7. Now that your new shape and texture are found by the toolkit, and the
shape points to the texture, let's actually edit them.
8. One option is to use Sick Puppy's Airbrush to change
the colors of shape polygons and the texture. Simply copy your new texture and
shape file from your Fighters
Anthology/Toolkit/Projects/xx_your_project_name_xx/ folder, and into your
airbrush folder. Open airbrush, and color the files. See the airbrush readme for
more information. When you are done, simply copy the colored shape and texture
back into your Fighters
Anthology/Toolkit/Projects/xx_your_project_name_xx/ folder.
9. You can also simply export the texture file from the Graphics menu of the
Toolkit. In the Graphics menu, select textures, then find your new texture,
select it, and "Save As" it into a folder. Edit with
your favorite graphics editor. It is usually desired to edit textures through
this method after using Airbrush, so that the landing gear, cockpit, and
afterburner textures can be brought back to the original color. An easy way to
do this is to export the texture which your new texture was based on, and copy
the original gear, cockpit, etc. areas from the old graphic file to the new.
10. From the Graphics menu of the toolkit, select import, browse to the
texture you just painted, and select it. In the file type menu, select "Texture File". Remove the second "_" (underscore) from the front of the file's name. The
toolkit automatically adds a second underscore in front of the filename, and
this is usually unneccessary. The 1st underscore can't be removed, so remove the
second.
11. Now, select the aircraft, vehicle, object, etc. which you wish to give
the new shape/texture to. In the Shape Selection box on the main screen, browse
to your new shape. For aircraft, it is only neccessary to create a new "XXX.sh" name, "XXX_A.sh", "XXX_B.sh" names are uneccessary if the edited shape file
is from Fighters Anthology. There will be more info on using ATF/USNF, etc
shapes later. When using a Fighters Anthology shape for an aircraft, just be
sure that the "XXX_S.sh" (shadow shape) file
corresponds to the original shape that your edited shape was based on.
12. Build the library and tryout the new shape.
FILE 04: GETTING AI SURFACE VEHICLES TO ATTACK EACH OTHER
BEYOND VISUAL RANGE |
The way I do it and it's the way I think works the best is to create a very
long range visual seeker. To make one of these, edit one of the Vis180 or
whatever files, renaming it to something else and giving it the range of what is
needed for your ship/vehicle to fully use its weaponary. What I do is make a
seeker that I can use for a lot of my ships/vehicles. Anyway, after you've
created the seeker, give it to your ship/vehicle in their hardpoint menu, and
give it the weaponary you want. Note this though, you have to make sure the
ships can slew their weapons, and all weapons are given the secondary weapon
checkbox except for one. What it does (secondary) is make it so the ship does
not have to really think about targeting something and firing at it the way
something normally does, therefore it will fire at a target without having to
turn at it. BTW, for a s hip to fire a radar missile, they must also be given a
radar seeker. This is to be an addition with the long range visual seeker.
FILE 05: ADVANCED SMOKE TRAIL TIPS |
Excellent tip by Centurian!
How to get rid of the default objects in a
map
|
Low
Smoke |
Normal |
Extended
Trail |
Weapon
Size |
Small |
Medium |
Large |
Small |
Medium |
Large |
Small |
Medium |
Large |
Frequency |
12 |
12 |
12 |
6 |
6 |
6 |
1 |
1 |
1 |
Exist
Time |
2 |
2 |
2 |
4 |
4 |
4 |
6 |
6 |
6 |
Start
Size |
5 |
10 |
15 |
15 |
25 |
35 |
15 |
25 |
35 |
End
Size |
1 |
1 |
1 |
5 |
10 |
15 |
15 |
25 |
35 |
- Short range missiles have low
frequencies
- Longer range missiles have higher
frequencies
- Bigger start size than end size
for low smoke
- Same sizes for long trails
- DO NOT EXCEED 130 FOR EXIST TIME
OR ELSE YOU GET AN ERROR
- Small missiles are under 300
lb.
- Medium missiles are between 300
and 750 lb.
- Large missiles are over 750
lb.
NOTE: This is based on my own
system but it should give you an idea (i hope).
Centurian
1) Probably the easiest way to do it -- set the shape to either WAVE1.SH or
WAVE2.SH. If you do that, it will look like a wave and will blend in with the
rest of the waves in the ocean. Other objects will be able to damage it
(depending on the damage points). If you use this approach, I suggest you increase the damage points, 'cause the explosion of
weapons on the sea will be less effective against a submerged sub.
The shortcoming of that approach is that
sometimes the "wave" is too noticeable.
2) Use the SUN.SH or MOON.SH. This makes the object totally invisible in the
game, but it looks weird on the REFERENCE screen. These shapes do not take
damage, so the object is effectively indestructible. But then again, submerged subs shouldn't be destructible in the first place...
anybody here seen dasboot? (Depth charges...) whatever. just my two cents here.
Making smoke pods for FA is very easy. Basically you'll want to make an inert
weapon. By inert I mean non-moveable and non-destructible. You'll want to set
all speeds to zero and set the maximum altitude to around 100K. Don't worry
about range. Set all damages to zero and then set its removal to a value of
about 1 or 2. Then in smoke effects, select the color smoke you want (black,
grey, white, transparent) and set its frequency to something between 20 &
30. Then set its exist time in this window to about 4, existing in the air for
1 second. Make its start size small, below 10 and its end size above 35. Then
go into firing info and make it hold many projectiles. Through the toolkit you
can only set 255 but in the JT file itself you can go up to 32767. Make it have
between 255 & 1000. Set all the other values to one except the last one,
set that to zero. In ordinance parameters click loadable to hardpoint,
continuous fire, and final collision check late. Then just save and you have a
smoke pod
FILE 08: MUSIC FILES (RARE TIP!) |
First off, you've got to understand the music files of Fighters Anthology. Uh... there isn't that much to understand, actually, so
I'll just get right to business and tell you how I modify them. If you wish to edit the music files, download the .MUS files from
my downloads site. After you've got them, extract them to your FA
toolkit. Use a hex editor to open the files up. You'll see I've named them
M_air.mus Dogfight
M_danger.mus Enemy detected
M_deck.mus On the deck
M_eject.mus Ejected
M_home.mus We're almost home
M_launch.mus Takeoff
M_normal.mus Normal Flight
M_succ.mus Success
M_valk.mus Ctrl+V (Hidden track)
Now when you open up the files, let's say you're opening M_air.mus, you'll find on the right side something that looks like ydogf,
and the y's got two little dots above it.
FF 64 6F 67 66 00 FB 64 01 FE 06 00 00 00 01 02 ; ydogf. . .....
Should look something like this. Found it? Okay, I'll explain what it means.
Basically, you can ignore the y thingy, and focus on the four letter dogf. That means the .11k file that Fighters Anthology will look
for after it sees this M_air.mus will have the name of dogf001.11k ...
Now, to get music into FA, you first have to convert whatever you want to put into FA into a 8 bit 11,025 hz wave file. Suppose you
have a MP3 that you want converted to a wav for use in Fighters Anthology, that's perfectly fine. Use
Goldwave, and excellent program for this job... All right, you've downloaded goldwave, and you've
opened it up. Open up the .mp3 you want to edit, and in the effects menu, something on the way bottom says resample. Open that up.
Change the number that you've got to 11025. That's 1-1-0-2-5... got that? When that's finished, click on save as, and then save your
file as a 8 bit , mono, unsigned wave file. Still with me? Okay, that's great.
Open up the FA Toolkit, go to sound, then go to import. Find your file, and import it as whatever name you want,because as long as
it's in misc format, it doesn't make a
difference at all 'cause you're just about to edit it anyway. After you've succesfully imported, then open up your project folder.
Find the file you've just imported.
Let's say it's &test.11k, then. Remember your M_air.mus file, the thingy that says ydogf? And remember how I said your file will have
to be in the name of dogf001.11k? Well, that's simple enough. Simply click on rename, and then rename your file to dogf001.11k,
removing the "&". But that's not it, you have to open up theitem.dat. After you've done that, search for the
&test.11k you originally named your sound file when you first imported it. After you find it, change it to dogf001.11k. Save, and then
you can exit. And that's it!
Keep in mind, all I did was just walk you through the procedure for M_air.mus, which is for dogfight. That means when you build the
library, be sure to include both M_air.mus and dogf001.11k AT THE LEAST.
Remember, suppose you want to change the next one, M_danger.mus... nobody's stopping you. I'll first tell you the yxxxx name here, to
save you the time of opening it up in hex editor... Keep in mind these are the settings I use, you feel free to edit them if you want.
M_air.mus ydogf (dogf001.11k)
M_danger.mus ydang (dang001.11k)
M_deck.mus yvalk (valk001.11k)
M_eject.mus ynorm (norm001.11k)
M_home.mus yvalk (valk001.11k
M_launch.mus yslam (slam001.11k)
M_normal.mus ynorm (norm001.11k)
M_succ.mus ysucc (succ001.11k)
M_valk.mus yvalk (valk001.11k)
If I did a real shitty job of explaining this complicated matter, send me a flame to My
mailbox and I'll give you a hand here.
FILE 09: Editing Radar/IR signature |
The parameters to edit an aircraft's radar and/or IR signatures can only be modified in the .PT file, which means
you cannot edit it form the toolkit. The .PT file's in your Toolkit/Project/Projectname folder, and will have the
aircraft's filename that you gave it in the FATK. Open up the file with any text editor. Below is the text from
inside the file... scroll down and you'll see a few marked lines...
[brent's_relocatable_format]
;---------------- START OF OBJ_TYPE ----------------
;---------------- general info ----------------
byte 5
word 540
word 541
ptr ot_names
dword $12bf3
word $ffff8000
ptr shape
ptr shadowShape
dword 0
dword 0
word
30
word 0
word 0
dword 0
dword 0
word 0
word 20
word -30
dword 0
dword 1980 <<<<------ this is a good line marker, the service
entry date
word 111
word 0
word 77
word 77 <<<<------
Possibly the Laser signature (?)
word 100 <<<<------ This is the Infra-red
Signature
word 100 <<<<------ This is the Radar
Signature
word 0
word 115
etc.
The lower the numbers, the smaller the signatures. By default, the number is 100. If you open up the F-22, or the F-117A, for
example, you'll notice that these numbers are smaller. Now, by editing these numbers you can't make your aircraft as stealthy as
the stealthy aircraft... but it still affects the mission quite a bit, like missiles, for instance.
You may notice the Rafale has head-on stealth capabilities... I'm still trying to find the number for that, but as of now all you can
do is base your .PT file on it to have that.
FILE 10: Editing the Flight Models from the .PT: The Basics |
Introduction written by Zephyr
Introduction
Each table of the total flight envelope is a visual range of where
that aircraft can fly at any given G force. The aircraft can fly anywhere inside
the "hump" that is formed by the lines. The hump can be broken into several
parts: the left rising side is the minimum speed that the aircraft can fly at
the given altitudes. The top line is the aircraft's maximum altitude at various
speeds, and the right line is the aircraft's maximum speed at the corresponding
altitudes. As the aircraft's possible regime of flight varies according to how
many G forces it is experiencing, there exists a different envelope chart for
each G force. Note that all speeds in the envelope chart are in feet per second.
Be aware that the "Structural Speed Limits" editable via the "Controls" menu for
the aircraft affects the max speed attainable by the aircraft's structure. So if
you edit the envelope to enable an aircraft to fly at greater speed, be advised
that you should check that the aircraft's structure can attain that speed. I'm
not exactly sure of the units for the structural speeds, but they seem to be
kilometers per hour or feet per second.
For really useful .PT file information, go to the below URL:
Thanks goes to Iron Eagle for this page:
Iron Eagle PT File 6
FILE 11: How to make a taildragger aircraft |
Tip by Dagger, author of the great gunfighter LIB
Have you ever wondered why the Marchetti SF-260 , being a taildragger plane
does not sit on the ground with its tail down, or wanted to create a taildragger
of your own?. well its easy, open the .pt file of any plane ( the SF-260 is used
here), and scroll down to the Plane type section. Change the "0" or whatever is
there to correspond with the HUD pitch ladder reading you want to see when the
plane is on the ground. I have been useing 8 for my taildraggers and it seems to
work . The planes tail will come up when proper airspeed is reached on takeoff.
(as long as you are not holding back on the stick) then you can take off as a
taidragger should, with slight backpressure on the stick after the tail is
"flying".
Good Luck boys!
;---------------- START OF PLANE_TYPE
----------------
dword $14
ptr env
word -3
word 6
word
340
word 368
word -73
word 0
word 73
word 73
word -146
word
146
word 7
word 7
word -146
word 146
word 73
word 73
word
-195
word 195
word 237
word 474
word 0
word 0
word 6
word
6
word -45
word 45
word 90
word 90
word 20
word 70
word
15
word 116
word -3
word 3
word 3
word 9
word 10
word
128
word 5
word -90
word 90
word 237
word 474
word -90
word
90
word 237
word 474
word -90
word 90
word 237
word
474
word 512
word 512
word 128
word 15
word 1
word -2
word
120
word 180
word 30
word 70
word 15
word 5
word 0
<<<< here it is..change this line to 8 or so for on the ground angle
of attack
Don "Dagger" Gherardini