Jump to content

Eagle114th

SENIOR MEMBER
  • Content count

    755
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Eagle114th

  1. Thank you very much! I am looking forward to the beta release soon. (I do not know when, but I will announce here when I decide to release it after double-checking everything, to ensure there are no bugs or problems.)
  2. Roger that, here is next screen (WIP) in NA terrain. The feedbacks are appreciated, as always. :)
  3. I also worked on the new initializing screen when you start SFP2. It is in 1920 x 1080, but I had to convert it to 1024x768, in order, to get it working in SF2 for initializing part.
  4. UPDATE: I am still working on Mission Editor. It is one of most challenging project. Took me days to work on it. I had to re-design screen three times, in order, to able to fit all elements of GUI on one screen. Note: I also added the place where the "help" text appear (left lower part of screen). It is not done yet. For now, I am relieved with the results so far:
  5. Hello everyone, I need advice on .tga files. I have been having troubles with it. I have been using a software known as GIMP 2. Every time I want to save my graphic work, I save the image (with transparent background) as .tga file, SF2 does not recognize it. I tried another method by editing an existing SF2's tga file, for example "Arrow icon for scrolling up / down" by changing the color, then re-expoert it as .tga. SF2 still does not recognize it. Can someone teach me or give me advice on how to properly save .tga with GIMP 2 or another free software? If you know any good free software, please let me know.
  6. Good afternoon everyone! It is raining a lot today, because of that, the planned day of going out is cancelled. So I took an opportunity to do massive cleaning up of project. I learned one neat, yet important trick for organizing the files in menu. It also applies to another aspect of .ini modding. Here is my old project with many files everywhere, making it challenging to find the files when I need it for .ini dancing and GUI polishing: Here is the old code: [CampaignScreen] MenuType=NORMAL_MENU BackgroundImage=SF2_CAMPAIGN.bmp <<< SEE HERE MenuItem001=SystemMenuHotspot MenuItem002=NewCampaignButton MenuItem003=LoadCampaignButton (etc...) Now you can put any files into sub folder and rename it as this way: [CampaignScreen] MenuType=NORMAL_MENU BackgroundImage=SF2_SCREENS\SF2_CAMPAIGN.bmp <<< SEE HERE MenuItem001=SystemMenuHotspot MenuItem002=NewCampaignButton MenuItem003=LoadCampaignButton (etc...) Now my project looks much cleaner and is easier for me to find any specific files: That way, it is also helpful to any modders who want to learn how to mod menu, can study the .ini and files easier. In my opinion, If you do it this way, it will be easier to work on .ini and materials that .ini uses.
  7. UPDATE: I FINALLY managed to finish working on OPTIONS screen. Unfortunately, I am unable to get dial switch working. Because there are no codes that allow me to have the second placement for the same button in SF2 that I know of yet. After doing many experiments, there is no alternative methods. So instead, today I got an idea! It was inspired by Jane's WWII Fighter GUI, so I decided to go with the toggle switch instead. This time, it looks great! I am moving on the next screen. I think that soon, I will be releasing the BETA version. That way anyone can test it while I continue to expand it. Keep in mind, it is designed in 1920 x 1080 resolution.
  8. Thank you for the advice. As everyone, including you have taught me, ALWAYS make sure compression is unchecked. That is the most important note that anyone who si new to modding TW sereis sim could easily miss.
  9. Thank you for the advice, as always. I was afraid of that hardcore limitation. Hmm I see, as you said, I will keep doing the experiment. Just for the last resort, I will change to switch button used in the campaign screen as shown in my WIP thread.
  10. Hello everyone, Good morning! I apologize for asking too many questions. I still think it is a good idea to keep asking questions, so it can provide many answers for the modders here too. By the way, there is one thing I am wondering about; Is there secondary position in .ini editing? For example, Here is the code: [NewCampaignButton] MenuItemType=HOTSPOT UseHotSpotImage=FALSE NormalAnimation=NewCampaignTextAnimation0 MouseOverAnimation=NewCampaignTextAnimation1 MouseDownAnimation=NewCampaignTextAnimation0 SelectedAnimation=NewCampaignTextAnimation2 Position=52,270 ButtonSetting=MenuButtonSetting InfoTextSetting=InfoTextSetting //InfoTextStringID=TXT_MENU_NEWCAMPAIGN_INFO SelectionSound=click.wav StickySelection=TRUE See the code: Position=52,270 It determines the position of the button on screen right? Is there a way where I can set a secondary position, in other word, use a second position for one of button? For example, Here is an example what I would like to accomplish: NormalAnimation=Button_Animation0 MouseOverAnimation=Button_Animation1 MouseDownAnimation=Button_Animation2 Position=52,270 SelectedAnimation=Button_Animation3 AlternativePosition=150,270 OR Is there a way I can add the new codes and use "If SelectedAnimation is ACTIVED, then secondary button would appear on screen?
  11. UPDATE: I finally have completed working on the campaign screen. It was interesting working on figuring out how to make a 'switch' working when selecting between "CREATE CAMPAIGN" and "LOAD CAMPAIGN". Here are screenshots: ---------------------------------------------------------------------------- Right now I am brainstorming on how to make dial switch work in OPTION screen. For now, at least I got .tga working, so I will have the working transparent background. If anyone has an idea on how I can make dial switch work, please share here. Let's see if I can conquer this new challenges.
  12. Hello everyone, i have a question about changing F-100D's heat seeker missiles. I am still learning how to properly change the type of missiles that aircraft can carry. I was trying to change the missiles from AIM-9s to Magic missiles for (Ada) F-100D Super Sabre. I changed the codes in both Data and loadout.ini and F-100D still is carrying AIM-9s when going to the loadout screen in SF2. I am puzzled and is thinking that it may be related to the racks / pylons that F-100D are using. So I need advice on how to change the missiles. F-100D_Ada_DATA.INI (Group of codes) SystemName[007]=MagicStation1 SystemName[008]=MagicStation2 (Group of codes) SystemName[007]=MagicStation3 SystemName[008]=MagicStation4 [MagicStation1] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.34,1.79,-1.11 AttachmentAngles=0.0,-3.0,-45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=NATO,FRANCE ModelNodeName=pylon_y_left PylonMass=39.01 PylonDragArea=0.02 [MagicStation2] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.67,1.79,-1.00 AttachmentAngles=0.0,-3.0,45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=NATO,FRANCE ModelNodeName=pylon_y_left PylonMass=39.01 PylonDragArea=0.02 [MagicStation3] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.76,1.79,-1.11 AttachmentAngles=0.0,-3.0,-45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=NATO,FRANCE ModelNodeName=pylon_y_right PylonMass=39.01 PylonDragArea=0.02 [MagicStation4] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.43,1.79,-1.00 AttachmentAngles=0.0,-3.0,45.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=NATO,FRANCE ModelNodeName=pylon_y_right PylonMass=39.01 PylonDragArea=0.02 F-100D_Ada_LOADOUT.INI // Station 1 = Left Outer Underwing Pylon // Station 2 = Right Outer Underwing Pylon // Station 3 = Left Center Underwing Pylon // Station 4 = Right Center Underwing Pylon // Station 5 = Left Inner Underwing Pylon // Station 6 = Right Inner Underwing Pylon // Station 7 = Magic Station 1 (replaces station 5) // Station 8 = Magic Station 2 (replaces station 6) // Station 9 = Magic Station 3 (replaces station 5) // Station 10 = Magic Station 4 (replaces station 6) [AirToAir] Loadout[07].WeaponType=Matra550 Loadout[07].Quantity=1 Loadout[08].WeaponType=Matra550 Loadout[08].Quantity=1 Loadout[09].WeaponType=Matra550 Loadout[09].Quantity=1 Loadout[10].WeaponType=Matra550 Loadout[10].Quantity=1 [AirToAirLongRange] Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 Loadout[07].WeaponType=Matra550 Loadout[07].Quantity=1 Loadout[08].WeaponType=Matra550 Loadout[08].Quantity=1 Loadout[09].WeaponType=Matra550 Loadout[09].Quantity=1 Loadout[10].WeaponType=Matra550 Loadout[10].Quantity=1 [Attack] Loadout[01].WeaponType=Matra-155 Loadout[01].Quantity=1 Loadout[02].WeaponType=Matra-155 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 [Strike] Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=1 Loadout[06].WeaponType=M117 Loadout[06].Quantity=1 [SEAD] Loadout[01].WeaponType=Matra-155 Loadout[01].Quantity=1 Loadout[02].WeaponType=Matra-155 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank200_F100 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank200_F100 Loadout[06].Quantity=1 [FAC] Loadout[01].WeaponType=Matra-155 Loadout[01].Quantity=1 Loadout[02].WeaponType=Matra-155 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank200_F100 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank200_F100 Loadout[06].Quantity=1 [Recon] Loadout[03].WeaponType=Tank275_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank275_F100 Loadout[04].Quantity=1 Loadout[07].WeaponType=Matra550 Loadout[07].Quantity=1 Loadout[08].WeaponType=Matra550 Loadout[08].Quantity=1 Loadout[09].WeaponType=Matra550 Loadout[09].Quantity=1 Loadout[10].WeaponType=Matra550 Loadout[10].Quantity=1 As always, the advice are appreciated. Cheers!
  13. That is noted. I just learned new things today. Cheers!
  14. Thank you for the information! May I ask which variant of MiG-21s?
  15. Today I am able to do data dancing on EAF aircraft as well. I read that EAF MiG-21 have used NATO Sidewinder successfully before. Therefore, I tweaked EAF Mig-21 data.ini. Just like Ada F-100D, I am able to change the types of weapons specific aircraft can carry. I am doing both historical and alternative historical "What if" in practical, realistic ways.
  16. DANG! I just realized I forgot about that! Thank you! I will check the mission date. UPDATE: That fixed the problems!
  17. A little colour...

    This is simply amazing. Adding the colors to the old photo makes it feel more real and alive. It's like if the picture finally 'breaths. This remind me of the movie project where someone attempt to bring the ancient videos back alive with the colors and smooth 60 FPS. New York in 1911 (Colorized, 4k, and 60 FPS) Street Scenes in San Sebastián, Spain in 1913 (Colorized, 4k, and 60 FPS) Tokyo in 1913 - 1915 (Colorized, 4K, and 60 FPS)
  18. Noted, thank you for the advice. I make sure to keep that in mind.
  19. Thank you! That is exactly what I wanted to do. I have been looking for the jobs making Menu / GUI for any companies in Japan or internationally (Through online). For now, modding SF2 is a perfect opportunity to develop the new skills that I love doing and sharing with the community. :)
  20. NOTE: I just realized I need to fix a little issues with the icons and text 'overlapping' each other at the last screenshot. I will move icon a little lower while moving the group of text a little upper. Then it will be perfect! Same thing with stats page, I will move weapon a little bit to the right.
  21. UPDATE: The Debris screen took a lot of time today. To my surprise, the screen assets did not work well with my planned screen design. The text group does not have horizontal scrollbar, only vertical. So I had to re-design debrief screen completely from ground up. Now it is finally completed after many tweaks and moving the text around as the final touch. Here are screenshots:
  22. OH MY GOD! I am embarrassed... I just realized I missed it by accident. My apologies. About .STR, that is noted. I will leave it alone. Thank you! Cheers!
  23. Good evening everyone, I have a few questions about MESSAGESYSTEMS.INI and .STR files; 1) since I am looking for the way to do further changes to HUDDATA and GUI. I did some researches and I found out that if I edit MESSAGESYSTEMS.INI, I will be able to do more customization to the in-flight screen. I am unable to find MESSAGESYSTEMS.INI. So where do I find it? I extracted flightdata and there is no MESSAGESYSTEMS.INI. Where can I find MESSAGESYSTEMS.INI? 2) About .STR, I noted there are .STR on both flight and menu folders after extracting both using CAT extractor. What kind of program is required, in order, to edit .STR files? Or is there no way to mod them properly yet? As always, the information and advice are appreciated. Cheers!
×

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..