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HomeFries

+MODDER
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Everything posted by HomeFries

  1. Dave, The other solution if you prefer drag and drop is to install GME and the MODS folder to a temp folder, then activate the mods you want in order. You'll then see the Objects, PilotData, and Sounds folders in the new temp folder. Zip up that new file structure for your archive, then drag and drop into SF2.
  2. Guys, if you want to install it "old school" just think of each of the folders as pieces to copy to your SF2 mods folder. Beneath each folder name is the structure necessary to just copy and paste into your SF2 mods folder. If you start with Common, just copy the Aircraft, PilotData and Sounds folders to your SF2 mods folder (though you may want to make sure to back up SQUADRONLIST.INI). If you have SF2V installed, just copy those folders into your SF2 folder. If you have SF2NA installed, copy those folders into your SF2 folder. The rest are optional. That said, once I discovered GME, I never installed a mod for any program without running it through GME first.
  3. Was actually doing the attachment for the belly anti-smash light, which on the pre-TRAM birds is attached starboard of the landing light on the nosegear panel . However, since I did it for that, I went ahead and did it for the landing light as well. I figure if the code is ever changed so that the landing lights are dynamic, I'll at least be ahead of the game.
  4. In my latest update, I discovered how much I can learn when I'm researching a completely different subject. Long story short: our favorite all-weather attack aircraft can now see in the dark! And for good measure, I added the belly anti-smash light. Note that it is slightly off center toward the starboard side of the aircraft. This will be placed center-aft (near the engine doors) for the TRAM/SWIP variants. If anybody knows how to attach this to the nosegear, I'm all ears; right now it's abstractly placed in the right spot when the gear is retracted. I've tried this: [bottomFuselageLight] SystemType=LIGHT Position=0.125,2.165,-1.22 LightSrcOffset=0.00,0.0,0.20 Color=0.88,0.25,0.25 Brightness=0.07 LightSrcRange=0.3 CanFlash=TRUE FlashTime=0.50 //Added by HF MovingLight=TRUE AttachedNodeName=NoseGear and I added the components to the nose (as opposed to fuselage) [Nose] ParentComponentName=Fuselage ModelNodeName=fuselage_front ShowFromCockpit=FALSE DamageRating=DESTROYED MassFraction=0.240 HasAeroCoefficients=FALSE MinExtentPosition=-1.18,-2.41,-1.26 MaxExtentPosition= 1.18, 4.15, 1.33 CollisionPoint[001]= 0.00, 7.29,-0.86 CollisionPoint[002]= 0.00, 8.08,-0.09 CollisionPoint[003]= 0.00, 5.23, 1.08 CollisionPoint[004]= 0.55, 3.17,-0.76 CollisionPoint[005]=-0.55, 3.17,-0.76 SystemName[001]=Pilot SystemName[002]=CoPilot SystemName[003]=NoseGear //Added by HF SystemName[004]=BottomFuselageLight SystemName[005]=LandingLight I would love to get the light attached properly to the nose gear. That said, not attaching it to the nosegear won't hold up its release; I'd just rather get it right the first time, if possible. EDIT: Never mind. Figured out the landing gear issue. I should use AttachedNodeName=front_wheel_door. Finally, can anybody answer my question I asked here regarding using DecalNumberStart/DecalNumberEnd and whether it affects the campaign RNG? Basically, I would like to know if using DecalNumberStart/DecalNumberEnd will be respected by the RNG, or whether I need to go the route of making extra numbers (which I have done, but I'd rather not use them if I don't have to). How I approach that issue is really the only thing holding up release at this point.
  5. I'm currently working on a set of low vis A-6 skins for use with the default markings (e.g. A6TailL, InsigniaLVBWingL, etc.), and I would like to have a separate set for CAG birds (LV markings with color tail) and another set for the full low vis (LV markings, LV tails). I have already done the tails and created the CAG birds. That was easy enough (300,400,500,600 in the numbers.lst, and call out custom decals for modex). However, I'd like for the other LV birds to use modexes other than the double-nuts. Starting at 301 is easy (DecalNumberStart=1), but once I get to 324 I would like to cycle to 401. Problem is that deleting 400 in numbers.lst just has the effect of offsetting my count by 1 (i.e. if I delete 400 and select 401 as my bird, 400 shows up in the modex, then 401 for 402 and so on). I know I can do DecalNumberStart=1 and set DecalNumberBlockSize=24, the question is whether there is a way to force the program to skip a number in the sequence without offsetting the decals. Thanks in advance.
  6. Folks, I have a philosophy of not starting a second enhancement until I know that the first one works properly. As such, I have been putting my time into skins and decal placement, and the custom modex took a back seat until now. Now that I am getting into DRD's modex pack, I've been looking more closely as to what needs to be done. My understanding is this: Regardless of how many numbers are in NUMBERS.LST, the campaign engine will always use 0-99 (i.e. all 100 slots) Limiting NUMBERS.LST and putting DecalNumberBlockSize, DecalNumberStart, and DecalNumberEnd in TEXTURESET.INI only affects player-selected aircraft Therefore, if I want to limit the modexes to 500-524, I need to: Create a NUMBERS.LST with 500 through 524 Use DRD's decals, or create decals going from 500-524, then copy and rename them 25-49, 50-74, 75-99 Are my assumptions correct? Thanks in advance. EDIT: One more question: Does DecalNumberRandomize=TRUE have any effect on the campaign selected aircraft, or is this just for player-selected aircraft?
  7. Do you already have two decals on that side of the object? If so, you won't see the third. If you are already doing this on a level 2 basis, why not combine the award logo on the same decal with the aircraft number? Unfortunately, it's not as flexible a solution as what you are trying, but it doesn't add any decals either. EDIT: A thought on my technique. If you go that route, you may need to set the decal numbers offcenter, then place the award in the decals you wish. You will then likely need to adjust your placement in DECALS.INI accordingly.
  8. Thanks, Dave. I realized after uploading the screenshots that I hosed up the Marine decals, and instead defaulted the Navy pattern when doing the new nose. If you look at the black-nosed A-6 from VMA-242, that is correct (the squadron is listed above MARINES and not behind the roundel). I guess I was really tired when I finished up last night. Anyway, this has since been fixed (for you rivet-counters out there).
  9. Another update: Last night I got the urge to do the grey/white split color radome, and after a bit of trial and error I got everything lined up. Here's a screenshot of yet another skin for the default intruders. Finally, I realized that I was a bit underwhelmed with the default "NH" tail flash for the VA-75 Sunday Punchers, and such a storied squadron (not to mention the first squadron to get the A-6 and the squadron to eventually retire it) deserved the logo for which it is more commonly associated. I tweaked Wrench's VA-75 tail decal and made a dark version and a full color version of the logo, all of which you can see here: Also, note the classic scheme on the wingman. I went ahead and enabled these for the SWIP birds, but defaulted them to the Fleet Replacement Squadrons (RAGs), as opposed to operational squadrons. This way, you can take the new birds with the classic paint out to the range! Feature freeze is about here, and I just want to do some playing with Drdoyo's modexes, but this baby should be out shortly!
  10. 10 Years with Combat Ace

    Congrats and thanks! I remember Biohaz as well.
  11. That's actually what I use. I'll provide instructions on how to mod the Razbam cockpits to work with the stock models, as well as some RWR tweaks.
  12. But of course, Wrench! I've made some tweaks to them myself, as you can likely tell with the CAG bird. I also added some noise to the grey pattern, then some gaussian blur for the grey on the CAG birds (since the paint scheme tends to be a little nicer on them). I also borrowed heavily from your avionics enhancements. Not to worry; credits are forthcoming!
  13. Thanks again, guys. After looking at Drdoyo's modexes, I realized how my omitting the 00 aircraft from the LV skins would possibly screw up the campaign if somebody were to create one using those skins. Therefore, I won't go forward with removing 00 from the LV skins; people will need to perform their own due dilligence based on how much they care. However, that mod has also done the tedious work that allows us to have our cake (500/600 modex) and eat it too (all 100 slices). I'll do some playing around with this.
  14. My numbers may be slightly off (I wrote that from memory while at work), but if it needs to be updated I will change the post when I get home. I do know that it works; I was able to limit my A-6Bs to the 500 series (since I didn't have enough BuNos to cover the 100 entries). EDIT: Duplicate posts
  15. What happens is the first entry in the NUMBERS.LST corresponds to the 000 slot (e.g. USNAttackNum000) regardless of the value in the file. Think of the NUMBERS.LST being a one-dimensional array where the entries in the list correspond to the modex you see in the loadout screen, while the slot used corresponds to the position of the number in the array. This means that regardless of your first entry in NUMBERS.LST, you will start with 300, custom modex decals notwithstanding. Fortunately, there is an easy solution to your problem. If you want to restrict your modexes to 400, leave the original 300-624 NUMBERS.LST intact, and add the following lines to your TEXTURE ini file: DecalNumberBlockSize=25 <----this is fine where it is DecalNumberStart=25 <----With the first address of an array being 0, this starts with the 26th entry in the array, which should correspond to 400 DecalNumberEnd=49 <----Keeps you from going into the 500 series modexes Hope this helps.
  16. Sounds great. Looking forward to its release.
  17. Roger that! Time to pad my post count. starting now...
  18. Thanks, guys, for the replies. @St0rm, I'll definitely check out the modex pack when I get home. @Swordsman, interesting factoid regarding the 8-9 series modex. I've never seen one of those myself either. I can't imagine the need for them anymore, considering that four of the CVW organic missions are now accomplished with the Hornet airframe. Just so you guys understand, I'm not planning to do custom squadron skins. My design philosophy is to have a variety of modular skins for all of the existing A-6 squadrons and logos in the game, which is essentially enhancing the default USN/USMC skins and adding some options. That's also why with the exception of the CAG/LV counterparts, I'm keeping the default 300-624 modexes, despite the fact that I haven't heard of an A-6 using anything other than a 5xx or 6xx. Unfortunately, I don't have the time to do historical squadron skins; about all the time I have is for researching/creating BuNos, and making sure I don't use BuNos involved with fatalities or POW/MIAs. I figure next I'll add the dorsal logo above the wing, then create logos for the squadrons that used them.
  19. Thanks, Wrench. Not the answer I was hoping for, but certainly the answer I was expecting. That begs a new question: from where do I extract the USN2Num TGA files? I haven't been able to find them in the existing CAT files, and custom Modexes will mean custom 2-numbers as well.
  20. I second the use of GME. That program is great; I use it for every game that doesn't have a dedicated mod manager.
  21. Thanks for the reply. I had NATIONS.INI in the Menu folder, and thought that it was working because some of the other changes actually took. Operator error on my end; It's working sat now.
  22. dtmdragon, I really like the job you did, but I'm having an issue that hopefully you can help solve. I am using your modified NATIONS.INI, but I can't get Aggressors (RED) to show up as a nation when I choose to fly the A-4F in a single mission. As such, I'm afraid I'm missing some of the "national" markings. The datafiles all look consistent, so I have no idea why I can't get Aggressors to show up. Thanks,
  23. Great cockpit, Julhelm!
  24. I have a question for the file-savvy folks here: Normally I use Generic Mod Enabler to manage my mods, and SF2 is no exception. Simply, the way it works is it creates a folder called "MODS" within the main folder of the program you want to mod. Then when you enable a mod, it copies it from your "MODS" folder into your main install using the same hierarchy. For example, let's say I want to install mods in the c:\users\[username]\saved games\thirdwire\StrikeFighters2 Europe folder. If I ran GME for SF2E, I would put the exe in my ...\StrikeFighters2 Europe folder, and when I ran it it would create a folder called ...\StrikeFighters2 Europe\MODS. As you can imagine, given the number of different installs (e.g. NATO Fighters, ODS, etc.) and the size of many of these mods, enabling them separately for each SF2 installation becomes unwieldy. I would like to use symbolic links (useable in Vista and later), which are essentially shortcuts for files and folders. I've already been able create a "master mods folder", and then use symbolic links to create instances in each GME "MODS" folder. However, even when I create symbolic links in the GME "MODS" folders, when I enable the mods with GME it copes the files entirely, as opposed to just copying the symbolic links. So here's the question: I would like to be able to copy over the symbolic links using a mod manager. Is there any way I can do this? Is there a mod manager out there that uses this ability, and/or is there a way to force a program to respect existing symbolic links? Thanks,
  25. I use GME as a Configuration Management tool as well as for mod management, which is to say that GME also tells me whether installing one mod will overwrite files in another, and it backs up the overwritten files to preserve iterations. I agree that separate installations with the SF2 core files is a brilliant way to do things, but there are some mods that lend themselves to multiple installs. For example, the TMF F-14 Superpack would find a home in ODS, NF4+, a "stock" version, WFI, etc. Certainly your SARCASM mod fits the bill here as well . I'm just trying to optimize things, and I can be like an obsessive pit bull when it comes to details like this.
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