit (unknown designer) weapons tweaking & tester - Baffmeister project supervising - Baffmeister & Yakarov79 Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas Special thanks to this wonderful community who gave me ...wings and courage in all these long years. *************************************************************************************************************** I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient. Submitter UllyB Submitted 06/05/2020 Category Other  
  23. ok, it's done. I uploaded, for both SF1 and SF2 series the model. Have fun and feel free to improve it as you find it fit. Thank you for your patience all.
  24. Hello! Three months ago I finished the radiotherapy and for the moment I am well, but there are secondary effects to the treatment and my recovery was in painfully slow increments. I didn't forget you all, I was thinking of you a lot when I was in my bed. Let's hope that the cancer won't come back. The tumor is gone but first 3 years doctors said it will be critic. I am staying positive and I am hoping for the better. Well about the project now. Baffmeister helped a lot fiddling the FM and the weapons problems. Since there was not time and inspiration to make it better in this time when I was gone, I will release it as it is, with improvements those made by Baffmeister. I hope you will forgive me , but It's been a long time since I was supposed to release it. PS - thank you for your support and your kind words. They helped and meant a lot to me guys. PPS - There was a thread in which were given solutions to that annoying thing of the game which copied over a plane files if the name of the folder was the same (the stock plane thing), I can't find it. If someone can point me in the right direction I would appreciate. Thank you!
  25. If I have two different LODs as label, but they use the same label for bitmaps, what can I do to transform , for one of them, the bitmaps labels which are inside the LOD ? Is there other way other than using the 3dsMax ? And if it isn't can anyone, please, who have the skill to help me here changing their names into the LODs ? I need that for a pair of canards. I have one for the SU-30SM, but they are blue, and one for the SU-30MKI, which are grey. The name of the LODs are different , but the bitmaps, inside LODs calls for the same bitmap, as name, so it's impossible to put the bitmaps into weapon folder (to use them as fake fuel tanks) because they have the same name, but different colors. Or maybe someone, who got into the same situation already solved it and changed the bitmps/jpgs etc names. If so could you, please share it ? If you are asking why I don't use the fakeseat/fakepilot trick is because that is limited to 200m and it looks ugly, at least for me. I would be happy if I can see the canards from 2000m. Thank you. PS- By the way does anyone know WHAT application, except Mue LOD viewer, reads the LOD format ? From what program one saves the 3D model into the LOD format ?
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