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Eagle114th

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Everything posted by Eagle114th

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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!
  7. That is noted. I just learned new things today. Cheers!
  8. Thank you for the information! May I ask which variant of MiG-21s?
  9. 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.
  10. DANG! I just realized I forgot about that! Thank you! I will check the mission date. UPDATE: That fixed the problems!
  11. 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)
  12. Noted, thank you for the advice. I make sure to keep that in mind.
  13. 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. :)
  14. 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.
  15. 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:
  16. 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!
  17. 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!
  18. Congratulation! It is great to see you never giving up and getting the mods to work in SF2. I felt the same when working on deep coding .ini for SF2 new menu / GUI project. It has been a deep learning curve for me as well. I look forward to seeing your projects expanding even more! Thank you for continuing to share your hobbies / passions in SF2 moddings with us!
  19. UPDATE: I finally managed to finish working on the pilot's record page. It was a lot of work cleaning the codes and reorganized everything while placing the new GUI into it. The feedbacks are appreciated. I always look for the ways to improve the screen. Here is the screenshot:
  20. Everyone, I FINALLY DID IT!!! After reinstalling GIMP 2, I just realized something. I had "RLE compression" enabled each time I save .tga file all along. THIS is what caused .tga files not apearing in SF2. Now that I am able to save the file while unchecking "RLE compression", my new .tga icon / shapes shows up in SF2! I am relieved now! Thank you everyone!!!
  21. UPDATE: About the hangar screen, I was looking through SF2 aircraft hangar screen. I realized one thing, it looks stretched when using it in 1920 x 1080 mode. That is a problem if I decide to apply hangar GUI over each of SF2 aircraft's hangar. It won't look good, and I don't want it to ruin SF2 new menu / GUI. Instead, I'll just use hangar as background as shown in the screenshot. That way it won't look bad. However, about the real photo, I am concerned about the copyright, so I'll use default SF2 for now. About the real photo, I decided to test it with the new hangar GUI template, it came out great! That way, if you want to use any picture, you can use it with the template. Here are the results: NOTE: You will notice a few things missing, compared to an in-game. That is because it is a background image file that will be used in SF2. The sim will have the texts and buttons appearing over it. At the same time, I noticed something interesting; I noticed inactive "FLY NOW" codes in loadout, planning, and roster screen .ini files. So if anyone wants to see "LAUNCH" button enabled in these screen, let me know. For now, I think it is practical to keep each screen clean and informative as possible.
  22. That is noted. I am going to re-install GIMP 2 completely and try again. (Crosses my fingers) That is noted as well. Wish me good luck with the reinstallation of GIMP 2 and my attempts to make a custom .tga for SF2.
  23. Roster screen is now completed. The next screens will be more interesting to work on.
  24. The planning screen is now completed. I am moving on the roster screen.
  25. UPDATE: I just realized I forgot to update 'AMMO' list, I fixed it.
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