Jump to content

Eagle114th

SENIOR MEMBER
  • Content count

    755
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Eagle114th

  1. Yes, I made sure to uncheck RLE compression. I will re-open it, re-export it without RLE compression again, just to make sure. UPDATE: Turns out it still won't work. I re-exported and made sure "RLE Compression" is unchecked. It still won't work. If it is okay, I am uploading the file here, so you can look at the file. _DPE.rar (NOTE: DPE stands for Dhilar and Paran Expansion)
  2. I need advice on this. There is decal that is not working in SFP2. Here is codes in decals for the tail: [Decal001] MeshName=fuselage_P DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Mirage3C\Paran\Paran_Insig Position=1.50,0.10 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal002] MeshName=fuselage_P DecalLevel=0 DecalFacing=LEFT FilenameFormat=Mirage3C\Paran\Paran_Insig Position=1.50,0.10 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal003] MeshName=outer_wing_L DecalLevel=0 DecalFacing=TOP FilenameFormat=Mirage3C\Paran\Paran_Insig Position=-3.00,-3.01 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal004] MeshName=outer_wing_R DecalLevel=0 DecalFacing=TOP FilenameFormat=Mirage3C\Paran\Paran_Insig Position=3.00,-3.01 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal005] MeshName=tail DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Mirage3C\Paran\Paran_Insig Position=0.0,-5.5 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal006] MeshName=tailfin DecalLevel=0 DecalFacing=LEFT FilenameFormat=Mirage3C\Paran\Paran_flag Position=0.0,-5.5 Position=-5.05,1.63 Rotation=0.0 Scale=1.4 DecalMaxLOD=3 [Decal007] MeshName=tailfin DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Mirage3C\Paran\Paran_flag Position=0.0,-5.5 Position=-5.05,1.63 Rotation=0.0 Scale=1.4 DecalMaxLOD=3 [Decal008] MeshName=rudder DecalLevel=0 DecalFacing=LEFT FilenameFormat=RudderStripes Position=-5.85,1.43 Rotation=0.0 Scale=1.1 DecalMaxLOD=3 [Decal009] MeshName=rudder DecalLevel=0 DecalFacing=RIGHT FilenameFormat=RudderStripes Position=-5.85,1.43 Rotation=0.0 Scale=1.1 DecalMaxLOD=3 [Decal010] MeshName=tail DecalLevel=2 DecalFacing=RIGHT FilenameFormat=GenericEuro2Num Position=-4.80,0.00 Rotation=0.0 Scale=0.8 DecalMaxLOD=2 [Decal011] MeshName=tail DecalLevel=2 DecalFacing=LEFT FilenameFormat=GenericEuro2Num Position=-4.80,0.00 Rotation=0.0 Scale=0.8 DecalMaxLOD=2 [Decal012] MeshName=fuselage_front DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Mirage3C\Paran\Paran_Name_Insig Position=4.55,-0.33 Rotation=0.0 Scale=3.0 DecalMaxLOD=3 [Decal013] MeshName=fuselage_front DecalLevel=0 DecalFacing=LEFT FilenameFormat=Mirage3C\Paran\Paran_Name_Insig Position=4.6,-0.33 Rotation=0.0 Scale=3.0 DecalMaxLOD=3 [Decal014] MeshName=tailfin DecalLevel=0 DecalFacing=LEFT FilenameFormat=Mirage3C\Paran\RPPAF_Insig Position=0.0,-5.5 Position=-5.0,1.15 Rotation=0.0 Scale=1.4 DecalMaxLOD=3 [Decal015] MeshName=tailfin DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Mirage3C\Paran\RPPAF_Insig Position=0.0,-5.5 Position=-5.0,1.15 Rotation=0.0 Scale=1.4 DecalMaxLOD=3 // Killmarks [Decal016] MeshName=fuselage_P DecalLevel=3 DecalFacing=LEFT FilenameFormat=kill Position=2.50,0.00 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 You can see the codes 006, 007, 014 and 015 for tailfin. It show up in LODViewer: But it does not show up in SPF2 (Tailpin) What can I do to fix this problem? Thank you and cheers.
  3. That is noted. Using LOD Viewer really saved my time a lot. I am able to work on Mirage III C new camo and align everything well. Here is screenshot (WIP) of Paran Mirage IIIC:
  4. May I ask for advice on this? I am having problems loading .ini Mirage IIIC with LOD viewer. After trying to load MIrage IIIC .ini, it kept stating "Could not load LOD file: Mirage_III_C.LOD Is it because SF2 LOD is not shown in directory, due to being locked in SF2? UPDATE: Never mind! I was looking around the setting, saw the part where I need to point program to SF2 main fodler for .cat files. Now it is working perfectly! Now I need to learn the commands for changing the view for aircraft. This is awesome!
  5. Sir, thank you. I was thinking about this one. I haven't tried it yet. I will check it out right away! While I was working on Dhimar's new skin for F-100D, I was constantly loading the mission in SF2, in order, to check the skin. That was time-consuming...
  6. I FINALLY did it, I learned how to do the basic camouflage painting (by using spray mode in GIMP), sorted the layers (Thank to templates), added new items as a new layer, and created new symbols and texts arts as .TGA. I still need to learn the tricks of combining and aligning camos when applying it on separated sections of wings, like F-100 as an example. Advice on this is much appreciated, as mentioned above. By the way, here are screenshots: (Note: Still in 1024 x 1024 version. I will need to learn how to apply 2048 x 2048 version though.)
  7. I finally understand how F-100D texture is set. There are two sections of wing (which makes it tricky to merge camo. So I avoid that for now unless I learn the tricks of doing it. I want to ask for the advice on this part. For now, only applied camo on inner wing surface while aligning it with fuselage's camo. (I copied the fuselage camo and pasted as a new layer, then aligned it next to the inenr wing as reference for camo painting.) It is all thanks to the templates that made this possible. I am quite happy with how it is looking so far. I still am working on the tail of F-100D while figuring out how to apply new nation's decal. (Note: this is in 1024 x 1024 format for now. I'll save it as 2048 at once I am done with the tail area.)
  8. Wrench, the template really helped A LOT! I am able to only focus on the base skin, then apply another layers on top of it. This is my very first attempt of creating a new camo for F-100D. I only created new camo for main body of F-100D. i will work on the wings now.
  9. Your advice on GIMP is much appreciated! For now, I am thinking on how to start. I want to skin F-100 as a starting aircraft for my big project (Dhimar vs Paran). I designed new national symbols / flags for them. Now the next step is to create new skin, and then apply new decals. I am going to start virtually paint F-100 blue / white camo (Dhimar). From what I understand, it is practical to create multi-layers from F-100. From what I Have learned a bit from past, it is ideal to separate each item on a multi layer: (Always feel free to correct me if I am wrong on anything. ) - rivets / line - main external parts (separated from internal parts) - More ideal to also separate upper and lower part for upper and lower camo Now my questions are , what is the best way to separate each parts from the texture? that is where I am at now. May I ask for your advice on this,?
  10. Thank you sir! Your encouraging words are appreciated! About the software, I am using both GIMP 2 and paint.net. Which one do you recommend the most?
  11. I always wanted to learn how to skin. I am not quite skilled with it yet. I still need to learn the tricks on how to cut the certain part of the texture and change the colors or paint over it. What I understand is that it is heavily based on creating the multi layers in gimp 2 or paint.net. From what I understand about the usage of multi-layers, one of layer for dots and line, another for camo, and next for untouched part like inside, tires, etc. You know what, I'll give it a try! I will look for the tutorials on how to skin aircraft properly.
  12. That is noted. As soon I get new a new out, I'll post it here. I have been working on designing new decals. It turns out that I don't only want to design new GUI for SF2, I also want to design new decal and other 2D graphics. I'll post screenshot as soon I get it working in SF2. Cheers!
  13. Thank you for the advice! This helps a lot! I have one more question about nation_Insig, do I place them in flight folder where the nation.ini is in too?
  14. If time permits, I can help with .ini editing or graphic designs (from GUI to any kind of 2D graphic).
  15. Thank you for the help. After changing the code "MinBaseSize=" from medium to small, it still caused SFP2 to crash when trying to use single player editor for CAS or armed recon. UPDATE: IT IS SOLVED! I FOUND THE PROBLEM, it is MY FAULT! What happened is that I renamed A-10 to a different name and the name was too long. So if you have aircraft name being too long, it will cause mission editor to crash. I shorten the aircraft name and it is working perfectly now! For example, I named A-10 as this: (USAF) A-10C Thunderbolt II [2005] "Warthog" it crashed. I shorten it as this: (USAF) A-10C Thunderbolt II [2005] Now mission editor can load successfully!
  16. Hello everyone, Thank you for this awesome mod pack! I installed it recently so I can experience flying all A-10s. By the way, I am having problem (Crash to Desktop) when trying to enter armed recon or CAS mission with new A-10s from the mod package. Have anyone experienced the same problems? I am troubleshooting through this. If anyone know the solution to this, please let me know. I was flying Desert (TW) terrain. I'll try another terrain.
  17. Basically in SF2 engine, only rockets and missiles can have either proximity fuze and/or timed fuze? If that is the case, then I could do it with rockets / missiles and enable "has growling IR", in order, to allow AI to use it as well.
  18. Hello everyone, I have some questions about modding aircraft gun to include proximity fuze and timed proximity fuze. I am working on adding a fictional new nation with their own weapons for an interesting fun experiences in SPF2. I have been looking at gun and weapons information. Before working on missiles (which is more complicated), I am starting with gun for now. I have been wanting to add two types of shells: 1) proximity fuze fir one type of shell. If the shells from 30 mm cannon would explode if it's right next to the aircraft. 2) Timed Fuze for second type of shell. The shells would explode at certain distance. I aim to be able to mod the times in seconds. I only see the code: TimedFuze=True So I want to know if it is possible to enable both types of shells. As always, thank you for the advice. Because of the community help, I am able to accomplish making mods! Cheers!
  19. That is noted, thank you for the advice. Oh boy, after modding SF2 intensively for several months, I have learned so much about the structure of SF2. It is truly mind blown how TK really design SFP2 in purely modular structure. No other sim has done this. This is a perfect sim that other sims / games could learn from. I have a lot more to learn.
  20. Oh my god, that looks amazing!!! I am really looking forward to downloading the new version of this mod! You are literally turning SF2 into a whole new sim.
  21. This solved my problem with terrains. Your advice helped me a lot! From now on, I will have to keep every aircraft in SF2, even if I don't like it. At least, for any unused aircraft, I disable the cockpit by commenting it out in aircraft.ini. So it is not a problem at all. After restoring all aircraft, I am able to see all red side aircraft on the map. I am relieved. It means I have to do the same for another 4 of SF2 installation. Here comes my meditative coding times.
  22. Haha, good joke! Good one. :) By the way, I see... Even though I used terrain's nation file to ensure only Soviet and China being red side, I still need to include all aircraft's export for another unused nations for the sake of the health of the sim itself?
  23. By individualizing the aircraft in SF2... It could not be helped... Doing a lot of .ini modding is a meditative times for me. After asking for the advice about it in another thread, I stayed with the rules by not dividing aircraft from user lists into a unique aircraft folder for each nation. It could not be helped, because doing many .ini dancing made me feel relaxed. I just simply love to learn as I mod aircraft. Each time I study about each nation briefly, in order, to find the right abbreviate for them. To my surprise, I never knew that Central America nations had P-51s. I learned the same thing about another specific nations operating certain aircraft. Since I also could no longer stand seeing aircraft name with incorrect nation's aircraft. For example, seeing an Egyptian Mig-23s with (VVS) MiG-23s instead of seeing it with the proper nation's abbreviate. Hence, I would rather to see (EAF) MiG-23s for Egyptian MiG-23s. I had to break my self rules and started individualizing each nation's aircraft. It was done several times over as the lesson are learned about tweaking the .ini files. However, I was doing it slowly, gracefully as a fun hobby when taking a short break from modding SF2 screen and real life situations from time to time. I thought it might, would take me over a year, when in fact, it took me a few weeks to achieve it. I learned the tricks of using Windows 10 search function, PowerShell (Cmd), and other tools, to make my task much more effective and efficient. Not only it was fun doing it, I got to learn about the structure and the pro / cons between individualizing Nation's aircraft and using userlist. This is what I learned: Individualizing nation aircraft vs combined nation's aircraft (Userlist) method: NOTE: I applied the individualizing only on essential flyable aircraft (Example: P-51s, Vampire, MiG-21, Su-9, F-4s, etc.) . I do not apply it on non-important aircraft, such as An-12, C-47 and other transport aircraft. Individualizing nation Method Each an individualized aircraft that is deviated from core SF2's aircraft benefits this advantage: - Having their own customized weapon load (For example, I am able to make a specialized version of EAF MiG-21s and configure their _data.ini, so they can carry both Russi and NATO heat seeker missiles. - Nationalized weapons - I am able to mod any specific ordnance and make it only available for certain nations. With that, I can use an individualized aircraft to use that ordnance. - Less chaotic camo list - I was tired of seeing combined nation's skin for one aircraft, so by dividing them into nation aircraft, I am able to just select any skins by default quickly. - More dynamic way of learning about nation's aircraft - Because of that, I am able to experience the living library of learning about nation's own air force / naval force aircraft historically. - By keeping userlist (Even with one nation included), SF2 will still detect and use them in terrains. I get to see many aircraft with proper nation abbreviates, makes my SF2 much more enjoyable dynamically! Combined nation's aircraft (Userlist) Method This method benefit from this feature: - For any aircraft that you do not want individualized, will save you a lot of time. By having multi-nations list in USERLIST.ini, SF2 will automatically use exported aircraft in mission. However, there is a disadvantage to this, for anyone who are like me who prefer having organized aircraft list: - However, there is con about this feature: It will not work well with specific nation abbreviate tags. - There are no ways of telling me which aircraft have certain nations in the list. For example, if I select MiG-17F, and then I select on "nation", it give me a list of all nation, instead of limited nation list. I could select USAF for that MiG-17F. Note: I have not experienced any CTDs (Thank goodness!) and by studying ODS 30 mod, I realized this: As long I keep the core aircraft there, it won't ctd. So it means I can specifically use the cloned core aircraft being nationalized and placing them in the specific SF2 installation that covers the certain theater geographically. For example, I would move nationalized MiG-21s EAF / SyAAF / IrAF / etc to Sf2 - Middle East, while moving F-4Es ROKAF, F-104s ROCAF, etc. to SF2 - Asia. Same thing applied to a different SF2 installation. At the another hand, I made sure all SF2 installation have all core aircraft files. This is done on one of SF2 installation with the purpose of individualizing all essential, flyable aircraft. From there, I can use it to copy and pate into specific theater (geographically) version of SF2 installation. Here are the screenshots: (NOTE: I only installed a few add-on aircraft. I will install add-on aircraft in another SF2 installation later. Just taking it slowly in an enjoyable way.)
  24. Hello everyone, I am working on a new menu for SF2. It is a slow WIP. I will share the progress here. For now, I have created two screens as my rough draft / conceptual arts. I am working on creating 3D looking buttons and Is still learning how to edit .ini files from various menu mods. I always wanted a Jane's Fighter Anthology style GUI / Menu for SF2. Now I have decided to give it a try! Here are screenshots SF2 Main Menu Mission Briefing (WIP, I am still tweaking and adding a few more items) Here are three versions of buttons: Regular, mouse hovering over it, and mouse clicking. Feedback are always appreciated.
  25. Everyone, New version of SF2 Screen Overhaul is released.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..