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ianh755

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Everything posted by ianh755

  1. File Name: Update for Tornado GR1/GR4 by Dave/Sundowner V3.2 (GR4 Decals) File Submitter: ianh755 File Submitted: 18 February 2012 File Category: SF2 Series Add On Aircraft READ ME ---------- This'll be my last update for the Tornado Pack V3.0 by Dave and Sundowner available here - http://combatace.com/files/file/12320-tornado-gr1gr4-for-sf2/ as I can't think of anything else I can change/fix. This bulk of this update is the missing GR4 decal folder which has now been added to the mod. Each Sqn now has it's own individual A/C numbers & year dependant Fleet codes (GR4_98 is 2 letters, GR4_06 is 3 numbers) and I've included 2 special "Anniversary" decals for 12Sqn and 617Sqn. These are placed on 1 Aircraft from each Sqn only. The 617sqn 60th Anniversary Decals can be found on ZA370 in the GR4_98 only. The 12Sqn 90th Anniversary Decals can be found on ZD650 in the GR4_06 only. I've also changed both the 12Sqn and 617Sqn GR4_06 skins (12Sqn had GR1 nose marking and 617Sqn has a different tail tip marking). One point to note is that 617Sqn are the only Sqn in the RAF to retain there WW2 style "Fleet Codes" which is why theirs look different to all the others. I've also tweaked the mirrors for all the GR1 variants as the "nose" wasn't showing allowing you to see through the model into the undercarriage etc. One issue I found with that is that the image in the mirrors is set as though the cockpit is actually higher than it it is (like the mirrors are about 2ft above the cockpit). I'll be having a play to see whether it's fixable without breaking the current cockpit view but I consider it a minor issue. Lastly I've changed the Storm Shadow jet exhaust effect from 2d to 3d for a better look (Thanks Fubar512 for the help) Installation ------------------ Unzip then simply copy and paste into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 etc) and allow it to over-write. Tested on a Nov '11 patched Full Merged and SF2:Europe Only. Thanks --------- I've never done any Decals before so the folks here who helped out in the many "Help" threads I started really made this possible - DTMDragon, Spinners & Wrench ------------------------------------------------------------------------------------- Click here to download this file
  2. That is quite possibly the craziest thing I've seen in this thread - I love it!
  3. Just a quick question - is there an easier way of placing the decals? I'm currently doing a rough guesstimate of the .ini by eye then checking in game, adjusting the .ini, back in game etc for 50+ times until the decal looks like it's in the right place. When you times that by 4 decals it's a lot of time!
  4. MSFoxhound - WOW! 12Sqn 90th Anniversary Tail - Only a few more years to the big Centenary!!!!
  5. Here's the HOT_M data.ini from my install. Whoever made it used USMC as the Nationname and gave it to the Americans too but it works from either the Gazelle Single/Dual launcher (HOTL & HOTL-DR) or it will attach to any ATR rack you have (the Single/Duel Launcher are classed as Rocket pods ingame) [WeaponData001] TypeName=HOT FullName=Euromissile HOT 1 ModelName=HOT_M.LOD Mass=24.000000 Diameter=0.150000 Length=1.270000 AttachmentType=NATO,USAF,USN,FRANCE,W_GERMANY NationName=USMC StartYear=1975 EndYear=2020 Availability=2 BaseQuantity=40 Exported=TRUE ExportStartYear=1975 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallMissileEffects ReleaseDelay=1.000000 WarheadType=2 Explosives=5.000000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=1 Accuracy=80 MaxTurnRate=20.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=80 ArmingTime=0.000000 SeekerFOV=15.000000 SeekerGimbleLimit=35.000000 SeekerTrackRa0te=20.000000 SeekerRange=4000.000000 MinLaunchRange=500.000000 MaxLaunchRange=40000.000000 Duration=100.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10200012 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=20.612000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-0.577000,0.000000 SustainerDuration=15.000000 SustainerAccel=10.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-0.577000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=1.000000 ReleaseAnimationDelay=0.250000 EODisplayFlags=0
  6. I did a fix for the HOT missiles in my install, let me dig it out (it was something simple).
  7. Cheers Spinners, I was hoping to avoid that due to Mb size as I've got 6 Sqn's I wanted to do which would add another 12 skins at nearly 36Mb + the decals at nearly 10Mb per Sqn making my GR4 decal pack nearly 100Mb which is bigger than the original mod (when compressed)! However if thats the only way I'll probably do just 1 tail. Cheers for the help!
  8. Getting chased by an SA-18 in Taiwan - New Tail Flash, Fleet Number, Tail Code and Fuselage A/C Number Decals, cheers for the help!
  9. Hi there, I've only just started making decals and this has got me stumped (which means it'll be an easy fix usually!). I can make single colour decals but I'm trying to make tail number decals in 2 colours i.e a Red Tail Number with a Black shadow around it or the opposite like below (the AJW) Can someone break in down into a simple how-to in PS for me? Cheers!
  10. Cheers I think! The decal is 160x160 (just blown up big in the pic) and it's the Alpha channel "cut-out" that I can't get. When I add the alpha channel it's solid, so how do I "cut-out" the AJ-G lettering from the alpha channel so it looks like Wrench's B&W picture? ***EDIT*** Sorted it, the "Stroke" option was putting the red band around the outside of the letters which meant my Alpha mask wasn't adding the extra 2 pixel width to each letter (I just got the black letter with no red border). However, I used the "Inner Glow" in blending options to make the red border inside the letter and it works fine at 160x160. It's not the best image or the easiest way but it works!
  11. Thanks for the tips, I've now got borders but I'm still having issues with the transparency affecting the whole tail (told you I was a noob at this). I'm using this tutorial from CombatAce SF1 KB for making simple Decals and I can't seem to make the bordered numbers effect I'm after using it. Any idea's on what I can do differently? I suppose I'm asking Once I've typed out what I want how do I mask off the letters from the transparent background as the method I'm using only allow you use the letters as a mask for the plain background beneath it? This is what my PS screen looks like but when added to the game the whole tail is white with just this code on it -
  12. File Name: Update for Tornado GR1/GR4 by Dave/Sundowner V3.1 File Submitter: ianh755 File Submitted: 12 February 2012 File Updated: 13 February 2012 File Category: SF2 Series Add On Aircraft READ ME ----------- This is an update for Dave & Sundowners Tornado GR1/GR4 pack available here - http://combatace.com/files/file/12320-tornado-gr1gr4-for-sf2/ After the initial release I continued to plug away at the minor issues left over that my OCD wouldn't let go of! The bulk of this update is new and/or improved weapons released recently which include both my work and the stunning weapons that Ravenclaw007 made. The rest is things that are so minor that they would probably go un-noticed by most but they bugged me. The only issue left that I can see is the lack of correct Decal's for the GR4. I'll be honest and say I haven't a clue about decals but here's some info which may help those who are knowledgable about them - The GR4 should have 2 decals, a 3 number "fleet" code on the tail fin (007 for example) and a 2 number/3 digit Tail code on the fuselage behind the flaps (ZA123 for example). The Fleet number and Tail number are not the same so ZA123 may have a Fleet number of 007 etc. Cheers.....................................IanH Installation ----------- Simply copy and paste into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 etc) and allow it to over-write. Tested on a Nov '11 patched Full Merged and SF2:Europe Only. Optional Folder -------------- In here is a modified VIEWLIST.ini which only changes the stock weapons view to a free cam allowing you a full 360' control of the camera so that you can see the weapons better. All other views are stock. If you want to try it then 1st backup your original viewlist.ini and then copy/paste the new one into the Flight Folder. Whats in the Update? -------------------- Aircraft ----------- All Variants Left/Right Outer Pylons Attachment Angles/Position tweaked. All Variants Left/Right Shoulder Pylons Attachment Angles/Position tweaked. All Variants Left/Right ALARM Stub Pylon Attachment Position/Angles tweaked. All Variants Improved Afterburner Effect added. All Variants Radar Display Centred & tidied. All Variants Weapon Pylon data altered for new weapons/guidances below. All Variants Weapon Ripple Duration/Count improved. All Variants Loadouts altered for new weapons. All Variants Gun firing angle improved. GR1 '82, '90 & '90DS JP233 Attachment Point tweaked for new model JP233. New 12SQN Artic GR1 Skin. Weapons ----------- 27mm Gun data.ini tweaked. New Skin for all ALARM missiles. New Model ALARM for Wing Outboard Stub Pylons (built-in pylon removed). New Model, Skin & Guidance for Storm Shadow. New Model, Skin & Guidance for Laser Brimstone. New Model & Skin for Radar Brimstone. New Rack Type for Radar Brimstone. New Model & Skin for all Paveway 2, 3 & 4 Laser/GPS guided Bombs (Thanks Ravenclaw007). New Model & Skin for AIM-9L & ASRAAM (Thanks Ravenclaw007). New Skin for MK10 Retard 1000lb (Thanks Ravenclaw007). New Skin for Mk22 Slick 1000lb (Thanks Ravenclaw007). New Skin for BL755 (Thanks Ravenclaw007). New Model & Skin and data.ini files tweaked for JP233 & Bombletts. New Displays for TIALD & Litening III pods. All 2BR Racks Attachment Angle/Positions & data.ini's tweaked (only Tornado 2BR will now fit). Added Missing StormShadow LOD --------------------------------------------------------- Click here to download this file
  13. Found the issue - I fly with "Collision" in the Gameplay Options at Normal and get the missiles but with it set to Hard you lose the missiles. Other than changing that option in your install there's nothing else I can alter until/unless a new model is made. With my Collision setting at Normal I've done about 200+ take-offs and haven't seen any damage being caused by the missile effectively being dragged along the runway due to the 1m diameter size but it will still causes damage if you scrape the ground by flying too low. ***EDIT*** I'm also working on the GR4 Decal's. I had a nightmare at 1st but now I've figured out what I did wrong it's going well. I just need to start making the triple digit Fleet Numbers in PS now!
  14. Hi dtmdragon - I'm not getting this issue when I start on the runway (see below) which is strange if it's down to the diameter. Is there a particular terrain or airfield this happens on for you or is it universal? If it turns out to be a common issue then I'm not sure what I can do as the pylon data can't be changed (other weapons fit there properly) and I can't make the model diameter thinner as it'll move the missile up into the fuselage and I don't have the MAX file to be able to adjust the 3d model.
  15. It's a beautiful image Soulfreak and 1 of several that rotate through as my desktop image!
  16. Cheers for the good spot - Here's the missing LOD and the pack has been updated - http://www.ianhenshall.com/sf2/RAFStormShadow.LOD
  17. The Optional file is empty as I was going to include an updated Viewlist.ini which changes the weapons view to give you full 360' camera control but I forgot! Here it is, it is completely stock except for the modded weapons view - http://www.ianhenshall.com/sf2/VIEWLIST.INI
  18. Hi there, I'm updating the Tornado Storm Shadow bunker buster and, as it's powered by a jet engine (like the Tomahawk etc), I gave it a jet exhaust plume which I'd taken from the TSR2 Olympus (between dirty/clean) but during flight but the effect looks 2d, i.e as you move around in external view the effect "rotates" so it's always flattened. Any idea's on how to make it 3D? here's the Modded Olympus effect - [EffectType001] Name=stormshadoweffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=stormshadowexhaust Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=0.015 Element[01].EjectTimeDeviation=0.05 [EmitterType001] Name=stormshadowexhaust EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=12000.0 EmissionRate=0.015 EmissionVolume=0.01,0.01,0.01 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.0,0.0,0.0 EmissionVelocityDeviation=0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.0 ParticleLifeTimeDeviation=0.5 ParticleWeight=-0.1 ParticleRandomness=0.03 ParticleDragFactor=1.00 ParticleInheritence=1.0 ParticleWindFactor=0.4 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.400000,0.400000,0.000000 ParticleColor[02].Time=0.016000 ParticleColor[02].Value=0.400000,0.400000,0.400000,0.100000 ParticleColor[03].Time=0.250000 ParticleColor[03].Value=0.500000,0.500000,0.500000,0.050000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.600000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.500000 ParticleSize[02].Time=0.01000 ParticleSize[02].Value=0.800000 ParticleSize[03].Time=0.01000 ParticleSize[03].Value=0.800000 ParticleSize[04].Time=0.500000 ParticleSize[04].Value=2.500000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=15.000000 TextureMaterial=SmokeTrailMaterial [smokeTrailMaterial] EffectShaderName=effectLightLevel.fx 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=smoketrail.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  19. Version V3.1a (fixed missing LOD

    668 downloads

    READ ME ----------- This is an update for Dave & Sundowners Tornado GR1/GR4 pack available here - http://combatace.com/files/file/12320-tornado-gr1gr4-for-sf2/ After the initial release I continued to plug away at the minor issues left over that my OCD wouldn't let go of! The bulk of this update is new and/or improved weapons released recently which include both my work and the stunning weapons that Ravenclaw007 made. The rest is things that are so minor that they would probably go un-noticed by most but they bugged me. The only issue left that I can see is the lack of correct Decal's for the GR4. I'll be honest and say I haven't a clue about decals but here's some info which may help those who are knowledgable about them - The GR4 should have 2 decals, a 3 number "fleet" code on the tail fin (007 for example) and a 2 number/3 digit Tail code on the fuselage behind the flaps (ZA123 for example). The Fleet number and Tail number are not the same so ZA123 may have a Fleet number of 007 etc. Cheers.....................................IanH Installation ----------- Simply copy and paste into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 etc) and allow it to over-write. Tested on a Nov '11 patched Full Merged and SF2:Europe Only. Optional Folder -------------- In here is a modified VIEWLIST.ini which only changes the stock weapons view to a free cam allowing you a full 360' control of the camera so that you can see the weapons better. All other views are stock. If you want to try it then 1st backup your original viewlist.ini and then copy/paste the new one into the Flight Folder. Whats in the Update? -------------------- Aircraft ----------- All Variants Left/Right Outer Pylons Attachment Angles/Position tweaked. All Variants Left/Right Shoulder Pylons Attachment Angles/Position tweaked. All Variants Left/Right ALARM Stub Pylon Attachment Position/Angles tweaked. All Variants Improved Afterburner Effect added. All Variants Radar Display Centred & tidied. All Variants Weapon Pylon data altered for new weapons/guidances below. All Variants Weapon Ripple Duration/Count improved. All Variants Loadouts altered for new weapons. All Variants Gun firing angle improved. GR1 '82, '90 & '90DS JP233 Attachment Point tweaked for new model JP233. New 12SQN Artic GR1 Skin. Weapons ----------- 27mm Gun data.ini tweaked. New Skin for all ALARM missiles. New Model ALARM for Wing Outboard Stub Pylons (built-in pylon removed). New Model, Skin & Guidance for Storm Shadow. New Model, Skin & Guidance for Laser Brimstone. New Model & Skin for Radar Brimstone. New Rack Type for Radar Brimstone. New Model & Skin for all Paveway 2, 3 & 4 Laser/GPS guided Bombs (Thanks Ravenclaw007). New Model & Skin for AIM-9L & ASRAAM (Thanks Ravenclaw007). New Skin for MK10 Retard 1000lb (Thanks Ravenclaw007). New Skin for Mk22 Slick 1000lb (Thanks Ravenclaw007). New Skin for BL755 (Thanks Ravenclaw007). New Model & Skin and data.ini files tweaked for JP233 & Bombletts. New Displays for TIALD & Litening III pods. All 2BR Racks Attachment Angle/Positions & data.ini's tweaked (only Tornado 2BR will now fit). Added Missing StormShadow LOD ---------------------------------------------------------
  20. I had to add that as the "Engine" entry in the weapon data.ini is looking for a Rocket Booster Effect rather than an Exhaust Emitter and it didn't work without it (unless I'm being a total biff!). I swapped the emitter data with the "dirty exhaust emitter" from the Tornado pack and the 2d is gone but now it's repeating flat squares so it looks like I'll just have to keep trying different emitters until I get one I like!
  21. Love the Birddog! Got Stary's Viewlist mod working -
  22. They're in m/s (metres per second) with TK keeping everything metric so 450kts = 232m/s etc. I use this conversion site - http://www.engineeringtoolbox.com/velocity-units-converter-d_1035.html
  23. Cheers Stary, that did it! My cockpit floor starting view is the "Bomb Aim Cam" view which makes sense now I think of it!
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