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Everything posted by Panama Red
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Some new photos I've never seen: http://www.historynet.com/gallery-wwi-planes.htm
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Since I have 172 different FE2 planes (just in the Western Front mod), I think that is a few to many to adapt to SF2, since SF2 is written for faster planes.
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It will all transfer from FE2 to SF2, but the planes will not fly very well due to the differences in the way the game engine reads the FM's. The second problem is SF2 time frame in by year, where FE2 is by month.
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HDR MOD
Panama Red replied to warthogA10's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
But if you already have DX10, why would you want to go backwards to DX9 ???? DX10 with it's internal HDR is better than the forced DX9 with a HDR mod. -
This is how you install new weapons into FE2/SF2 (i.e. the Weapons Mod folder system): http://combatace.com/topic/39282-sf2-weapon-layout/
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Does All FE stuff work in FE2?
Panama Red replied to usafphantom2's topic in Thirdwire - First Eagles 1&2
FE1 is based on SF1. FE2 is based on SF2. When you under stand this, you now know to read the SF1 and SF2 Knowledge Base files and understand how FE1 and FE2 operate and they are modded, i.e. what ever is required to upgrade a SF1 item to SF2 is the same as what is required to upgrade a FE1 item to FE2. -
Are you playing FE1 or FE2 ??? 1. If you are playing FE2, DO NOT, repeat DO NOT use the Weapons Editor. You must use the Weapons Mod folder method. Using the Weapons Editor in FE2/SF2 creates lot and lots of problems, which is why you use the Weapons Mod folder method. 2. On my DFW CI, the crosses are already painted on the skins, so there are no cross decals used.
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Bamzi: Are you asking where to put your SF1 or SF2 mod files ??? The reason I ask is that you are asking about SF2 files in the SF1 section. SF1 and SF2 have their mod files in completely different locations. For where to put your SF1 files, you need to go read the SF1 Knowledge Base, and for where to put your SF2 mod files, you need to read the SF2 Knowledge Base. The reason these Knowledge Bases were created was answer exact questions like you are asking now.
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New Japenese Destroyer
Panama Red replied to 76.IAP-Blackbird's topic in Military and General Aviation
If you had expansionist China as your neighbor, you would be nervous too. -
Baseball:America's passtime or a boring bunch of barf?
Panama Red replied to CrazyhorseB34's topic in The Pub
Crazyhorse: Then you would like this article: http://www.foxnews.com/sports/2013/08/04/old-school-baseball-game-where-players-are-underhanded-unmanly-and-only-juice/ -
I'm Lost... Help me out
Panama Red replied to Nefarious's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Here: http://combatace.com/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ -
I put my SF2 on my HHD (D drive, 3 TB). Since SF2 automatically puts the "mod" folder on your "C" drive (my SSD, 256 GB), all I did was change the "options.ini" file in the "C" drive mod folder directory location back to the HHD. That way both the game and the real mod folder (208 GB mod folder and counting) are still on the 3 TB HHD and it minimizes what I have on my SSD.
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WWI in Colour; Blood In The Air
Panama Red replied to MudWasp48's topic in WOFF UE/PE - General Discussion
What country, what channel ??? -
Fe2 ctd's with DEV site addon aircraft
Panama Red replied to usafphantom2's topic in Thirdwire - First Eagles 1&2
The TW Camel has been a stock plane ever since the FE1 Expansion pack. It sounds like you either have a bad install or bad download for the stock planes to cause problems. -
The Nieuport 11 and 16 also needs a little bit of "love" too since they really have nothing more than "generic" skins.
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A Nieuport 28 campaign - sim by sim
Panama Red replied to 33LIMA's topic in WWI Flight Sim Discussion
33LIMA: Fantastic write-up, I too have downloaded the DBW 1916 mod, but have not installed yet since I am busy flying FE2 mostly. Thanks for the great pictures and write-up's, really gives you a good feel for all four sims.- 46 replies
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- first eagles
- over flanders fields
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(and 1 more)
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And do not forget to change the Terrains_data.ini file to : [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] //EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 //BlendOp=ONE BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx EffectShaderName= DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Fade=NORMAL StartFadeDistance=50.0 EndFadeDistance=50.0
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July 2010 is the last patch, June 2010 had a small problem with the SE5a.
