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Author Topic: Map of Belorussia ver. 1  (Read 14381 times)

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CzechTexan

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Re: Map of Belorussia ver. 1
« Reply #24 on: July 22, 2012, 08:37:04 AM »

hi Uzin, thanks for the reply and reasons why to do things the way you did it.  I did not look at your load.ini.  Yes, the textures are not as sharp.  I have experimented with -4 and -8.  It does work.  and using 4 and 8 also makes it smaller.  It's unfortunate that  you must use so many different textures but it does look very nice.  It would be nice to have all cities with a similar look.
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Uzin

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Re: Map of Belorussia ver. 1
« Reply #25 on: July 22, 2012, 08:44:41 AM »

hi Uzin, thanks for the reply and reasons why to do things the way you did it.  I did not look at your load.ini.  Yes, the textures are not as sharp.  I have experimented with -4 and -8.  It does work.  and using 4 and 8 also makes it smaller.  It's unfortunate that  you must use so many different textures but it does look very nice.  It would be nice to have all cities with a similar look.
Hi, your experiments with -4 and -8 are very appreciated, this might be easier way to spare texture slots.
There are several air photos of WWII cities, so it would be nice to be able make them more.
Can you show us here some experimental screenshots, please ? Or, at least ,in PM ?

EDIT: here is a screnshot how it could be using Carsmaster's method, if the whole Minsk would be a single tga file of larger size:

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SAS~Tom2

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Re: Map of Belorussia ver. 1
« Reply #26 on: July 22, 2012, 09:08:40 AM »

Hi Uzin I just stopped by to say I admire your work. I will try your map out tonight, I am sure it will be a joy.

Cheers

Tom
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Uzin

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Re: Map of Belorussia ver. 1
« Reply #27 on: July 22, 2012, 10:04:26 AM »

@CzechTexan:
I just tried your method of adding -4 and -8 to the 1024 x 1024 texture name in load.ini, but with no success. See the screenshot below. What am I perhaps doing wrong way, please ?

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CzechTexan

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Re: Map of Belorussia ver. 1
« Reply #28 on: July 22, 2012, 07:40:59 PM »

I think it's best not to do what I theorized.  It's just not worth it to waste your time.  Better to go with your original or Carmaster's texture. 
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SAS~Tom2

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Re: Map of Belorussia ver. 1
« Reply #29 on: July 22, 2012, 09:03:27 PM »

Thought I add some screens here..










Never mind the Mig-3's propeller animation, a bug in that install.

Besides Minsk I love the many rivers all over the landscape, very immersive at late afternoon.

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Uzin

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Re: Map of Belorussia ver. 1
« Reply #30 on: July 23, 2012, 01:32:50 AM »

I think it's best not to do what I theorized.  It's just not worth it to waste your time.  Better to go with your original or Carmaster's texture. 
Frankly to say, I also made wrong conclusions from Carsmasters method: after re-reading his thread I realised that his method only adds more detailed tga files, and has nothing to do with the number of slots in load.ini . Either some genius programmer will increase the number of slots, or I must learn to make the cities as the objects, similarly as canonuk made objects out of airfields .
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Uzin

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Re: Map of Belorussia ver. 1
« Reply #31 on: July 23, 2012, 01:34:04 AM »

@tom2:
Your screenshots are awesome, never thought it might be so nice. Thanks for posting.
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hguderian

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Re: Map of Belorussia ver. 1
« Reply #32 on: July 23, 2012, 03:23:02 AM »

@CzechTexan:
I just tried your method of adding -4 and -8 to the 1024 x 1024 texture name in load.ini, but with no success. See the screenshot below. What am I perhaps doing wrong way, please ?



Hi Uzin!

Great map...thank you!!

Beware about those values....AFAIK IL2 maps only count -2, 2, 4, 6, 8...nothing more.

Best Regards
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cyberolas

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Re: Map of Belorussia ver. 1
« Reply #33 on: July 23, 2012, 03:26:50 AM »

And do you remember how is make some areas in Thailand map? There are tga files like stationary objects (added to static.ini) and put it to map. But I donĀ“t know how maximal size is possible for this method....Did you try it? Only one disadvantage: These textures have different shining....
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carsmaster

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Re: Map of Belorussia ver. 1
« Reply #34 on: July 23, 2012, 03:49:02 AM »

My thoughts

For textures 2048x2048 pixels:

1. If you use a texture 2048.tga (no numbers!) Instead 1024.tga (no numbers!)
   You get high quality graphics, a lot of details.
   No saving of textures (slots)!!
   This method requires a strong graphics card and CPU!!

2. If you use instead of a single texture 1024.tga, -2 single texture 2048.tga, -2,
   You get more detail, better graphics.
   No saving of textures (slots)!!
   This method requires a strong graphics card and CPU!!

3. If you use a single texture 2048.tga, -2 is equal to the use of
   4pcs textures 1024.tga (no numbers!)

   You save 3pc texture (slots)!!

   This method requires a strong graphics card and CPU!!

On future developments:
For texture pixels 4096h4096

1. If you use a texture 4096.tga (no numbers!) Instead 1024.tga (no numbers!)
   You get a!, Excellent!, High quality graphics, a lot of details.
   No saving of textures (slots)!!
   This method requires very! Powerful graphics card and CPU!!

2. If you use instead of a single texture 1024.tga, -2 single texture 4096.tga, -2,
   You get more detail, better graphics.
   No saving of textures (slots)!!
   This method requires a very! powerful graphics card and CPU!!

3. If you use a single texture 4096.tga, -2 is equal to the use of
   4pcs textures 1024.tga (no numbers!)

   You save 3pc texture (slots)!! So as you have a GREAT quality graphics, a lot of details.

   This method requires a strong graphics card and CPU!!

4. If you use a single texture 4096.tga, -2 is equal to the use of
   16 ps textures 1024.tga, 2

   You save 15units texture (slots tga, 2)!! So as you have a GREAT quality graphics, a lot of details.

   This method requires a strong graphics card and CPU!!
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Uzin

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Re: Map of Belorussia ver. 1
« Reply #35 on: July 23, 2012, 04:27:53 AM »

Thank you very much, carsmaster, for detailed explanation.
As far as I understand, there is none sparing of slots in comparison with 1024,-2 textures, by using any of yours method, or am I wrong , please ?
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