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Author Topic: Agracier's Sidi Ifni Morocco remodded...page 3, post#34 (reload at page 4!)  (Read 18293 times)

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SAS~Tom2

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This is a slight mod of the mod  :D I made for agracier's Sidi Ifni map..which aimed at giving the landscape a more reddish and saturated look as in reallife and give the capitol of this map a present day look.
His original beautiful and outstanding map including Uufflakke's villages and cities is here:

https://www.sas1946.com/main/index.php/topic,12129.0.html

HIGHLY recommended!



.. mod stuff starts at page 5, none of the links needed, I repost them  ;)
https://www.sas1946.com/main/index.php/topic,12129.48.html



TBH I always felt both the map and my mod (spent many many hours with it) underrepresented.
To my ego defense, I feel most of agracier's maps need more screens in the screenie thread because the gentleman is a true artist.

AND since this is my favourite IL-2 map thanks to him, i thought of how to add a jet capable airbase and tarmac (Ifni town is off limits, the base looks almost 100% exactly like in this map in reallife, all versions).

I searched with advanced airbase linkage and Morocco has no less than 32! airbases.

Thanks God only ONE jet capable besides Ifni in the map's area (and Tan-Tan at the utmost southern border of the map if at all), so I focussed on getting the one straight (halfway) with google and added the bigger town of Guelmim next to it. To my pleasure agracier had added the characteristic mountains in that area as well, so it was easy to identify.


The modded map looks, like the original, best at daytimes of late afternoon or earlier morning, never at noon. Saturated desert maps never look good in IL-2 at noon...so no high noon here! :D

I will post the needed links here with a short explanation.
I left a few load.ini wood slots marked with // parwise, so if you feel like messing with the scrub forest mask I chose, feel free to do so.
If you feel the water needs more green, go to the water section of the load.ini and change the green value, marked here, to a value + 0.50 e.g. or reduce the blue value:


[WATER]
Water = water/PacificWater.tga
WaterColorATI = 0.053 0.270 0.410
WaterColorNV  = 0.053 0.280 0.420


All.ini entry:

ag_uf_Ifni2 ag_uf_Ifni2/load.ini


Map folder:
Two folders, one map and the small add-on files which overwrite the map folder in case you want the new jet airbase:
First the default mod in case you do not want the new base and humble crippled attempt to add the extra town:
https://www.mediafire.com/?26bddsbxqomvts9


These files simply go into the above posted folder for the new base and town:
https://www.mediafire.com/?waohy6y3cvpd47u


The map folder itself goes into the usual default map folder, e.g.:
IL-2 Sturmovik 1946\#DBW\MapMods\maps


Like I said, add to all.ini:

ag_uf_Ifni2 ag_uf_Ifni2/load.ini


The textures are here, two versions. One version, more contrast, maybe a tad more realistic but also more saturated.

https://www.mediafire.com/?4g179g9r1m1r1p6


2nd alternative version, a bit darker, simply different and less contrast, yet very similar look.
https://www.mediafire.com/?5g8vnv8h7mijgt3

The "ag" folders inside these texture optional folders head straight into
...\MapMods\maps\_Tex

You can name one of these alternatives to "-ag", that way you can easily switch between them.
I prefer the default version, but never before 16.30 or after 09.00.


So, that was the map and the tex.
You also need Uufflakke's trees (or his new high res MTO trees, if you have these the next post is redundant)..
https://www.mediafire.com/?2eoy1sdqm382m7p

They go into

Uufflakke's Quicks renamed ro work with this map:
https://www.mediafire.com/?y58mwag520crs0b

Either put the _Tex named folder into "maps" or the "trees" named folder into ...maps\_Tex.




OK, screens! Of course I had to use my new testin bird, I feel it won't be too long to a release, so forgive me the tease. The team worked hard and I gave my best to annoy with feedback. I know the guys hated me for it at times but the endresult will profit from nit pickers.  :-* :'(  :P


So, you can always take off at Sidi Ifni even though it is -as in real- a non tarmac base:










This shot shows the route to the new location and airbase:




New base, at altitude you can still spot the coast..






New town, shamelessly copied and newly pasted together with another city part and tied together..










That was a B A D landing! :-[




Guelmim in view







If you want to see how the real Sidi Ifni looks (on other material the water is deep blue), check this video...then go ingame and check out Sidi Ifni from the hill east of the Sidi Ifni airbase..




BTW with the 2nd texture set you get a more cold and less warm colour sheme.



For the new airbase...check here

http://skyvector.com/airport/GMAG/Guelmine-Airport


You can make satellite check..of course I spared some details, but the runway has the correct orientation and also the correct runway heading numbers.  ;)



Credit for the map: Agracier. For the runway airbase template it goes to SAS~farang65!



All other credits to the chaps and devs mentioned in the Original posts on top of the post here.

"Credits as usual to agracier, Uufflakke, WHC and anyone I forgot."  :P





So, this is not a big deal, rather a repost.
I might add the 2nd base later, albeit if I am not mistaken Tan-Tan is not part of this map except you cheat a bit.. ;)

http://skyvector.com/airport/GMAT/Tan-Tan-Airport

Not important and also not recommended for this map..
For those who want to practise with the load.ini WHC (WhiteCat-he rocks!) wood textures, you need to have this inside your _Texag\Ifni2 folder..


https://www.mediafire.com/?ta2ka1ny1traf84



Sorry for typos, I am tired and somwhat forgot to sleep tonight, need to be fit for job in like 2 hours, yeeha.. :-[




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Kant

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #1 on: January 23, 2013, 12:21:35 AM »

All complicated and difficult, and it was impossible easier?
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Gaston

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #2 on: January 23, 2013, 06:58:46 AM »

Right... very complicated... a single upload with all inside, just copy and paste, would be so much better... don't you think so, friend ?

Anyway, thanks !
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SAS~Tom2

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This was a complex mod and overall took months..or 100 hours ++ solid working time.
Since this can be veried ultimatively, I left in some nice options which again took weeks of experimenting. ;)
This is the map with airbase in + new village/town of Guelmim ;)

https://www.mediafire.com/?ho7cfbtngzow3dd

This is the add to all.ini for the map:

ag_uf_Ifni2 ag_uf_Ifni2/load.ini



The textures:
Again with sense behind, Ieft in 2 options which make for a sufficient different look.
Personally, I even made the map load as
ag_uf_Ifni2 ag_uf_Ifni2/load.ini
and
ag_uf_Ifni3 ag_uf_Ifni3/load.ini

To use any version.


The "ag" folders go, as mentioned into:
MapMods\_Tex.

The idea was to let the default texture version be the default and the other a (nevertheless beauty) alternative. It depends on your monitor and preference what looks better.

https://www.mediafire.com/?4g179g9r1m1r1p6

https://www.mediafire.com/?5g8vnv8h7mijgt3


Then you need the trees..in case you do not already have them. These trees (there in high res) are also part of Uufflakke's high resolution MTO and desert tree package btw..

https://www.sas1946.com/main/index.php/topic,31216.0.html

https://www.mediafire.com/?2eoy1sdqm382m7p


To sum up from this post:
The map, which I have now uploaded in one version, the textures (you can skip the alternative if you like), the trees. I cannot upload this in one link BTW, way too much storage for me.
Everything else are options I gave for advanced users to play around.

This is not so complicated, only comes with a lot of options. ;)  :P
But yes, I phrased it too complicated. I have to check that for future mods.
I hate maps with too many things to play around, but here it made sense, at least for the tex.

The stuff with water and playing with forest is really only for interested users, I use it "as is" atm.

Tom

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SAS~Gerax

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #4 on: January 23, 2013, 07:30:12 AM »

Thank you for all your hard work, especially when I read this  :o:
Quote
Sorry for typos, I am tired and somwhat forgot to sleep tonight, need to be fit for job in like 2 hours, yeeha

and this:
Quote
This was a complex mod and overall took months..or 100 hours ++ solid working time.

So at least I am thankful for what you linked, and no, it is not too complicated.  ;)
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SAS~Tom2

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #5 on: January 23, 2013, 07:45:52 AM »

Thank you Gerax, I summed up all what is needed including the map as "one in all folder" in the post above yours and put all relevant links in there.

Now the map has the new base as default.
TBH I could not test the now uploaded files again today, will do that now and stand by for bug reports.
Let's not forget agracier and Uufflakke made this map originally, so credit to them.

I only added a completely modernized town at Ifni, according to Google and that video, a new scrub forest at the coastal mountains/hills and recolorized the textures completely.

Last night I added the new base for jets to be able to take off from Ifni and land safely. ;)

My personal favourite for barren areas and deserts are agracier's maps.
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SAS~Gerax

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #6 on: January 23, 2013, 07:47:56 AM »

Quote
forgot to sleep tonight, need to be fit for job in like 2 hours
I forgot to say: don't do this too often ..  ;D
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SAS~Tom2

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #7 on: January 23, 2013, 07:50:59 AM »

Yes, bad habit to be an insomnious night 'dude'! :)

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SAS~Gerax

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #8 on: January 23, 2013, 08:06:27 AM »

O yes, I m a nightowl too .. when living in a city like Vienna (wich really is sleepy) ist so nice to feel the night: 3-5 o'clock we have nearly no traffic, there is deep silence, only a few bars and restaurants open to have a "Kaffee gspritzt (with Cognac)"...  :D.
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SAS~Tom2

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #9 on: January 23, 2013, 08:25:16 AM »

Sounds exactly like my sort of preference!  :)
I love the city at night, especially during hot summers. Not necessarily the nightlife here in Münster, but just the calm atmosphere.    ;D
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SAS~Tom2

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #10 on: January 23, 2013, 01:20:23 PM »

2 shots for the difference in texture colours for the two versions, since I regard Sidi Ifni as the heart of this map chose this section again.
..many amazing villages by agracier and gorgeous arrangements by Uufflakke in this map, especially near the coast within coast's horizon.




More contrast of colours, default tex with goal to display the enormous diversity of Morocco's landscape in this part.






A bit darker and less contrasting between each other, alternative tex, might be better for earlier daytimes or more bright monitors. Subtle difference here.






In any case, never fly at high noon, your eyes will suffer. IMHO an IL-2 colour preset to go bad with saturated textures at noon. Sad but true. In other sims, e.g. Falcon BMS, the opposite is the case, everything looks to desaturated for my taste by default. ;)
So find your map of choice and daytime of choice is often a good advice in IL-2.



If ;) you want to go a bit deeper into land light and shadows:
In addition I use preset settings for "LapLandLight.mat" and "CloudShadows.mat" inside
IL-2 Sturmovik 1946\#DBW\MapMods\maps\_Tex


My setting:
Landlight e.g.

[ClassInfo]
  ClassName TMaterial
[LightParams]
  Ambient 0.45
  Diffuse 1.2

Some maps contain even dedicated landlight and cloudshadows.mat files.

E.g.
https://www.sas1946.com/main/index.php/topic,21151.msg229470.html#msg229470

https://www.sas1946.com/main/index.php/topic,27321.msg285926.html#msg285926


See more on that topic:

https://www.sas1946.com/main/index.php/topic,12508.msg244237.html#msg244237


...here were my 2 cents, with again good comments by Avala but the above link covers it already.  ;)
https://www.sas1946.com/main/index.php/topic,21096.msg228916.html#msg228916


Bottom line: Many different variables influence map looks on singular PCs:
Hardware:
GFX brightness/ display, graphics card and even driver

Il-2:
Texture brightness, landlight.mat and cloudshadows.mat files, settings in config.ini and/ or il-2setup.exe.


I recommend to try to fly without texture compression when possible and also with optimal config.ini settings for your hardware.
For texture compression, some systems like mine will only load some maps (not this one) and cockpits on some rare maps with texture compression engaged. Which sucks.. :D
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zsoltfireman

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Re: Agracier's Sidi Ifni Morocco mod by Tom now with jet base at Guelmim
« Reply #11 on: January 24, 2013, 03:04:53 AM »

"Map folder:
Two folders, one map and the small add-on files which overwrite the map folder in case you want the new jet airbase:
First the default mod in case you do not want the new base and humble crippled attempt to add the extra town:
https://www.mediafire.com/?26bddsbxqomvts9"

Hello,

this is link DEAD!
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