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HomeFries

+MODDER
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Everything posted by HomeFries

  1. Ian, To add to what SupGen said, setting UseRadarTexture=FALSE has a couple of side-effects: Your radar will stop working while the TV is enabled The TV will not show up in the upper right corner of the screen (as it does when UseRadarTexture=TRUE I ran into the same thing while tweaking RAZBAM's A-6E cockpit. When I asked TK about this, his reply was that UseRadarTexture=FALSE is intended for TV displays on aircraft that don't have radar. Personally, I would love to see this expanded as a feature so that we can have simultaneous displays. Perhaps you should assist me with lobbying TK in the thread linked above.
  2. File Name: Top Gun Music Theme for SF2 Series File Submitter: RAF74 Home Fries File Submitted: 10 April 2012 File Category: SF2 Series Add On Objects Tested with Strike Fighters 2 series; should work with SF1 series via manual install. This music theme was originally designed for Falcon BMS 4.32, but arguably better fits SF2 North Atlantic from a thematic standpoint. This mod takes Harold Faltermeyer's music from the 1986 Paramount film "Top Gun" and applies it thematically to the different UI screens. The music was ripped from the film and processed by CamelBlue, but in some cases the removal of dialog resulted in muted music or inconsistent volume. In these cases, I mixed in the audio track of the F-14s shooting down the Libyan MiG-23's over the Gulf of Sidra. This mix worked better than I had hoped possible. Now all we need is for somebody to mod the MiG-28...or perhaps an F-5 skin ;). Easy Installation (no other existing menu mod) Copy the included Menu folder into your SF2 mods folder Manual Installation (existing menu mod) In most cases, I used the same name of the existing theme, so you can just insert the WAV files into your [sF2 Mods]\Menu folder. There are some exceptions noted below: Replace the BackgroundMusic line with "BackgroundMusic=CreditsScreen.wav" (sans quotes) in the following files: AWARDSCREEN.INI MEDALLISTSCREEN.INI VIEWMEDALSCREEN.INI Replace the BackgroundMusic line with "BackgroundMusic=Planning.wav" (sans quotes) in the following files: HANGARSCREEN.INI LOADOUTSCREEN.INI PLANNINGMAPSCREEN.INI ROSTERSCREEN.INI Replace the BackgroundMusic line with "BackgroundMusic=CampaignScreen.wav" (sans quotes) in the following files: SINGLEMISSIONSCREEN.INI [4. Optional Enhancements] I have another mod that reduces the size of the object icons on the planning map and makes them semi-transparent in order to see the map beneath the units. Since this mod also makes changes to the PLANNINGMAPSCREEN.INI, I have included this mod as an optional installation. If you copy these files to your [sF2 Mods]\Menu folder, then you will have both the Top Gun Music Theme and the new map icons working together. [5. Future Compatibility Issues] In the effort to minimize the size of this mod, I used the some of the same files across multiple menus. This means that in order to ensure compatibility with future official SF2 patches, you may need to extract the ini files listed in the previous section from the MenuData.CAT file and compare the files to ensure compatibility. You can quickly find my changes in the sections bracketed by //. Likewise, you can always copy and rename the WAV files to match the default WAV filenames in order to ensure compatibility for future patches. [6. Additional Information] The debrief sound files are not listed in an INI from the Menu folder, but rather are listed by nation in the NATIONS.INI file. This means that even if you decide to remove this mod, you could If you wish rename the existing debrief music files and allow them to be played for the U.S. Navy. The updated section in your NATIONS.INI should read: [Nation003] <...> DebriefSuccessMusic=[RenamedDebriefSuccess].wav DebriefFailMusic=[RenamedDebriefFail].wav DebriefKilledMusic=[RenamedDebriefKilled].wav <...> For support, please post in this File Announcement thread at CombatAce. Click here to download this file
  3. Version 1.0

    253 downloads

    Compatible with Strike Fighters 2 Series of games. One thing that has bugged me about the Strike Fighters series is the object icons are both large and opaque. Compound this with the fact that they cannot be filtered, and it makes for difficult mission planning over areas of dense activity. This mod reduces the icon size by 25% and makes the icons semi-transparent, which allows you to easily see the enemy and friendly forces while still seeing the map underneath the forces. This is especially useful for runway strikes, where you will want to know the orientation of the runway prior to setting up your Initial Point. Specifically, his mod converts the BMP object icons to TGA and adds an alpha channel that ranges from 50% to 75% opacity. Likewise, this mod updates the PLANNINGMAPSCREEN.INI in order to call the new TGA files as well as reduce the Object Icon Size from 32 pixels to 24 pixels. Easy Installation (if you are not running any other menu mod) Copy the included Menu folder into your SF2 mods folder Manual Installation (if you have an existing menu mod) As long as your menu mod doesn't change the PLANNINGMAPSCREEN.INI file, you should just be able to copy these files to your SF2 Mods folder. If you do use a custom PLANNINGMAPSCREEN.INI, then in addition to copying the TGA files to your [sF2 Mods]\Menu folder, you will need to make the following changes to PLANNINGMAPSCREEN.INI: [MapData] <...> FriendlyAircraftIcon=FriendlyAircraftIcon.tga <-------change these from BMP to TGA FriendlyGroundForceIcon=FriendlyGroundForceIcon.tga FriendlyNavalUnitIcon=FriendlyNavalUnitIcon.tga FriendlyRadarIcon=FriendlyRadarIcon.tga EnemyAircraftIcon=EnemyAircraftIcon.tga EnemyGroundForceIcon=EnemyGroundForceIcon.tga EnemyNavalUnitIcon=EnemyNavalUnitIcon.tga EnemyRadarIcon=EnemyRadarIcon.tga <...> ObjectIconSize=24 <---- change this from 32 <...> You can resize the ObjectIconSize to whatever you like, but the included HighlightIcon.tga is set for a 24 pixel Object Icon. If you wish to keep the ObjectIconSize at 32, you can do so; just remove the HighlightIcon.tga from your [sF2 Mods]\Menu folder and the default icon from the CAT file will be used. If you wish to use any other size icon, you will need to make changes to HighlightIcon.tga yourself. If you know of a way to change this in the INI file, please let me know so that I can put it in my next update. Future Compatibility Issues In order to ensure compatibility with future official SF2 patches, you may need to extract PLANNINGMAPSCREEN.INI from the MenuData.CAT file and compare the files to ensure compatibility. You can quickly find my changes in the sections bracketed by //. For support, please post in the corresponding File Announcement thread at CombatAce.
  4. Yeah, I recall that his leaving the project is the reason his score wasn't released commercially. To have the official score must be awesome!
  5. This is strictly the Harold Faltermeyer score from the film, as opposed to anything released on an official soundtrack (i.e. no "Danger Zone"). I didn't rip it directly (CamelBlue gets the credit for that; I downloaded the rips), but I did mix the F-14 radio chatter into selected tracks.
  6. File Name: Semi-Transparent Map Icons for SF2 Series File Submitter: RAF74 Home Fries File Submitted: 11 April 2012 File Category: SF2 Series Add On Objects Compatible with Strike Fighters 2 Series of games. One thing that has bugged me about the Strike Fighters series is the object icons are both large and opaque. Compound this with the fact that they cannot be filtered, and it makes for difficult mission planning over areas of dense activity. This mod reduces the icon size by 25% and makes the icons semi-transparent, which allows you to easily see the enemy and friendly forces while still seeing the map underneath the forces. This is especially useful for runway strikes, where you will want to know the orientation of the runway prior to setting up your Initial Point. Specifically, his mod converts the BMP object icons to TGA and adds an alpha channel that ranges from 50% to 75% opacity. Likewise, this mod updates the PLANNINGMAPSCREEN.INI in order to call the new TGA files as well as reduce the Object Icon Size from 32 pixels to 24 pixels. Easy Installation (if you are not running any other menu mod) Copy the included Menu folder into your SF2 mods folder Manual Installation (if you have an existing menu mod) As long as your menu mod doesn't change the PLANNINGMAPSCREEN.INI file, you should just be able to copy these files to your SF2 Mods folder. If you do use a custom PLANNINGMAPSCREEN.INI, then in addition to copying the TGA files to your [sF2 Mods]\Menu folder, you will need to make the following changes to PLANNINGMAPSCREEN.INI: [MapData] <...> FriendlyAircraftIcon=FriendlyAircraftIcon.tga <-------change these from BMP to TGA FriendlyGroundForceIcon=FriendlyGroundForceIcon.tga FriendlyNavalUnitIcon=FriendlyNavalUnitIcon.tga FriendlyRadarIcon=FriendlyRadarIcon.tga EnemyAircraftIcon=EnemyAircraftIcon.tga EnemyGroundForceIcon=EnemyGroundForceIcon.tga EnemyNavalUnitIcon=EnemyNavalUnitIcon.tga EnemyRadarIcon=EnemyRadarIcon.tga <...> ObjectIconSize=24 <---- change this from 32 <...> You can resize the ObjectIconSize to whatever you like, but the included HighlightIcon.tga is set for a 24 pixel Object Icon. If you wish to keep the ObjectIconSize at 32, you can do so; just remove the HighlightIcon.tga from your [sF2 Mods]\Menu folder and the default icon from the CAT file will be used. If you wish to use any other size icon, you will need to make changes to HighlightIcon.tga yourself. If you know of a way to change this in the INI file, please let me know so that I can put it in my next update. Future Compatibility Issues In order to ensure compatibility with future official SF2 patches, you may need to extract PLANNINGMAPSCREEN.INI from the MenuData.CAT file and compare the files to ensure compatibility. You can quickly find my changes in the sections bracketed by //. For support, please post in the corresponding File Announcement thread at CombatAce. Click here to download this file
  7. Also, please note that this mod when installed using the "Easy" method conflicts with my Top Gun Music Theme mod. If you want to use both mods, there is already a compatible version of this mod in the Top Gun package.
  8. You're preaching to the choir, Skate! There are plenty of people who are hesitant to make a bulk purchase like that without having played the game. That's why I don't recommend NA for first time players, as you get two aircraft with fairly limited roles given the scenario. For first-timers, I think SF2E has the most to offer as a single package (different types of aircraft across multiple generations with an interesting scenario/theater), which will get people into the series. Then they get the full merge bug.
  9. I'm telling my friends on the TAW forums at Combatsim about this one. Though to be honest, I think of NA as more of an expansion pack rather than a standalone title. For first timers who love the Tomcat I recommend Europe with NA as an add-on.
  10. The CCIP "Death Dot" displayed correctly in the March patch, but I had a beast of a time getting the Gun Cross and Fall Line to display. To get all working with the March 2012 (and later) patch, add the following line to the [HUD] section of your A-6A_Avionics.INI file: HUDMaterial=HUDMaterial Then add this section to the same file: [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Finally, you need to add this line to the [HUD_CCIP] section: FallLineImage=cockpit\HUD\A-6A_FALLLINE.TGA (this file is included with the package) Hope this helps.
  11. I'm in the midst of updating all of the super loud, super clear Hawkeye calls in SF2: NA to make them sound like actual radio calls. I have already normalized the volume, and I'll be putting in some FM Radio sound clipping. The one thing I'm looking for is the white noise background (radio static) that matches the original TW radio calls. I already have white noise, but since the calls are sometimes mixed I would prefer to match the timbre of the original static to give the sound more continuity. If anybody has anything, I would greatly appreciate it. Thanks in advance,
  12. Rgr that. My files are done with the exception of background noise (though there tends to be some just from the processing without adding a backing track). All I need to do is separate them. @Skatezilla, you're welcome to whatever I have for integration.
  13. Unfortunately, I haven't been on that project since 2007, but I do know that mission modules are the key to mission packages with LCS-2. For example, you could have an VLS module for a missile support role, another module for SOF insertion, etc. This might make for Google hell, as you may have to research spin-offs from the original design. Of course, this also makes for a very interesting platform, as you can do all of this stuff without necessarily having to update your 3D object.
  14. Any ETA on the General Dynamics LCS? That's the one I used to help design.
  15. Ok, I got everything set up the way I like with all of my A-6 variants (including MigBuster's awesome CCIP mod; additions for the March 2012 patch listed in that thread), but there is one more thing I need to ask as it pertains to the A-6E. I know that the EOTV display can be used as another radar mode by inserting the line UseRadarTexture=TRUE in the [TVDisplayData]. However, since the A-6E has separate radar and video displays, I used the line UseRadarTexture=FALSE to get them to display separately. You can see in the following screenshot that the radar is active (bottom) with no EO display (top) since the LGBs or Walleyes are not selected: Now in the following screenshot I selected LGBs, activating the EOTV (top). Note that the ground mapping radar is disabled (bottom), even though the radar template displays on the radar screen itself. Additionally, the radar (as opposed to EOTV) is still superimposed in the upper right, even though it is inactive. My question is twofold: Is it possible to have both the radar and the EOTV active simultaneously? If not, then without UseRadarTexture=TRUE is it possible to have the EOTV at least superimposed in the upper right when it is the active sensor? Thanks in advance.
  16. Thanks, Wrench. Updating the data.ini did the trick. It was a Configuration Management error on my part; I was using the data.ini files from the SF2V Air & Ground War Expansion, as opposed to extracting the latest ini files. Once I extracted the data.ini files and made the proper tweaks (for the B at least), the Intruders were good to go!
  17. Gents, I'm an experienced modder, albeit something of a newbie at modding SF2. I've been able to get the RAZBAM cockpit incorporated into all of the A-6 versions I have, including the scenario above (RAZBAM cockpit in TW A-6A). Problem is that in the A-6A/B (both using the stock A LOD) the external fuel tanks show up on the hardpoints if there is another weapon selected. I've read the other posts about hiding the components, but I was wondering if somebody has figured out which meshes to hide with the A-6A LOD to prevent the fuel tanks from being superimposed on the weapons. Fortunately, this isn't a problem with the A-6E TRAM. On a parallel track, has anybody been able to import the RAZBAM A-6 LODs into SF2 without having them go tail-first into the runway? I've played with the data.ini file using MigBuster's conversion guide, but I can't seem to get that squared away either. Thanks in advance.
  18. Intruder, One other thing: if you decide you like the SF2 line (and perhaps pick up some of the other games), know that the Mission Editor is also part of Expansion Pack 2 for Strike Fighters 2: Europe. Of course, if you want to stick with Vietnam and have no interest in a Fulda Gap scenario, there's no use shelling out for a game and its expansion only to get the mission editor, but if you do like what the Europe games have to offer, you might as well pick them up and get the editor as part of the package.
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