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Everything posted by 331Killerbee
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Problems with SF2...
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes...The "Pilots" Folder works for Pilots, Seats and Pylons...A-4 Humps..ect..... Guy's, The biggest Problem I found while getting Weapons to show was Naming Conventions. You'll have to check to see if the .LOD naming and .INI line up. For instance, F-4B.LOD and a entry of f-4b in the .INI will keep it from showing. If using Upper Case Letters, Use Upper Case and vice versa... Unicode .INI aren't nessary, But do help with loading. It'll make sense to You if the Game Engine doesen't have to read two different Encoding as opposed to one....But the Engine will read both. The Naming Convention also applies to the "Pilot Method" of adding Pylons and Anionics Humps and such....Effects Ground Objects also.....Really, anything with an .LOD assigned.... 331KillerBee -
The French in Vietnam
331Killerbee replied to LloydNB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'd use them for My Vietnam Install........Good Idea. 331KillerBee -
Hot Fix for SF2Vietnam Out!
331Killerbee posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Get the Details here: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=2&t=6525 331KillerBee -
Well, it works both ways.....If they feel that any of My Activities are a Security Risk......They can come in and take all My Machines......After showing Me the Warrant....
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I really don't have to worry. I still do consulting for the Department of Energy. My IP Adress is Encripted and is hooked up to a DOD Line that notifies FBI of any Attack. My work Machine and Sim Machine is hooked up to the same Router.....I let the FBI handle it.
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Need some help for our Ordies....
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Here it is: Effects.rar -
Need some help for our Ordies....
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Kevin, Looking at it again, It calls out for Emitters that are only in "WilliePeteGroundExplosion". You'll have to have that Effect installed with the one above to work.....If I remember right..... -
Just sad and awful. Some of My early work gone.......Shame. Agree, People like that ought to be delt with harshly.
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Need some help for our Ordies....
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Kevin....Easy on yourself. You're not a Dumb Dollar Bill........lol -
SF2
331Killerbee replied to topcat II's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Kevin, You're right......He'll need a .LOD from an Eariler Title in that case. A SF2 .LOD won't work. It's formatted differently. -
Need some help for our Ordies....
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Kevin, The "RedWilliePeteGroundExplosion" is a Modified WillePeteGroundExplosion found in Bunyap's last Weapons Pack. The only Texture it calls out is "RedSmoke.Tga".... Hope this Helps..... Here's the .INI: [EffectType001] Name=RedWilliePeteGroundExplosion Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=MediumRocketRadialDirtblastEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=MediumRocketRadialMistblastEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=MediumRocketGlowEmitter Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=MediumRocketFlashEmitter Element[04].StartTime=0.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=WpRocketGroundExplosion Element[05].StartTime=0.050000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName=WpRocketLastingSmokeEmitter Element[06].StartTime=0.0500 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=MediumRocketDebrisEmitter Element[07].StartTime=0.000000 Element[07].StartTimeDeviation=0.000000 Element[07].EjectTime=-1.000000 Element[07].EjectTimeDeviation=0.000000 Element[08].ElementType=HOLD_EMITTER Element[08].ElementName=RedWpRocketLastingSmokeEmitter Element[08].StartTime=1.200000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=100.000000 Element[08].EjectTimeDeviation=0.000000 Element[09].ElementType=PLACE_EMITTER Element[09].ElementName=MediumRocketShockWaveEmitter Element[09].StartTime=0.000000 Element[09].StartTimeDeviation=0.000000 Element[09].EjectTime=-1.000000 Element[09].EjectTimeDeviation=0.000000 Element[10].ElementType=PLACE_EMITTER Element[10].ElementName=LargeGreySmokeEmitter Element[10].StartTime=0.1000000 Element[10].StartTimeDeviation=0.000000 Element[10].EjectTime=-1.000000 Element[10].EjectTimeDeviation=0.000000 Element[11].ElementType=PLACE_EMITTER Element[11].ElementName=WPSparksEmitter Element[11].StartTime=0.00000000 Element[11].StartTimeDeviation=0.000000 Element[11].EjectTime=-1.000000 Element[11].EjectTimeDeviation=0.000000 Element[12].ElementType=SCATTER_EMITTERS Element[12].ElementName=WpRocketExplosionFlyingDust Element[10].StartTime=0.0000000 Element[12].StartTimeDeviation=0.000000 Element[12].EjectTime=-1.000000 Element[12].EjectTimeDeviation=0.000000 Element[12].ScatterCount=8 Element[12].ScatterVolume=1.000000,1.000000,0.000000 Element[12].ScatterVelocity=600.000000,600.000000,150.000000 Element[12].ScatterVelocityBias=0.000000,0.000000,300.000000 Element[13].ElementType=PLACE_EMITTER Element[13].ElementName=NapalmGlowEmitter Element[13].StartTime=0.000000 Element[13].StartTimeDeviation=0.000000 Element[13].EjectTime=-1.000000 Element[13].EjectTimeDeviation=0.000000 [EmitterType001] Name=RedWpRocketLastingSmokeEmitter EffectLevel=1 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 EmissionRate=0.500000 EmissionVolume=0.000000,0.00000,3.00000 RadialVelocityTableType=CONSTANT RadialVelocity=4000.0 RadialVelocityDeviation=0.50000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=15.50000 ParticleLifeTimeDeviation=0.500000 ParticleWeight=-8.00000 ParticleRandomness=0.080000 ParticleInheritence=0.001 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.800000,0.800000,0.8000000,0.1200000 ParticleColor[02].Time=0.0320000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.30000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.800000,0.800000,0.8000000,0.120000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.5000000,0.0000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=40.000000 ParticleSize[02].Time=0.2500000 ParticleSize[02].Value=45.000000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=80.000000 BaseSizeDeviation=0.3 TextureMaterial=RedWpSmokeMaterial [RedWpSmokeMaterial] EffectShaderName=effectLightLevel.fx <<<<<< SF2 Entry. You may not need it..... DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=RedSmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Here's the Texture: RedSmoke.rar If You are using a WOX Series Install. You'll need these Entries for the MissileObject.INI: [WpRedRocketEffects] <<<<<< Be sure it says this in the Weapons Editor under EffectsClass= . GroundHitEffectName=RedWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=RedWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=RedWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 Semper Fi! 331KillerBee -
SF2
331Killerbee replied to topcat II's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
SF2 Series is senstive to Naming Conventions. Open the F-4N.INI and in the Lines where it states .LOD's, See if they match how the actual .LOD's are named. For Example, If the .LOD's are named F-4N and the .INI says F-4n or f-4n, Chances are it might not show. Using matching Lower Case and Upper Case Letters should solve it.... -
Need some help for our Ordies....
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Aero X6B (Aero 6B as We called it) Is a LAU-49/A....Same thing..... Back in the 50's...They started started calling alot of Weapons Related Equipment by "Aero" Numbers....i.e. Aero 20B or "20 Baker" as We called it.......It's a Bomb Ejector Rack for the A-4 and other Aircraft......Navy switched to the LAU System to be compatible with USAF Nomenclatures.. -
Need some help for our Ordies....
331Killerbee replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
LAU-49/A........7 Shot Pod. Used "Late" in the 50's to replace the 5.0 Stationary Rockets used on Corsairs, Skyraiders and such....First LAU-49's were disposible. Nowadays, If one can find a LAU-49, It's a solid Pod. First ones were painted Navy Blue, then Olive Drab....By Vietnam, They were White like the 32's.... Try adding more Drag and Lift to the Flares to slow them down. Use the Weapons Editor.....I remember doing them along time ago, I could almost get them to float backwards...... -
Excellent Work! Much Appreciated. All seems to be working fine, with improvments in Speed. A Job well done. 331KillerBee
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Screenshot Thread
331Killerbee replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'm not worried FC, I'm just the NCOIC of the Shop.......lol -
Screenshot Thread
331Killerbee replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Got more in the Hanger....The Boys are doing some touching up.... -
Screenshot Thread
331Killerbee replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'll take them all.......Just keep the Paint Hanger going..... -
Screenshot Thread
331Killerbee replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Doh! Screen Res.....Better Shot here.... -
Screenshot Thread
331Killerbee replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
64-206 of the 9th Bomber Squadron Dyess AFB....... 331KillerBee -
May patches released for SFP2 and SFP2V
331Killerbee replied to GwynO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Doh!.......That too.. I forgot to mention that.... -
May patches released for SFP2 and SFP2V
331Killerbee replied to GwynO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
A Question came Up.....What happens If the Game doesn't read or You haven't got the Modded Folder or Zip Drive in the right place? All the Game's .CAT Files are in the "Core". It Defaults to basic Game and is still playable. -
May patches released for SFP2 and SFP2V
331Killerbee replied to GwynO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
One last thing to keep in mind......WOX Series is 7 Years Old. SF2 is just 7 Months......... -
May patches released for SFP2 and SFP2V
331Killerbee replied to GwynO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You're not a Knuklehead. It's just a limitation of DX10. With DX11 comming with Win7, This might cure MP Problems. TK didn't rule out MP...Just put it at a Low Priorty for the moment. With that said, This engine would be Idea for that Capability as all MP Players would have to have the same MultiPlayer Install.....A problem in the past... Yhea....What He said above.... -
May patches released for SFP2 and SFP2V
331Killerbee replied to GwynO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Check out what Intel has for a Win7 MotherBoard. It'll amaze You. All SATA.....4 PCI-e Slots.......RAM Slots up to 16GB.... Wild....