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Author Topic: Ardennes map - heavy snow update  (Read 56922 times)

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tomoose

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Re: Ardennes map - heavy snow update
« Reply #360 on: October 29, 2014, 11:21:24 AM »

Very very nice.
Just a suggestion but can the bridges be "weathered" also.  They look so "clean".  ;)
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modlife

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Re: Ardennes map - heavy snow update
« Reply #361 on: November 15, 2014, 05:26:01 AM »

 :-*.....Many thanks...
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Kopfdorfer

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Re: Ardennes map - heavy snow update
« Reply #362 on: November 15, 2014, 10:10:02 AM »

Your map texturing is truly art Cyberolas!

I noticed that in one of the screenshots in this thread , the rivers are not frozen. My version of your Ardennes has frozen water , and I would prefer that the rivers were water rather than ice. Is there a simple way of achieving this?

I thought I could achieve this in my old 4.09 mod version , but now I fly HSFX almost exclusively , and I don't have a handle on modding this pack - and because I fly mostly online now , I don't want to risk upsetting my own applecart.

Advice appreciated.

Love your work.

Kopfdorfer
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Uufflakke

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Re: Ardennes map - heavy snow update
« Reply #363 on: November 15, 2014, 12:18:36 PM »

@Kopfdorfer:
In winter load.ini (wload) the entries in Worldpos should be:

[WORLDPOS]
CAMOUFLAGE = winter
MONTH=12
DECLIN = 50
PRESSURE    = 745
TEMPERATURE = 1

 
to get animated water. With temperature below 0 degrees ice is on rivers.
Possibly you edited the entries and forgot about it?

I also remember vaguely that there were conflicts when having the Variable Temperature mod installed.

By the way, in post #281 there is a solution to a reverse request: getting ice instead of water.
Perhaps there is some useful info in it.  ;)

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GroteVogel35

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Re: Ardennes map - heavy snow update
« Reply #364 on: September 24, 2015, 05:24:10 PM »

I've tested loadw.ini to get correct settings for winter trees and frozen water, using info from post #242 and #281. Both have errors in them and don't work correctly.

The code below you can copy/paste in your loadw.ini. I used the stalingrad load.ini for winter data.
Quote
[MAP]
ColorMap  = map_c.tga
HeightMap = map_h.tga
SmallMap  = map_M.tga
TypeMap   = map_TW.tga
FarMap    = map_FW.tga
ReflMap   = map_R.tga

[LIGHT]
  LandLight = LandLight.mat
  CloudShadows = CloudShadows.mat

[MAP2D]
ed_m01.tga
ed_m02.tga

[WORLDPOS]
CAMOUFLAGE = winter
MONTH=01
DECLIN = 50
PRESSURE    = 750
TEMPERATURE = -5

[CUBE]
Down  = Cube_bott.tga
East  = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up    = Cube_top.tga
West  = Cube_left.tga

[static]
wactors.static
[text]
texts.txt

[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1  = East/Stalingrad_winter/StalWood2.tga
Wood2  = East/Stalingrad_winter/StalWood3.tga
Wood3  = East/Stalingrad_winter/StalWood4.tga
Wood4  = East/Stalingrad_winter/StalWood5.tga

WoodMask2  = East/Ardennes_winter/ArdennesMask.tga
WoodMask3  = East/Ardennes_winter/ArdennesMask2.tga
WoodMiniMasks = forest/winter/MiniMask.tga
SideWood = forest/winter/WoodSide.tga
[APPENDIX]
HighClouds = Clouds262.tga
HighCloudsNoise = sk_CloudsNoise.tga
//  CloudsMap = CloudMap4x4km.tga
Moon = Moon/Moon0000.tga
ShadeNoise = land/sk_Noise.tga
WaterNoise = water/WaterNoise.tga
//  WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/winter/ListForestNoise.tga
BeachFoam = water/Foam.tga
BeachSurf = water/BeachSurf.tga
BeachLand = water/Snow1.tga

  Tree0 = Trees/AlteredBush8aw.tga
  TreeLightMask = Trees/LightM256.tga

[WATER]
Water    = water/Waterice.tga

[ROADS]
Rail     = land/winter/Rail
Road     = land/winter/Road
Highway  = land/winter/Highway

[FIELDS]
LowLand0 = East/Ardennes_winter/spoil2.tga,2
LowLand1 = East/Ardennes_winter/Hosingen.tga
LowLand2 = East/Ardennes_winter/Bastogne_fields666.tga
LowLand3 = East/Ardennes_winter/Bastogne_fields7.tga

MidLand0 = East/Ardennes_winter/green_fields.tga
MidLand1 = East/Ardennes_winter/Bastogne_fields3b.tga
MidLand2 = East/Ardennes_winter/Bastogne_fields2b.tga
MidLand3 = East/Ardennes_winter/Bastogne_fields.tga

Mount0   = East/Ardennes_winter/green_fields_2.tga
Mount1   = East/Ardennes_winter/Bastogne_fields_777.tga
Mount2   = East/Ardennes_winter/St_Vith.tga
Mount3   = East/Ardennes_winter/Houffalize.tga

Country0 = East/Ardennes_winter/Bastogne_villages.tga
Country1 = East/Ardennes_winter/Bastogne_villages2.tga
Country2 = East/Ardennes_winter/Bastogne_villages3.tga
Country3 = East/Ardennes_winter/Bastogne_villages4.tga

City0    = East/Ardennes_winter/Bastogne_A.tga
City1    = East/Ardennes_winter/Bastogne_B.tga
City2    = East/Ardennes_winter/Bastogne_C.tga
City3    = East/Ardennes_winter/Bastogne_D.tga

AirField0= East/Ardennes_winter/generaly_airfields.tga,2
AirField1= East/Ardennes_winter/Asch_airfield.tga
AirField2= East/Ardennes_winter/Melsbroek_airfield.tga
AirField3= East/Ardennes_winter/Merzhausen_airfield.tga

Wood0 = East/Ardennes_winter/spoil2.tga
Wood1 =
Wood2 = forest/winter/sk_wForestFar.tga
Wood3 =

Water0   = water/water.tga
Water1   = water/water.tga
Water2   = East/Ardennes_winter/spoil2.tga
Water3   = East/Ardennes_winter/spoil.tga,2

Now all trees should have snow on them.
Furthermore I recommend making a seperate 'landlight.mat' specific for winter maps. Snow reflects very well, and you can use this new 'landlight.mat' to make it bright white.
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steven197106

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Re: Ardennes map - heavy snow update
« Reply #365 on: October 01, 2017, 04:16:49 PM »

How do you make own slot in all.ini. for this map , want to add to vp modpack and use both versions
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steven197106

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Re: Ardennes map - heavy snow update
« Reply #366 on: September 16, 2018, 02:01:48 AM »

Got a question on  BumpH files, what are they and what do they do?
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mandrill

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Re: Ardennes map - heavy snow update
« Reply #367 on: September 25, 2018, 07:08:30 AM »

I've tested loadw.ini to get correct settings for winter trees and frozen water, using info from post #242 and #281. Both have errors in them and don't work correctly......

Now all trees should have snow on them.
Furthermore I recommend making a separate 'landlight.mat' specific for winter maps. Snow reflects very well, and you can use this new 'landlight.mat' to make it bright white.

Have you experimented with the landlight.mat file? If so, is there any advice you can give?
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WxTech

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Re: Ardennes map - heavy snow update
« Reply #368 on: January 11, 2019, 08:05:36 AM »

A little late on the answers, but as they say, better late than never. ;)

About BumpH files...

They are greyscale textures that overlay the underlying texture for a map or an object. They are designed at be a kind of 'topographic map' of the surface, where darker parts are low and lighter parts are high. The game engine then applies local brightening and dimming based on the direction and angular elevation of the light source, so as to create the illusion of bumps and hollows.

---------------

About Landlight.mat files...

They control the degree to which an illuminated surface responds to a light source (Sun and Moon), and the degree of reflectance. The relevant parameters are Ambient and Diffuse, respectively. The higher is Ambient, the stronger the difference of illumination between lit and unlit. The higher is Diffuse, the more brightly reflective a surface under given illumination. The default values for both are "1.0".

The same treatment applies for object textures, where their .mat files define Ambient and Diffuse values.

When altering values, take into account the maximum elevation of the Sun, which depends on the load.ini parameters DECLIN and MONTH. The former sets the latitude for the map; smaller DECLIN sets a lower latitude, where the Sun rides higher at midday. The latter also controls the Sun's maximum altude, being lowest in December and highest in June (for the northern hemisphere). If, for example, Diffuse is set well above 1.0 and it works well for a certain map, for another map where DECLIN is lower and/or MONTH has the Sun higher, the higher Sun would result in extra brilliance of landscape reflectance, likely necessitating a lowering of the value for Diffuse.

And so each map could have its own custom Landlight.mat file assigned, named or located in a folder as apporopriate.
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