Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => ETO Maps => Topic started by: cyberolas on April 28, 2013, 04:25:21 PM

Title: Ardennes map - heavy snow update [4.09] [4.11] [4.12]
Post by: cyberolas on April 28, 2013, 04:25:21 PM
NEWS BELOW

Hi pilots!


  Another half year is over and I´m going to come to you with next map re-painting.
I´ve retextured the Ardennes maps with photographic textures.
 First: I´ve canceled this terrible "desk over lines of Ardennes map" in terrain. Now you can see terrain what is continuing behind lines of the end of map. I´ve canceled strange ends of rivers and woods.
         I created hills of slags around Asch airfield.
 Next: I´ve made textures from Belgian, even if I don´t know, if they look like sixty-five years ago. Who knows?
 and next too: I´ve made my first winter map. I think that it isn´t perfect, but I tried to make it good-looking. Some fields are with little snow, some fields with more. I did many experiments with woods, but winter wood is terrible I think.
     (http://s10.postimg.cc/at0hdg7x5/grab0145.jpg) (http://postimg.cc/image/qr973l251/full/)
how to capture screen (http://postimage.org/app.php)

  I would like to thank to Max_thehitman for his infomation about Asch airfield. We haven´t any air photo of this airfield, but many information about classic USAAF airports and hills of slag around it and so one. Thanks.

  Here is a trailer for this map. You will see a few villages, fields, Bastogne, and so one.
  http://www.youtube.com/watch?v=IVMwN6nf1cE&list=UUQQbbi0MDaKb_-fUgvvQSlw&index=1

  DOWNLOAD LINK
  https://www.mediafire.com/?hz18p8sn6rsq3hz

  RECOMMENDING:
 Fly with Forrest=3 in conf.ini
 Fly with Cloudtype=3 or higher or early morning in .mis files
 Cloudheight 2300 or higher
  Special attention:
 When you will fly some famous campaign - Legend of Y-29 or something like this, you will able to see some effects:
 Some smokes and lights will be over terrain
 Some planes you will able to see take off over terrain in intros.
 Thats why I edited terrain for better feelings.

Cyberolas

Edit by SAS~Bombsaway: I'm adding the links for the BumpH files made by hguderian for the summer version and the winter version BumpH files that I made so members can find them easier.

hguderian's summer BumpH's.   https://www.mediafire.com/?nirw7pzcukm3hpj

SAS~Bombsaway's winter BumpH files. https://www.mediafire.com/?02xgbt78na80e5o

Place the files in thier correct tex folder, winter or summer.

And for all who wanted Luft hangar and hangar type D and G (and hangar type D winter), what I used in map
https://www.mediafire.com/download/sltcm7cbjay1850/Luft_Hangar.zip
https://www.mediafire.com/download/yd23848tt5hagvm/Hangars.zip

and this take to static.ini

[buildings.House$Luft_Hangar]
Title           Luftwaffe_Hangar
MeshLive        3do/Buildings/Industrial/Luft_Hangar/live.sim
MeshDead        3do/Buildings/Industrial/Luft_Hangar/dead.sim
AddHeightLive    -2.0
AddHeightDead    -2.0
Body            RockBig
Panzer          0.34

[buildings.House$TypeD-herbe]
Title           TypeD-herbe
MeshLive        3do/Buildings/Russia/Kiev/TypeD-herbe/live.sim
MeshDead        3do/Buildings/Russia/Kiev/TypeD-herbe/dead.sim
IgnoreShadowData
AddHeightLive   -6.45
AddHeightDead   -6.45
Body            RockBig
Panzer          0.1

[buildings.House$TypeD-herbe_W]
Title           TypeD-herbe_W
MeshLive        3do/Buildings/Russia/Kiev/TypeD-herbe_W/live.sim
MeshDead        3do/Buildings/Russia/Kiev/TypeD-herbe_W/dead.sim
IgnoreShadowData
AddHeightLive   -6.45
AddHeightDead   -6.45
Body            RockBig
Panzer          0.1

[buildings.House$Hangar_typeG]
Title           Hangar_typeG
MeshLive        3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim
MeshDead        3do/Buildings/Russia/Kiev/Hangar_typeG/dead.sim
Body            RockBig
Panzer          0.1


NEWS:

(http://s15.postimg.cc/5k42zo9zv/grab0052a.jpg) (http://postimg.cc/image/d03clgxp3/full/)
image (http://postimage.org/)

I made a new version of Ardennes map - more snowy. There aren´t fields without snow, only a few parts. Crossings among fields are more fluently. This version is more historical - if you fly missions like Bodenplatte, this version is for you! Winter between december 1944 and january 1945 was very hard. And next good new - this version included actor.static and wactor.static without mods objects.

You don´t need any instalation of mods object!

Thats why I pack summmer and winter version to one 7-zip. Winter version included BumpH files by SAS Bombsaway - thank you Bombsaway.

DOWNLOAD LINK:
https://www.mediafire.com/download/ufm4e8g92igcev7/Ardennes_heavy_snow.7z (https://www.mediafire.com/download/ufm4e8g92igcev7/Ardennes_heavy_snow.7z)

P.S.: I read messages by some pilots about instalation this version in own slot in all.ini. Pilots - honestly - my personal opinion - these changes are so little, that there aren´t reasons for own slot for this map. I changed only textures and a few hangars from MODS to defaults hangars, that´s all.

Good flight!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cgagan on April 28, 2013, 04:36:03 PM
D/loading now. Many thanks for your newest masterpiece,  8)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on April 28, 2013, 04:44:03 PM
Thank You!!!!!

...install them or watch the video? :))))
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 28, 2013, 04:55:36 PM
Very Cool Cyberolas, I love to fly on this map, Thank you Sir. ~S~
Title: Re: Ardennes retextured, retowned, revillaged
Post by: X-Raptor on April 28, 2013, 05:03:02 PM
 ;) great work as usual m8!.. I also Have enjoyed your great video. COOL!...Very Thank You!!..
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Kopfdorfer on April 28, 2013, 05:13:15 PM
That is a great and moody video - looks like one hell of a map.
Downloading now.
Thanks,Cy


Kopfdorfer
Title: Re: Ardennes retextured, retowned, revillaged
Post by: ben_wh on April 28, 2013, 05:22:00 PM
Congratulations and thank you for the map.  Great work as always ... and the winter effect is excellent.

By the way, very good choice of music in your video.

Cheers,
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 28, 2013, 05:42:33 PM
And did you copy all files to right place? Clouds262.tga include?
Oh you are right - file Clouds262.tga you have to move to place
MODS/mapmods/maps/_Tex/Clouds262.tga
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 28, 2013, 05:53:07 PM
I edited link, where I fixed it...

Good luck and good night:) if you are in the same time zone like me...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: ggrewe on April 28, 2013, 06:18:13 PM
Awesome work once again - thanks so much for a double bonus with winter map as well. Your are the Master Cyberolas  8)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Badmuthafunker on April 28, 2013, 06:19:09 PM
Hi cyberolas, great work, as usual.  :)

I'm getting the same problem as Bravo, I'm afraid. So I tried a look in FMB, and just got a black screen, within the FMB frame. Here's the log report:

WARNING: Camera: missing 'DeactivateWCM'   WARNING: PreRender: Exception!

Hope this helps, pal.  ;)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 28, 2013, 06:23:10 PM
Badmuthafunker, he already fixed it, just re download the Package and copy over the old one, then your good to go. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 28, 2013, 06:39:04 PM
Yessssss, Now were talking, all is Perfect Cyberolas, Thanks Bro.

(https://www.sas1946.rocks/images/imageshit/a/img27/6223/20130429at023410.jpg)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Badmuthafunker on April 28, 2013, 07:26:29 PM
Cheers Bravo.  ;)

No good for me, sadly; same problem in QMB, FMB now CTDs upon loading.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 28, 2013, 08:04:39 PM
Badmutha, Post your Error Log.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on April 28, 2013, 08:19:19 PM
Cyberolas, not only the map is a joy to see (and to dl and to fly over too of course)),
also the video is stunning. Following the End Title all Awards goes to: "Cyberolas".  ;D

but who is this?  ???


(http://s7.postimg.cc/oe71lhch7/Cbr.jpg) (http://postimage.org/)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 28, 2013, 08:26:36 PM
Wow she would flatten me like pancake. lol
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Boomer on April 28, 2013, 08:46:45 PM
keep you warm in the winter though  :D

Works great on UP3  ;)

Thank you very much ,hats off
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 28, 2013, 08:54:22 PM
Ok, Id be a happy flat pancake, lol
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on April 28, 2013, 11:25:57 PM
Cyberolas, one question:

why have you used trenches here at Asch airfield?
Should there be the "hills of slags around Asch airfield"?
or do I have the wrong objects?  :)

(http://s27.postimg.cc/6xqb7760j/Manhay.jpg) (http://postimage.org/)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 12:15:59 AM
Trenches in both of sides of runway is historical. Hills of slag you should see, if you have map_h
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 12:17:46 AM
Cyberolas, not only the map is a joy to see (and to dl and to fly over too of course)),
also the video is stunning. Following the End Title all Awards goes to: "Cyberolas".  ;D

but who is this?  ???

Nice girl, isn´t it? i like BBW, but this girl is anonymous...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Boelcke on April 29, 2013, 12:18:17 AM
Hey man, many thx for reworking one of the westfront maps, a long awaited addition :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Semor on April 29, 2013, 12:26:05 AM
Thanks for the map cyberolas.very good work as always from you!

Personally,I hate this map from the first day I´ve played IL-2.It´s very historical inaccurate from scale and you can see all 4 ends from 2000meters altitute.. :-\

Anyway,I like your work,so I will give it a try.

Cheers. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Mick on April 29, 2013, 01:58:09 AM
Jeez !!

This is a hell of a map Cyberolas ...!!  :P

THX for sharing ...  ;)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Uzin on April 29, 2013, 02:17:27 AM
Congrats to amazing piece of cake, director of the Earth !!!  :D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 03:00:25 AM
Thanks for the map cyberolas.very good work as always from you!

Personally,I hate this map from the first day I´ve played IL-2.It´s very historical inaccurate from scale and you can see all 4 ends from 2000meters altitute.. :-\

Anyway,I like your work,so I will give it a try.

Cheers. :)

Yes, I absolute agree, I was very surprised, when I saw distances on really map...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: markino on April 29, 2013, 04:04:25 AM
Hello Cyberolas, my warmest congratulations for this new map!!!!

Now, I know if you are super as modder players but I am very dummy, unfortunately for you.... :-[ :-[

I wish to know if is it possible to fly on your maps by QMB and if is it possible to set these maps as default for the mission
generated by Dgen. Another question about Dgen: where the Dgen upload maps when generating campaigns?

Does exist a guide for dummies? If not there is someone with good heart to give my a correct step by step guide to
do as above?

Many thanks for your help and patience... :)

Ciao!

Marco
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Boelcke on April 29, 2013, 04:11:42 AM
... and if is it possible to set these maps as default for the mission
generated by Dgen. Another question about Dgen: where the Dgen upload maps when generating campaigns?

dgen uses the stock maps in it´s campaigns, if you have installed cyberolas textures as a stock replacement for the Ardennes map, you will see the textures in any campaign which is using the stock Ardennes map
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on April 29, 2013, 04:30:53 AM
but I am very dummy, unfortunately for you.... :-[ :-[
poor Cyberolas ... :D

Quote
Does exist a guide for dummies? If not there is someone with good heart to give my a correct step by step guide to do as above?

There is a special section for you, make your help questions
here in the "New Member Safety Area"  ;):
https://www.sas1946.com/main/index.php/board,204.0.html (https://www.sas1946.com/main/index.php/board,204.0.html)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: markino on April 29, 2013, 04:46:10 AM

dgen uses the stock maps in it´s campaigns, if you have installed cyberolas textures as a stock replacement for the Ardennes map, you will see the textures in any campaign which is using the stock Ardennes map

Hi Boelcke, thanks for you reply! Where Dgen has it's stock maps? could you give me the correct path?
Ciao!

Hi Gerax, many thanks for your help. I'll try to figure this one out..... :-[

Ciao!!

Marco
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Badmuthafunker on April 29, 2013, 06:10:47 AM
Badmutha, Post your Error Log.

Sorry guys, I should've mentioned that my error log's totally blank! I can only assume that the CTD's occurring before it's written.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: markino on April 29, 2013, 06:17:52 AM

There is a special section for you, make your help questions
here in the "New Member Safety Area"  ;):
https://www.sas1946.com/main/index.php/board,204.0.html (https://www.sas1946.com/main/index.php/board,204.0.html)

Hello Gerax, great job for "How to install a New Aircraft" guide, but do you have similar "How to install a New Maps easily" guide...?  :)

Ciao!

Marco
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Helen-of-Sparta on April 29, 2013, 06:23:16 AM
Wow thank you Cyberolas for so beautiful map and all of you hard work you did apply at map for us.  ;)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: PA_Willy on April 29, 2013, 07:00:20 AM
Thank you Sir!!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Boomer on April 29, 2013, 07:11:30 AM
but do you have similar "How to install a New Maps easily" guide...?  :)

Depends what Modded game you run,UP3 or DBW or HSFX
Everyone has there own folder structure

#UP#/MapMods/maps/(place map folder and files here)
#UP#/MapMods/maps/(place _Tex folder here allow to overwrite the _Tex folder)

textures should be>
#UP#/MapMods/maps/_Tex/East/

If DBW,subsitute #UP# for #DBW
#DBW/MapMods/maps

HSFX>
MODS/MapMods/maps

#UP# is the mods folder for UP3
#DBW is the mods folder for DBW
and just MODS for a mod folder for HSFX

No all.ini iinfo needed to be edited,
as this map repaints the default map and is already in our games

Hope that helps
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on April 29, 2013, 07:53:57 AM
FANTASTIC!!
I love that video you made Cyberolas. It is a work of art, just like this amazing map!
THANK YOU good friend! (http://serve.mysmiley.net/party/party0012.gif) (http://www.celebrityfashionarchive.com) It is a masterpiece!

(http://i17.photobucket.com/albums/b75/paulhewson/bastogne_02.jpg)
-
(http://i17.photobucket.com/albums/b75/paulhewson/bastogne_03.jpg)
-
(http://i17.photobucket.com/albums/b75/paulhewson/bastogne_04.jpg)
-
(http://i17.photobucket.com/albums/b75/paulhewson/bastogne_05.jpg)
-
(http://i17.photobucket.com/albums/b75/paulhewson/bastogne_06.jpg)
-
Title: Re: Ardennes retextured, retowned, revillaged
Post by: RealDarko on April 29, 2013, 08:08:36 AM
Cyberolas, not only the map is a joy to see (and to dl and to fly over too of course)),
also the video is stunning. Following the End Title all Awards goes to: "Cyberolas".  ;D

but who is this?  ???

Nice girl, isn´t it? i like BBW, but this girl is anonymous...

What is BBW? Anyway, is possible to put your own picutres on the cockpit?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 08:15:52 AM
BBW - big beautifull women - simply overweight:)
I took some photo from google searching to my cockpit P-51 C

UP boomer thank you for guide, I´m bussy right now - my officially work - planner.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: markino on April 29, 2013, 08:41:26 AM
but do you have similar "How to install a New Maps easily" guide...?  :)

Depends what Modded game you run,UP3 or DBW or HSFX
Everyone has there own folder structure
....
Hope that helps

Hi Boomer, many thanks for your guide, I'll do ASAP!!  :) :)

Ciao!!!

Marco
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 29, 2013, 09:01:36 AM
Great looking map. I loved the video. The credits were fantastic. I love how included your girlfriend... Dinners. :) By the way, There is nothing wrong with liking a big girl. Some are really pretty. Back in the distant past, big women were more desireable due to the poverty that had spead. Big women were seen as healthy and beautifull. If you look at a lot of older art most women were big.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 09:23:56 AM
Thanks for my new background.tga's Max :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Mick on April 29, 2013, 09:37:46 AM
... Sorry guys, I should've mentioned that my error log's totally blank! I can only assume that the CTD's occurring before it's written.

... then try with Storbror's "instant log" ...  ;)

https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 10:48:52 AM
Thank you Mick I was going to suggest that.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 29, 2013, 11:00:17 AM
I really love this map. I am having some fun making some BumpH's for it. I am not as good a Ufflake was but I like the way they look in the game.


(http://s19.postimg.cc/b964ue0pv/29_04_2013_16_44_08.jpg) (http://postimage.org/)

(http://s19.postimg.cc/ptn7p7voj/29_04_2013_16_45_15.jpg) (http://postimage.org/)

(http://s19.postimg.cc/8hmv3s277/29_04_2013_16_45_30.jpg) (http://postimage.org/)

(http://s19.postimg.cc/yel4u4v8j/29_04_2013_16_46_08.jpg) (http://postimage.org/)

(http://s19.postimg.cc/kyy44omqr/29_04_2013_16_51_53.jpg) (http://postimage.org/)

Thanks for the map. Really great work. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on April 29, 2013, 11:02:54 AM
I just took a 1 hour test flight on both summer+winter maps. All I can say is... FANTASTIC!
Big Applause for Cyberolas. (http://serve.mysmiley.net/happy/happy0065.gif) (http://) Thank you! Even the coal slags (hills) look like the real ones.

Now I will spend some time placing some tanks and vehicles on the map for more realistic
Battle of Bastogne & Ardennes scenes.

(http://i17.photobucket.com/albums/b75/paulhewson/Ardennes_01.jpg)
.
(http://i17.photobucket.com/albums/b75/paulhewson/Ardennes_02.jpg)
.
(http://i17.photobucket.com/albums/b75/paulhewson/Ardennes_03.jpg)
.
(http://i17.photobucket.com/albums/b75/paulhewson/Ardennes_04.jpg)
.
(http://i17.photobucket.com/albums/b75/paulhewson/Ardennes_05.jpg)
.
~~~~~~~~~~~~~~~~~~

Thanks for my new background.tga's Max :)

Your welcomed good buddy... but grab these bigger  "Ardennes" images for your cool game  ;)

- http://img15.nnm.ru/1/f/1/a/a/e62d2407a80332e9926ef6aa24c.jpg
- http://www.nicolastrudgian.com/uploads/collections/123.jpg
- http://www.artscroll.ru/Images/2008/n/Nicolas%20Trudgian/000080.jpg
- http://warplanefuns.ru/images/stories/obojiw2/37d80f6d9fbaf4b284c17e3eda39cc73.jpg
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Aragorn1963 on April 29, 2013, 11:13:55 AM
These maps are superb. What a joy to fly over them. I have one remark however. At Houffalize the trainwagons seem to be standing incorrectly on the railway.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 11:20:37 AM
Awesome, thanks again Max, Im grabbing them now. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on April 29, 2013, 11:43:44 AM
BumpH files for Summer Ardennes:

https://www.mediafire.com/?nirw7pzcukm3hpj (https://www.mediafire.com/?nirw7pzcukm3hpj)

Thank you again cyberolas...great work!!!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: may-bug on April 29, 2013, 11:48:45 AM
 
:o  :o  :o REALLY BEAUTIFUL !

Most of us couldn't expect, a few years ago, such maps in Il-2 ...

Flying over the winter version in late afternoon is very impressive also at low alts, and reminds me of the Ardennes map in Birds of Prey (wich was a beauty too IMO).
Population and textures are very realistic, close to perfection ! Excellent technique and excellent work (again) Cyberolas  :).
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Boelcke on April 29, 2013, 12:02:42 PM
amazing

(http://i195.photobucket.com/albums/z55/Boelcke/grab_159_zpsa567e70d.jpg) (http://s195.photobucket.com/user/Boelcke/media/grab_159_zpsa567e70d.jpg.html)

(http://i195.photobucket.com/albums/z55/Boelcke/grab_1510_zps84f00e0a.jpg) (http://s195.photobucket.com/user/Boelcke/media/grab_1510_zps84f00e0a.jpg.html)

(http://i195.photobucket.com/albums/z55/Boelcke/grab_155_zps8457dffd.jpg) (http://s195.photobucket.com/user/Boelcke/media/grab_155_zps8457dffd.jpg.html)

Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 12:03:27 PM
These maps are superb. What a joy to fly over them. I have one remark however. At Houffalize the trainwagons seem to be standing incorrectly on the railway.

Trainwagoons are in default position.... thats wrong?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 12:06:43 PM
Interesting BumpH files, even if I must admit to you everybody: I don´t like BumpH files. But nothing against your work my friends, these screenshots looks interesting and it´s only my personally opinion.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 29, 2013, 12:29:59 PM
I hope you dont mind if I upload these winter BumpH's. If so I can remove the link. Its just that this is a really great map and some like the BumpH's.

Winter BumpH's...

(http://s19.postimg.cc/4p7y1sc2r/29_04_2013_18_19_52.jpg) (http://postimage.org/)

(http://s19.postimg.cc/aeo6m3i8z/29_04_2013_18_20_44.jpg) (http://postimage.org/)

(http://s19.postimg.cc/uak61mzab/29_04_2013_18_20_57.jpg) (http://postimage.org/)

Place the BumpH files in the Ardennes winter texture folder.

https://www.mediafire.com/?02xgbt78na80e5o
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 12:31:21 PM
Wow, looks nice...I maybe change my opinion. Thank you
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 29, 2013, 12:31:51 PM
Thank you. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 12:39:22 PM
Thanks Mark & HG. Im on them! :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on April 29, 2013, 12:43:13 PM
The original map looks mighty excellent, but I will also give it a try with these BumpH textures.

Where is the "Read-Me" in the folders for BumpH files?
Where do I put these into which folder?

Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on April 29, 2013, 12:45:30 PM
Put them into the Ardennes textures folders (summer and winter)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 29, 2013, 12:52:14 PM
Oh Sorry Max. hguderian is correct.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: steven197106 on April 29, 2013, 01:28:32 PM
Thanks you cyberolas , this  was what I was hoping  for  western front map to go with your eastern front maps.(http://i1163.photobucket.com/albums/q553/az9157/il2fb2013-04-2920-05-44-20.png:original)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: RDDR Hangar19 on April 29, 2013, 01:44:47 PM
 Hi Cyberolas, Isn't it true that we are always our own worst Critics.
 These maps are wonderful. A real gift to this community  Thanks a lot
  Cheers,RDDR

 A&A Paintworks
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cgagan on April 29, 2013, 02:07:09 PM
Next to the real thing, that's a realistic rendering!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Ranwers on April 29, 2013, 02:29:35 PM
Very nice - thank you !

(https://www.sas1946.rocks/images/imageshit/img689/5221/ardhvp.jpg) (https://www.sas1946.rocks/images/imageshit/download/689/ardhvp.jpg)

Title: Re: Ardennes retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on April 29, 2013, 02:42:10 PM
BumpH files for Summer Ardennes:

https://www.mediafire.com/?nirw7pzcukm3hpj (https://www.mediafire.com/?nirw7pzcukm3hpj)

Thank you again cyberolas...great work!!!

Thanks for the BumpH files!

Can I ask why map textures are 1024 and BumpH are 2048?

BTW winter BumpH is again 1024....

Thanks in advance!

walter
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on April 29, 2013, 03:00:04 PM
Quote
Can I ask why map textures are 1024 and BumpH are 2048?

Hi!
Cause they seems better (to me at least :) ) ... I'm following the advice from Avala, or vpmedia...I don't remember.
They said it's better to make BumpH files in 2048 size.

Cheers
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Aragorn1963 on April 29, 2013, 03:42:59 PM
These maps are superb. What a joy to fly over them. I have one remark however. At Houffalize the trainwagons seem to be standing incorrectly on the railway.

Trainwagoons are in default position.... thats wrong?

Well, the trainwagons are positioned across the railway, instead of along the railway, if I'm not mistaken. Could be my misjudgement. Apart from that I would like to thank you for your wonderful maps. They are the dream of every wargamer, please keep them coming.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: agracier on April 29, 2013, 03:46:36 PM
Beautiful map, especially the winter version. I've spent many a weeks in that area, staying in cabins on or near the battlefields ... and the feel is very spot on. And it's especially hard to have good winter textures. These are top notch work ...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on April 29, 2013, 04:12:40 PM
Thanks to both HGuderian and Mark for the BumpH files!  :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on April 29, 2013, 04:18:10 PM
Mr.SAS~Bombsaway - I´ve just returned from inspection flying with your winter BumpH textures. Wonderfull! You made it very well, in towns and villages only little, on large fields more...super! Thank you.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 04:19:33 PM
I vote for Cyberolas's  Ardennes Retexture Map Of The Year.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: w on April 29, 2013, 04:20:51 PM
This map and BumpH files installed as directed and is working perfect in my 4.10.1 - UP3 - RC4 - FMB

As usual this map like all his others is beautiful  !!!  ;D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 29, 2013, 04:32:59 PM
Mr.SAS~Bombsaway - I´ve just returned from inspection flying with your winter BumpH textures. Wonderfull! You made it very well, in towns and villages only little, on large fields more...super! Thank you.

Thank you Cy. Thats very kind of you. I may rework one or two of the airfield textures bumph's. I'm not sure if I like them but I will upload them if I do. Thank you again for your compliment. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Badmuthafunker on April 29, 2013, 04:42:06 PM
Well, ain't that the damnedest thing?

I swear I've not touched a thing, but the winter map now loads perfectly in both FMB and QMB!  ;D Rounds off a perfect evening, with the Villa winning 6-1! Happy days.

Thanks again, gents. And thanks again to cyberolas, for another superb piece of work.  :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 05:01:55 PM
A German General taking off outside of Houffalize

(https://www.sas1946.rocks/images/imageshit/a/img21/536/20130430at005443.jpg)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 08:01:06 PM
Hey Guys, try 352nd's  Legend_of_Y29 Campaign if you got it, man what a difference in how it looks now with Cyberolas's Re textures, and BumpH, Very Awesome.:)

(https://www.sas1946.rocks/images/imageshit/a/img4/5605/20130430at035420.jpg)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 09:07:22 PM
For those that dont have Legend of Y-29 Campaign here is a link:  http://www.352ndfg.com/vb/content.php?232-Downloads-Missions
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on April 29, 2013, 10:38:55 PM
A German General taking off outside of Houffalize
good pic!  :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 29, 2013, 10:41:28 PM
Thanks G.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Aragorn1963 on April 29, 2013, 11:24:09 PM
I vote for Cyberolas's  Ardennes Retexture Map Of The Year.

Hear, hear! I never liked the maps of IL-2 much and always hoped one day we would have a simulator with better maps. And now they are starting to arrive! It is even better than more planes.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on April 30, 2013, 01:11:21 AM
They said it's better to make BumpH files in 2048 size.

Any chance to have a 1024 too for who still have trouble with 2048 textures?

Please.....
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BT~walker on April 30, 2013, 02:31:42 AM
Well I flew the map (with my L-39C...anyways...) and what can I say?... Excellent virtual environment... Especially towns & villages (very immersive)
and ground textures do not repeat anywhere... Very Good job ! Thank;s a lot !
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Kant on April 30, 2013, 02:40:19 AM
And where can you download QMB missions to this map   ?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cgagan on April 30, 2013, 02:44:57 AM
You use the standard QMB missions pack for Ardennes; this map replaces the original one (if you have it in your mapmod/maps folder, disable the old one with an "-".
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on April 30, 2013, 02:57:47 AM
Any chance to have a 1024 too for who still have trouble with 2048 textures?

You wouldn't have probs with 2048 BumpH cause this BumpH's size it's ok for IL2 engine since the origin.

So for BumpH files you don't need the 2048HD Mod.

Cheers!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: agracier on April 30, 2013, 03:02:44 AM
I tried to make a new ed_map for this one. Those old defaults are really so basic, not atmospheric in relation to the actual maps themselves once you're in a mission. An certainly not for this great repaint.

But no matter which kind of overlays or map types I choose to make a new ed_map with, the towns and the terrain would just not align, and I'm not talking about being a tad off one way or the other, but real uncorrectable misplacement of towns, rivers etc. ... I guess the old default maps were made by hand? No use of dems or satellite data?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: markino on April 30, 2013, 03:05:25 AM
as this map repaints the default map and is already in our games

Hi Boomer! Yesterday I tried to do as you explain to me and...WOW...works perfectly!! I had no doubt of course... :) :)

But  I would like to point out a phrase: as this map repaints the default map and is already in our games.
Well, maybe for you, modders, it is implied, but for a newbie like me really not... This phrase helps me greatly!!
At the beginning I believed they was new maps and if I fail the installation I will have many problems with the game...

I'm going to propose that some good soul made a tutorial, as "How to install a new plane easily", for maps also.
Tutorial may help us, poor newbies, better than many words...

Many thanks for your kindly reply and patience!!

Ciao!

Marco
Title: Re: Ardennes retextured, retowned, revillaged
Post by: squiffy on April 30, 2013, 10:36:46 AM
Wow!  :)  Outstanding... can't wait to try this out.  The screens look amazing.  I feel like I've been waiting for this since Jane's WW2 fighters.  Finally!  A gorgeous Ardennes map to recreate '44 and '45 ops.  Cyberolas, you are a wizard!!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Boomer on April 30, 2013, 11:57:40 AM
your welcome Marco,glad you got it sorted out  :)

Cheers
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on April 30, 2013, 12:01:45 PM
So for BumpH files you don't need the 2048HD Mod.

Thanks mate!

I wasn't aware of this for BumpH files!

All the very best!

alter
Title: Re: Ardennes retextured, retowned, revillaged
Post by: 242Sqn_Cat on April 30, 2013, 12:20:04 PM
Lovely maps, really good look and feel to them.  :)
We'll add them into the next HSFX if that's ok.

Cheers.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: PA_Jeronimo on April 30, 2013, 12:34:16 PM
A fantastic work, thank you sir. ;)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on April 30, 2013, 12:41:14 PM
Very Good News Cat.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Gumpy on April 30, 2013, 02:10:19 PM
(http://i697.photobucket.com/albums/vv340/Bingo1957/3004201312-54-10_zps92de508f.jpg) (http://s697.photobucket.com/user/Bingo1957/media/3004201312-54-10_zps92de508f.jpg.html) Photo realistic thanks cyberolas.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cgagan on April 30, 2013, 02:14:43 PM
Great map, indeed...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on April 30, 2013, 02:37:51 PM
Supply drop near bastogne.

(http://s19.postimg.cc/m8e0k53xf/30_04_2013_20_26_03.jpg) (http://postimage.org/)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Wulfy on April 30, 2013, 04:31:55 PM
How do I install the bump stuff on a 4.10
Title: Re: Ardennes retextured, retowned, revillaged
Post by: agracier on April 30, 2013, 04:46:35 PM
How do I install the bump stuff on a 4.10

You put the BumpH files into the same directory as the textures they are 'linked' to.

..._Tex/East/Ardennes

and

..._Tex/East/Ardennes_winter
Title: Re: Ardennes retextured, retowned, revillaged
Post by: sphantom on April 30, 2013, 06:43:12 PM
And what a difference they make Thanks
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Wulfy on April 30, 2013, 07:25:47 PM
YES! I finally guessed right!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 01, 2013, 03:12:21 AM
(http://s18.postimg.cc/koigjof09/grab0001.jpg) (http://postimg.cc/image/su0ihu391/full/)
how to do a screenshot on a pc (http://postimage.org/app.php)

BumpH textures is the best for winter maps!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: GilB57 on May 01, 2013, 04:22:36 AM
Just tested  yesterday evening : great stuff indead !  ;D

(this is just an excellent idea to "repaint" all those old-fashioned default maps which needed that badly)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on May 01, 2013, 04:26:56 AM
Wow that looks like a real Photo Cyberolas, Good one.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Oscar on May 01, 2013, 04:58:50 AM
Got a chance to fly this last night..... Bloody marvelous!!  This "must" be the new default Ardennes in ALL mod packages.

You really need to ask GilB57 to let you have a crack at the WestFront Winter 44 map.  I have lots of photos of towns from the Battle of the Bulge period....many of which were culled from on-line sources.

It's a shame IL2 doesn't do ravines very well so that the Our, Clerf, Salm, Ambleve, Moselle and other Rivers in the area can't be represented as the terrain obstacles they truely are.  I lived in the Eifel for 6yrs and toured this area extensively.  You have captured the area in you Ardennes winter repaint masterfully.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Wulfy on May 01, 2013, 05:01:08 AM
Hey you know that gigantic sun thing in both Ardennes maps, does any one know how to get rid or them, or if there is a time that makes it show less? It's kinda like a photo bomb for a awesome map
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on May 01, 2013, 11:20:06 AM
BumpH textures is the best for winter maps!

 ;) Do you've changed your opinion about them?  :D  :D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Boelcke on May 01, 2013, 11:34:27 AM
if anyone is playing my Westfront campaign, i´ve done a patch for it to include these beautiful textures (winter and summer), check this

https://www.sas1946.com/main/index.php/topic,27329.0.html

Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 01, 2013, 11:59:45 AM
BumpH textures is the best for winter maps!

 ;) Do you've changed your opinion about them?  :D  :D

About winter textures, for them is BumpH perfect.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on May 01, 2013, 01:56:30 PM
Now I'm blushing.  :D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: slipper on May 01, 2013, 02:36:58 PM
cyberolas

stunning maps again, really well thought out and lifelike, must have taken you ages to do these. thanks very much  :)

(https://www.sas1946.rocks/images/imageshit/img542/9080/01052013195824.jpg)

In the image above for your winter version, the ground plates for the airfields are white, is this as intended? or do i have a mix up somewhere?

regards

slipper

Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 01, 2013, 03:04:23 PM
Everything is right, but runway objects have different reaction to sunlight opposite textures, thats all. Try flying at noon, for example.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: slipper on May 02, 2013, 03:15:56 AM
Ah, right thanks for explaining cyberolas, and thanks again for some beautifull maps.

regards

slipper
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Kirk09 on May 02, 2013, 01:07:00 PM
 :) :) :)Thank you thank you Thank you Cyberolas!!!!!! You just made my week here!!!! :) :) :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Tom2 on May 08, 2013, 11:25:29 AM
You are truly the man! ;)  :)

Cheers

Thorsten
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Mission_bug on May 10, 2013, 05:03:14 AM
Hello cyberolas, yet another truly outstanding repaint, thank you very much. 8)

Love the detail and the texturing.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Repaint1_zps76f616b7.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Repaint1_zps76f616b7.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Repaint2_zpse9525b77.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Repaint2_zpse9525b77.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Repaint3_zps2cb5da49.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Repaint3_zps2cb5da49.jpg.html)

Wishing you all the very best, Pete. ;D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: vegetarian on May 19, 2013, 07:03:28 AM
Flying Boelcke's Phoney War campaign, I was enjoying the winter scenery so much I got shot down, captured and sent to POW camp in Canada - on my first mission too ???. Oh well, hit refly!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: mandrill on May 19, 2013, 08:12:41 AM
Flying Boelcke's Phoney War campaign, I was enjoying the winter scenery so much I got shot down, captured and sent to POW camp in Canada - on my first mission too ???. Oh well, hit refly!

LOL! That means you are the old German guy with the deli in Toronto that my parents used to by potato salad from. So it's all good. You survived the war and married a nice Canadian girl!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Ibis on May 19, 2013, 08:12:12 PM
 I have to add my admiration for your stunning work cyberolas.
An absolutely magical transformation and greatly appreciated.
 Cheers,
  Ibis.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Giuseppin on May 19, 2013, 08:15:57 PM
I have installed this superb map, but when i try to take off a mission( Bomber campaign of the RAF with B-25) my game fps drops until 1-2 fps. The campaign load well. Is in the exact moment to take off. Any help? Thanks.

IL-2 4.10.1
DBW 1.7.1
Title: Re: Ardennes retextured, retowned, revillaged
Post by: rhinofilms on May 19, 2013, 10:24:07 PM
I have to add my admiration for your stunning work cyberolas.
An absolutely magical transformation and greatly appreciated.
 Cheers,
  Ibis.

Well said.  I find myself flying your maps almost exclusively.  I can't put my finger on it, but this to me is your best work yet.  Sooooo real......

Thank you sir!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Giuseppin on May 20, 2013, 12:02:32 PM
I have installed this superb map, but when i try to take off a mission( Bomber campaign of the RAF with B-25) my game fps drops until 1-2 fps. The campaign load well. Is in the exact moment to take off. Any help? Thanks.

IL-2 4.10.1
DBW 1.7.1

Well, map deleted, returned to stock map, all running as before. It's a shame, because this map is a masterpiece.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 20, 2013, 12:38:20 PM
I have installed this superb map, but when i try to take off a mission( Bomber campaign of the RAF with B-25) my game fps drops until 1-2 fps. The campaign load well. Is in the exact moment to take off. Any help? Thanks.

IL-2 4.10.1
DBW 1.7.1

Well, map deleted, returned to stock map, all running as before. It's a shame, because this map is a masterpiece.

Hello mr.Giuseppin, send me please your mis. file, I want to try to fly it, ok? cyberolas@seznam.cz
Title: Re: Ardennes retextured, retowned, revillaged
Post by: greybeard on May 21, 2013, 02:13:23 AM
Thanks for this new work of art. It runs fine on my 4.09+UP2.01 install.

May I ask what do you wear on your head?

S!
GB
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 21, 2013, 02:48:55 AM
Thanks for this new work of art. It runs fine on my 4.09+UP2.01 install.

May I ask what do you wear on your head?

S!
GB

:):)
It was my special image from recently times. I played in group Rhodian (guitar, samples, lyrics) and our kind of music was cyber-core or electro-metal with female vocal. So - my hair was cyber - hat with many strings. It looked fine when I moved my head on station...:)
http://www.youtube.com/watch?v=plBbDpwylhU
http://www.youtube.com/watch?v=FBGk_QlWhMI
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on May 21, 2013, 03:06:04 AM
just listened "Berserk", really like it. Great!   :)
is this "Rhodian is over" your version of "what a wonderful world"?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on May 21, 2013, 03:50:05 AM
Wow Thats Cool Cyberolas, Yall sound a lot like Korn.  http://www.youtube.com/watch?v=EH-SWKNAWN0&list=PLA8BE522C54774DE6
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 21, 2013, 03:55:40 AM
just listened "Berserk", really like it. Great!   :)
is this "Rhodian is over" your version of "what a wonderful world"?

Thank you men, I think our best album is Schizzover. What a wonderful world is version by Ministry, they finished (or paused!) their existence one month before us.

https://www.mediafire.com/?binxpcx7fvcf21e (https://www.mediafire.com/?binxpcx7fvcf21e)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Gerax on May 21, 2013, 04:11:49 AM
Oh, what a gift! many thanks mate!  :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on May 21, 2013, 04:23:05 AM
Thank You Cyberolas, Im listening now! "Very Cool"
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on May 21, 2013, 04:29:32 AM
Go here Cyberolas  https://www.sas1946.com/main/index.php/topic,9286.msg377588.html#msg377588
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 21, 2013, 05:49:56 AM
Go here Cyberolas  https://www.sas1946.com/main/index.php/topic,9286.msg377588.html#msg377588

There is some error...on purpose?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on May 21, 2013, 05:54:49 AM
There was no error. Your account has been changed to see the "adults" section in the lounge now. Try the link again. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on May 21, 2013, 06:31:38 AM
There was no error. Your account has been changed to see the "adults" section in the lounge now. Try the link again. :)

Oh yeah, thank you, even if that topic is called music for flying (or similar) and I prefere historical correct music for WWII or "silence with music of engines and cockpit sounds", when I fly. But why not? If somebody want to it....:):):)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on May 21, 2013, 07:10:54 AM
Love your music style Cyberolas  8) Excellent noise!
Ministry is also one of my favorite bands. Got all of their records , some on vinyl too from the old days  ;)
Thank you for your record album. A great present!
 


Title: Re: Ardennes retextured, retowned, revillaged
Post by: paganizonda on June 06, 2013, 05:23:00 PM
This is a MASTERPIECE !!!!

greetings paganizonda
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Griffon_301 on June 10, 2013, 01:50:30 PM
just a quick question: where do i drop those bump files from the first post? I do have a DBW 1.71 install made really great by TFM

cheers
phil
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on June 10, 2013, 02:31:38 PM
just a quick question: where do i drop those bump files from the first post? I do have a DBW 1.71 install made really great by TFM

cheers
phil

 ;) page thread Nº 9

How do I install the bump stuff on a 4.10


You put the BumpH files into the same directory as the textures they are 'linked' to.

..._Tex/East/Ardennes

and

..._Tex/East/Ardennes_winter
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Griffon_301 on June 11, 2013, 03:02:33 AM
thanx a lot max :)
I would have never looked into the "EAST" folder for the Ardennes textures without your hint

cheers
phil
Title: Re: Ardennes retextured, retowned, revillaged
Post by: IsorokuYamamoto on June 25, 2013, 07:19:47 AM
What standart campaigns or downloadable campaigns can I play on this map ? (I have stock Il-2)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on June 25, 2013, 05:19:13 PM
Every campaigns. Sometimes  you will be surprise, because some smokes and stationary fires will be higher than terrain and some takeoff in intros too. But these cases are all. You can fly every missions and campaigns.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: CWMV on July 10, 2013, 11:39:04 PM
Were any mod obects used in the creation of this wonderful map? Will not save in 4.12.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on July 11, 2013, 12:13:46 AM
Yes, this map use MOD hangar and MOD hangar 2. You have to write these MODS in static.ini too, it´s important. Try static.ini checker, thats super instrument for this.
Especially don´t forget to

[buildings.House$Luft_Hangar]
Title           Luftwaffe_Hangar
MeshLive        3do/Buildings/Industrial/Luft_Hangar/live.sim
MeshDead        3do/Buildings/Industrial/Luft_Hangar/dead.sim
AddHeightLive    -2.0
AddHeightDead    -2.0
Body            RockBig
Panzer          0.34

I saw some videos on youtube, where were only texture without this building.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: CWMV on July 11, 2013, 12:20:03 AM
Awesome thanks!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: tuskegee76 on August 05, 2013, 02:08:10 PM
install instructions needed!!!  8) for the most part I manage but it seems i'm a bit confused
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Dakpilot on August 06, 2013, 08:58:31 AM
I think all the answers you seek are already in this thread, If you consider the time spent making this wonderful repaint..the time spent reading all 13 pages are not so great, also you may learn to look for answers to info that is readily available in the right places
For these great FREE works we must make some effort also
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 06, 2013, 12:26:53 PM
Install instructions:
Take textures (files .tga) to your directory
MODS/mapmods/Maps/_Tex/East/ardennes   and
MODS/mapmods/Maps/_Tex/East/ardennes_winter

and other files to directory

MODS/mapmods/Maps/Ardennes

I think that there is this way presets in zip file, or not?
So - I assume that you use MOD activator.

If you do these steps, you can fly on these maps.
Last step is install HANGAR MOD and HANGAR MOD2. You can fly without it, but your campaign will not be able to save missions.

Title: Re: Ardennes retextured, retowned, revillaged
Post by: tuskegee76 on August 06, 2013, 01:19:51 PM
I did read the instructions well but the maps aren't showing up in the QMB map selector only Ardennes winter map  but that's the one that came with the stock version I guess. in my ini.files there I can find the lines for these retextured maps and the original is gone  ??? Maybe someone can say what i did load this map I did get yellow, white artifacts and at the screen where you can your alter plane(ammo etc) the plane's picture seems like it still has to be made by a graphics program, I know patience is a virtue  ;D, I do use SAS 5.20 tough. I will try until it works no prob

cheers
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 06, 2013, 01:29:25 PM
I did get yellow, white artifacts...could you make screenshot????
Title: Re: Ardennes retextured, retowned, revillaged
Post by: tuskegee76 on August 06, 2013, 02:02:38 PM
hi cyberolas  this is my map structure SAS/MAPMODS/MAPS/_tex/EAST/Ardennes
                                                                                                        Ardennes W
MAPS/Ardennes
MAPS/Clouds262 tga/
MAPS/All ini.
these 2 lines I do have in my all ini files map
Ardennes_S       Ardennes/sload.ini
Ardennes_W       Ardennes/wload.ini

And do I have to unpack the Bumph files out of the map or can I just paste the complete map without extracting the BumpH files in the map Ardennes S/W

cheers
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 06, 2013, 02:20:43 PM
1.What is SAS directory? It should be MODS or not?

2.If you have these lines
Ardennes_S       Ardennes/sload.ini
Ardennes_W       Ardennes/wload.ini

in all.ini

you don´t have this map in QMB I think. Try to look to .mis files in QMB directory... you could see line with right way to map.

3. MODS/mapmods/MAPS/_Tex/Clouds262.tga
Title: Re: Ardennes retextured, retowned, revillaged
Post by: tuskegee76 on August 06, 2013, 02:40:00 PM
I'm using SAS MODACT 5.20 so there is my mapmods folder located and I have only Ardennes_W folder in my QMBPRO directory. I did read some pages concerning adding new maps to QMBPRO telling me  I have to create missions before I can fly on these new maps, thus a solo flight is not possible for the time being? I can select these maps in FMB tough.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Tom2 on August 06, 2013, 03:21:09 PM
hi cyberolas  this is my map structure SAS/MAPMODS/MAPS/_tex/EAST/Ardennes
                                                                                                        Ardennes W
MAPS/Ardennes
MAPS/Clouds262 tga/
MAPS/All ini.
these 2 lines I do have in my all ini files map
Ardennes_S       Ardennes/sload.ini
Ardennes_W       Ardennes/wload.ini

And do I have to unpack the Bumph files out of the map or can I just paste the complete map without extracting the BumpH files in the map Ardennes S/W

cheers


Gents, here is also some info..on his problem

https://www.sas1946.com/main/index.php/topic,35419.36.html


Seeing the structure you used, tuskegee76, I think you made a mistake:
The "Clouds262 tga" should be in Mapmods\_Tex.

Like that.

For missions, ..you can always make one in the Full Mission Builder segment.
Load the map there and build a mission of your liking.
QMB is rather for lazy chaps like me or quick access.

QMB needs the correct mission and mission name folder (In DBW's ModAct's case) to be in the QMB parent folder.
For DBW and Modact, only the winter version is present.

And, finally, check the link in the other thread again, for huge bump files, you probably need to have the Hi Res mod as well, all linked in the other thread (my link leads to the needed thread where I posted more help...).

Chaps, he runs on ModAct for 4.12, and the MapMods folder there is in the SAS folder not the Mods folder or #DBW folder.
And here is where my tips end today lol. ;)

Cheerio

Tom :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Tom2 on August 06, 2013, 03:29:24 PM
PS:
My error:
For the cloud texture:
It should be
MapMod\Maps\_Tex.
 :-[

Hope I could help.

Chrs



Title: Re: Ardennes retextured, retowned, revillaged
Post by: tuskegee76 on August 06, 2013, 03:41:53 PM
tnx Tom I guess that different mods use different structures for installing Mods it seems, I tried it out with FMB and there was it that I saw the yellow stripes on a white screen and my plane's nose was the only thing I saw when entered arms selection, I will make this map running no doubt about that and in case of the BumpH file do I have to extract the files out of the map or can can I drop the whole map in my Ardennes S/W folder anyhow I gonna check out that link you gave

cheers
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 08, 2013, 09:34:38 AM
Here is video by killer of every bomber ;D
http://www.youtube.com/watch?v=5jFNE58MSn0&feature=youtu.be
Title: Re: Ardennes retextured, retowned, revillaged
Post by: marcost on August 12, 2013, 06:35:34 AM
Thanks Cyberolas for another fantastic repaint  :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 14, 2013, 04:02:49 AM
You are welcome! I prepeare new version of winter Ardennes (only little editing textures), because there were more snow than we have right now. And the most of battles were in december 1944/january 1945....
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on August 14, 2013, 04:09:03 AM
But the previous version could become a Late February/Early March "season" :)

Great work cyberolas!!!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on August 15, 2013, 08:52:28 AM
You are welcome! I prepeare new version of winter Ardennes (only little editing textures), because there were more snow than we have right now. And the most of battles were in december 1944/january 1945....

Another version?!
Great!
These last two retextures were super good! I enjoy this map very much.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 15, 2013, 10:14:56 AM
Only little editing of textures, nothing special....
Title: Re: Ardennes retextured, retowned, revillaged
Post by: BravoFxTrt on August 15, 2013, 10:17:50 AM
But that is Special to us Cyberolas :D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on August 15, 2013, 11:49:28 AM
You can add a new version instead , light snow and heavy snow....
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 17, 2013, 09:36:14 PM
I do not understand
The base map works, but if I switch to winter loading error!
The map empty...

(http://i.imgur.com/rlRp2Te.jpg)

 :'(
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 17, 2013, 11:35:24 PM
Oh my god, and can you fly in mission from QMB? I think this is Full map editor, isn´t it?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 18, 2013, 07:38:17 AM
Oh my god, and can you fly in mission from QMB? I think this is Full map editor, isn´t it?

Yeah well you see winter map
The QMB mission CTD!
The FMB surface appears as...

So...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 18, 2013, 09:26:00 AM
what??????
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on August 18, 2013, 09:51:05 AM
I had a problem like this once but the look of the map was different. Everything would go white. My problem was my graphics card was giving out.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on August 18, 2013, 10:01:07 AM


Just took a quick flight... everything is still working good with my map QMB and etc.

(http://i17.photobucket.com/albums/b75/paulhewson/Z_Ardennes18082013.jpg)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 18, 2013, 11:03:19 AM
I had a problem like this once but the look of the map was different. Everything would go white. My problem was my graphics card was giving out.

Only w map problematic
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 18, 2013, 11:04:22 AM
And problem is only with editor? Can you fly normally?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 18, 2013, 11:07:06 AM
And problem is only with editor? Can you fly normally?

no, I choice the w mission the QMB CTD
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 18, 2013, 11:08:41 AM
Just took a quick flight... everything is still working good with my map QMB and etc.

Great shot,
Please send me a QMB missions
zsoltbeleznay@gmail.com

Thank you!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 18, 2013, 12:06:32 PM
What is it QMB CTD?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cgagan on August 18, 2013, 12:21:31 PM
Crash to Desktop (CTD)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 18, 2013, 11:56:16 PM
I use this QMB missions:

Europe_Ardennes_S
Europe_Ardennes_W

(http://i.imgur.com/ibq6ZNI.jpg)
(http://i.imgur.com/z25PZN0.jpg)

It's good?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 19, 2013, 02:51:20 AM
But you don´t show me missions, but tga textures....And you copied textures to directory for generally files for Ardennes map, if I see right...
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 02:55:45 AM
Unfortunately, so far this winter map is not working, I'm sad
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 19, 2013, 03:36:01 AM
Europe_Ardennes_S
Europe_Ardennes_W

...these names are strange too
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 19, 2013, 03:41:05 AM
First:
Did you right copy all textures (MODS/mapmods/maps/_Tex/East/.........)
and general files (MODSMODS/mapmods/maps/Ardennes/......)?

??? Because you talked about QMB misisons and you show me directories in mapmods.....
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 03:45:10 AM
I use route: MODS/mapmods/maps/_Tex/East/.........

and QMB mission list: (http://i.imgur.com/3UtEJOJ.jpg)

 :-[
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 19, 2013, 03:48:35 AM
And did you try flying "classical" mission - for example from offline campaign Legendary Y-29. I don´t know, if there isn´t problem in QMB mission and map would be right....?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 03:56:26 AM
And did you try flying "classical" mission - for example from offline campaign Legendary Y-29. I don´t know, if there isn´t problem in QMB mission and map would be right....?

The FMB does not load the winter map
map empty!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 05:39:57 AM
And did you try flying "classical" mission - for example from offline campaign Legendary Y-29. I don´t know, if there isn´t problem in QMB mission and map would be right....?

The YP-80 campaig = (http://i.imgur.com/eDeJtq2.jpg)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on August 19, 2013, 06:29:24 AM
Load that map on FMB...then hit SHIFT and TAB so you could read what's happening with the map.

How is named the .ini of the winter map? Could be some typo?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 07:20:01 AM
Load that map on FMB...then hit SHIFT and TAB so you could read what's happening with the map.

How is named the .ini of the winter map? Could be some typo?

I see this:

all.ini

Ardennes_S Ardennes/sload.ini
Ardennes_W Ardennes/wload.ini
ArdennesWinter(tab) Ardennes/tab_wload.ini
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 19, 2013, 08:04:20 AM
SHIFT+TAB in FMB says many things about this problem. I use it too.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on August 19, 2013, 08:08:46 AM
Or publish your log file. If you've the same message also in QMB it's for sure a missing texture problem!
What kind of IL2 are you using (DBW/HSFX/HISTOMOD/MODACT)?

You've a MODS folder...so could I think it's HSFX...right?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 08:14:11 AM
Or publish your log file. If you've the same message also in QMB it's for sure a missing texture problem!
What kind of IL2 are you using (DBW/HSFX/HISTOMOD/MODACT)?

You've a MODS folder...so could I think it's HSFX...right?

DBW 1.71

logfile: http://www.putlocker.com/file/986AF6CB5E2DB339

Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 08:18:32 AM
SHIFT+TAB in FMB says many things about this problem. I use it too.

Here the FMB Shift+tab:

http://i.imgur.com/HsKmJdA.jpg
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on August 19, 2013, 08:29:40 AM
OK...you've a texture problem...as you can read it's missed the Clouds262.tga file from .../_Tex folder!

Reading the original wload.ini from cyberolas you find this line:
HighClouds = Clouds262.tga

If you've installed correctly all his files you must have this structure for winter textures:
MODS/MAPMODS/Maps/_Tex/East/Ardennes_winter

....so re-write in the line above in wload.ini in this way:
HighClouds = East/Clouds262.tga

Alternatively you could simply change the name of the file into Clouds256


Title: Re: Ardennes retextured, retowned, revillaged
Post by: Herra Tohtori on August 19, 2013, 08:32:22 AM
I would recommend rather using something like http://pastebin.com for more convenient access to the log contens, than posting an archive on a file hosting site that has download timers.

Looking at the errors on the console, it seems like there's a corrupt or missing cloud texture (Clouds262.tga). It could be that the file doesn't exist, or it is in wrong format (RLE encoding, wrong bit depth, indexed instead of greyscale, all manner of things are known to cause this kind of issue).

Earlier on the thread, same file is mentioned in this post:

https://www.sas1946.com/main/index.php/topic,34403.msg371500.html#msg371500

Guderian's fix will definitely work but I'm a bit confused as to why you're getting this error, since it should (apparently) be fixed since long time ago.

Is it possible that you are still using the first version, before the problem was fixed?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 08:49:12 AM
OK...you've a texture problem...as you can read it's missed the Clouds262.tga file from .../_Tex folder!

Reading the original wload.ini from cyberolas you find this line:
HighClouds = Clouds262.tga

If you've installed correctly all his files you must have this structure for winter textures:
MODS/MAPMODS/Maps/_Tex/East/Ardennes_winter

....so re-write in the line above in wload.ini in this way:
HighClouds = East/Clouds262.tga

Alternatively you could simply change the name of the file into Clouds256

There is no change  :-[
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Herra Tohtori on August 19, 2013, 09:06:53 AM
Search for the Clouds262.tga file in your mod directory.

Make the load.ini path for HighClouds correspond to the actual location of this file.

Two possible ways to do it - either move the file into the location mentioned in load.ini or change the HighClouds line in the load.ini to match the actual location of the file.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 09:13:26 AM
Success!
The Clouds262.tga instead of Clouds256.tga

for some reason I did not like the #262

Now work!

(http://i.imgur.com/9mVOMpN.jpg)

Thank you All!

 8)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: hguderian on August 19, 2013, 09:14:54 AM
 ;)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: zsoltfireman on August 19, 2013, 09:16:13 AM
;)

Thank you so much!!!

 ;D
Title: Re: Ardennes retextured, retowned, revillaged
Post by: enrico on August 20, 2013, 10:33:12 AM
Hi Cyberola and all, a noob question:

Have I to download the "MOD Hangar" and "MOD Hangar 2" objects?
I have a very clean "SAS ModAct 5.21" modded of il2 1946.

I downloaded your ardennes map, and althoght FullMissionBuilder opened it well, it can't save missions nor can't start play the mission
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 20, 2013, 11:28:04 AM
Hi Enrico!

  I have very good news for you.

1. If you want to fly campaigns, you should have these mods. I use very clean 4.12.1 with SAS Mod activator. If you want to fly missions from QMB and single missions, you don´t need it. You will have some textuires without these hangars, but this is ok.
2. Good news: I prepeare new version of winter Ardennes, with "heavy snow" - almost without brown fields without snow. This new version will be without any next MODS! I don´t like installing new MODS only for one map and similar things. I like almost clean version of my il-2 Sturmovik.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Drewm3i on August 20, 2013, 02:53:49 PM
I'm trying to do a solo flight in a p-51 over the summer map in FMB, but when I hit play, it won't. Also, I've tried to save a FMB mission in the single mission section, but it won't let me. What am I doing wrong? I can't play when I hit play or save the mission anywhere. What is up? Do I need Hangar Mod 1&2? I'm running 4.12.1 m and Modact 5.2.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: enrico on August 20, 2013, 03:17:34 PM
Thank you for the reply Cyberolas, glad to know about your new version of Ardennes which will be surely magnificient like the current one.
About the problem I've reported, I'll try to describe it better:
a) Installed your map, both summer and winter;
b) Opened in Full Mission editor (my SAS MODactiv IL2 didn't show any Ardennes option in QMB, neither before downloading yours) and it appears fine, zoomable in and out, everything seems ok
c) I place a plane with two or three waypoint
d) I click "Save as.." and choose a name
e) still inside FMB, i click "Play" and... nothing happen! And there isn't any .mis file saved!

So, for some reason the map can't be launched by my pc even for single missions.
Probably the MOD hangar determines this, since I've not it;
this MOD hangar is a single object or a Mod? Asking to have an idea about where to find it.

PS: Installed also your Crimea map: simply wonderful :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Drewm3i on August 20, 2013, 03:50:15 PM
So, for some reason the map can't be launched by my pc even for single missions.
Probably the MOD hangar determines this, since I've not it;
this MOD hangar is a single object or a Mod? Asking to have an idea about where to find it.
I have this same issue.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 20, 2013, 04:01:28 PM
Yes, yes, yes. Missing of some objects have these effects. You can´t save mission from FMB and you can´t save finished mission in campaign, so you fly again and again the same mission. I recommed: Using satatic.ini checker - little program what says you what you need. Untill I publish new version - maybe one month....ok?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: enrico on August 20, 2013, 04:46:00 PM
Ok Cyberolas, in the meantime I'll search for static ini checker to try it.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Drewm3i on August 20, 2013, 10:11:43 PM
I ran static checker and it said I was missing this: buildings.House$Luft_Hangar. Where would I find that, I downloaded LAL Hangar mod already.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 21, 2013, 12:09:48 AM
Oh yeah, I know this hangar and I used it a lot in Crimea map, Kuban and so on. Stange thing, when I make populating in maps, I can see it in directory basic buildings. So - I suggest: Tomorrow evening I will publish this hangar on this topic, ok?
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Drewm3i on August 21, 2013, 12:54:31 AM
Tomorrow evening I will publish this hangar on this topic, ok?
Sounds good! Great maps, I'm running them on my DBW install, but not yet 4.12.1 m.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: sphantom on August 21, 2013, 04:38:32 AM
They all work in 4.12 and 4.12.1 too
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Drewm3i on August 21, 2013, 08:38:54 AM
They all work in 4.12 and 4.12.1 too
I have 4.12.1 m and I haven't gotten them working...what do I need to do to change that? It says I'm missing objects.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: sphantom on August 21, 2013, 11:02:02 AM
download the object pack here at the map mod section.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 22, 2013, 10:47:01 AM
So, my friends, Luft hangar is on the first page of this topic!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: enrico on August 23, 2013, 06:08:50 AM
Thank you very much Cyberolas, now Crimea map works perfectly, and it's beautyful.

Still object "buildings.House$TypeD-herbe" missing from Prokhorovka and Ardennes, accordingly to static_checker.
Can anyone post that object?

Thank you
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on August 23, 2013, 07:39:10 AM
I will try to find it in my directories...

http://www.youtube.com/watch?v=fgWBX10zoBA (http://www.youtube.com/watch?v=fgWBX10zoBA)

Wonderfull video, don´t anybody know what is that cameras mod in this video? Looks really good.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Drewm3i on August 23, 2013, 11:39:58 PM
So, my friends, Luft hangar is on the first page of this topic!
Thanks so much man! Keep up the GREAT--I mean exceptional--work!  :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: enrico on August 24, 2013, 06:33:54 AM
Ardennes summer is outstanding, really wonderful and immersive, a pleasure to fly over this piece of art in its field. My best compliments to you Cyberolas.

Tried also winter version and prokhorovka, but they still don't save mission; now static-checker tells these objects missing (I don't know why only now they are listed, probably my mistake):

Winter ardennes: missing object "buildings.House$TypeD-herbe_W"
Prokhorovka:      missing object  "buildings.House$Hangar_typeG"

If someone could post them I will avoid to download about 1GB of objectr pack...
Thnks!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on August 24, 2013, 03:19:16 PM


...I will avoid to download about 1GB of objectr pack...
Thnks!

I will highly reccomend and suggest to download and install that 1 gigabyte of objects into
your IL2+mods game, so in the future you will not have problems in flying in any map you use.

If a map-artist needs to put every-single object he uses in his map, then it is going
to be a very big download and its unnessessary.
We do not need a big map download.
 We must make things simple and easy.

Make things simple for yourself and your IL2+mods game and please install all the necessary objects
the maps need, for ALL maps, before you run into problems in the future again and need specific
objects just so one map can work .

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I will post here a message I wrote for another IL2-fan who was having problems with his game~,
so you can see what you need to download.

....//....
.... judging by the number of posts and problems you have posted already in other threads, it seems
you are having major problems with your maps showing correctly due to the fact you are
missing out on many static-objects.

The original IL2 modded game already comes with a large selection of objects (About 3500+), but
many new objects have been added to many maps in the last 5 years.
You must keep your game up-to-date with these new object add-ons or you will experience game crashes in the future.

I will suggest for you to take a day off from doing anything else with your game and just
download and get your new static-objects into your game.
Look into this section for all the new objects that have been released...

https://www.sas1946.com/main/index.php/board,221.0.html

https://www.sas1946.com/main/index.php/board,6.0.html

(Take note= YOU DO NOT NEED to download my recent object packs. These were created very recently and
no maps use them yet. But all the other older objects you will need, because many map makers have already used tand included hem in the new maps already released and those other Retextured/Repopulated maps! )

~~~~~~~~~~~

Now there are two BIG packages with many of these objects which have been packed by UP~Boomer and
SAS~Farang. DOWNLOAD THEM.
Just so you will not spend too much time with looking for what you really need, I suggest
to download these special packs and install them all.
They are available at Mission4Today. I will post for you a link in
a minute.
They are still not entirely complete with 100% of the objects , but they do have 99% of all the known
and needed objects for your maps to appear in the game and those missions you have been having problems
with.

00_Objects Pack UP~Boomer for 4.10/4.11 mediafire links 00_Objects_V Update

DOWNLOAD ALL - http://www.mission4today.com/index.php?name=Downloads3&c=156

Boomer's Object Pack
(important= These are the original IL2+Mods game static objects which you should have already
in your game, if you do not have them, you better get them now)

DOWNLOAD ALL - http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1621

~~~~~~~~~~~~~~~~~~~~

Once you download these you should have close to 4,000 static objects in your game (which also include vehicles/tanks/trees)
and all your maps should be appearing with those missions you want to see and fly.
Your game should be running and playing with no problems with all these objects. I have in my game over 5,500+ new objects
and I have no problems. My computer is not the best either. SO its all cool.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: Herra Tohtori on August 25, 2013, 07:14:55 AM
I agree with max in that including commonly used assets (like hangars or houses or other objects) in every map that uses them is not particularly great idea as it would increase download sizes and bandwidth consumption with a lot of redundancy - same objects would end up being downloaded with several map mods, for example.

However, mod dependencies should always be marked clearly. I have no problem whatsoever with downloading an object pack if it's used as a dependance repository for several maps, but if no dependencies are mentioned I will always assume a released mod (map, plane, etc.) is a contained, working package for a given environment.

Nothing bums me like trying to install a thing only to find that I need another thing to actually run it. :-X
Title: Re: Ardennes retextured, retowned, revillaged
Post by: max_thehitman on August 25, 2013, 08:02:48 AM

For cyberolas

(http://i196.photobucket.com/albums/aa77/9mm_suzi/z_TWAflying_01.jpg)

Do you notice I have different bridges on your Ardennes map?
 I have erased all the old bridges from my personal game that had
bright yellow and bright green colors. Also , no more White colored bridges.  :D


Title: Re: Ardennes retextured, retowned, revillaged
Post by: enrico on August 25, 2013, 08:29:48 AM
Max_thehitman, in general I agree with what you say but with my internet connection it takes about 7 hours to download 1 GB and, above all, consuming half of the max monthly traffic available for me; since only 4 objects were missing for me, I looked for only those. At the beginning of next month the download will reset to zero and I will download much more easily for some time :)

To Cyberolas: now all works perfectly, the winter Ardennes and Prokhorovka are wonderful, both of them too a masterpiece. Thank you Cyberolas!
Title: Re: Ardennes retextured, retowned, revillaged
Post by: cyberolas on September 04, 2013, 02:15:58 PM
So pilots - as I promised - in first page you can see link for new version of winter Ardennes - more snowy.
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Tom2 on September 04, 2013, 02:23:47 PM
Thank you cyberolas. :)
Title: Re: Ardennes retextured, retowned, revillaged
Post by: SAS~Bombsaway on September 04, 2013, 02:34:19 PM
Great update. I enjoyed making the new BumpH files. I'm glad you like them Cyberolas. I always love your maps. Thank you. :)
Title: Re: Ardennes map - heavy snow update
Post by: marcost on September 05, 2013, 01:38:23 AM
Fantastic work once again, thank you Cyberolas!
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 10, 2013, 06:37:50 AM
Cyberolas, is there a way to change the woods into winter woods?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 10, 2013, 06:49:44 AM
I don´t understand this question - into winter woods? There are woods with green/grau color - by reality - do youi want some heavy snowy wood like in Stalingrad map? You can rewrite all lines in wload.ini....
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 10, 2013, 08:48:29 AM
Forgive me for being not clear. I've noticed that the trees in the villages on the winter map are still very green. They almost look like summer trees. I would like to change them into bare winter trees, without leaves, if that is possible.

Apart from that and as I said before, I love your maps. It is hard for me to fly over any other maps, being spoiled by yours.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 10, 2013, 10:15:52 AM
Aragorn1963:
If you have the high res mod I can send you something I store on ym desk.
There are winter trees around. In stock and high res.
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 10, 2013, 10:56:59 AM
Hallo Tom. Not sure which high resolution mod that is. Can you please point me to it? And yes, I would be very interested in your winter trees. Thank you in advance.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 10, 2013, 11:21:34 AM
Oh yeah! I know - I used the same kind of trees like in Slovakia map. So - rewrite

Tree0 = Trees/sk_AlteredBush8aw.tga
 TreeLightMask = Trees/LightM256.tga

to

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

in wload.ini   in Ardennes directory...

and you are going to have snowy trees like from Stalingrad, or similar map - because these trees are from stock winter trees with snow.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 10, 2013, 11:54:36 AM
Hallo Tom. Not sure which high resolution mod that is. Can you please point me to it? And yes, I would be very interested in your winter trees. Thank you in advance.


OK, some links for you,

You need this mod for any high resolution elements like trees, textures or skins in IL-2:

https://www.sas1946.com/main/index.php/topic,33239.0.html


And the Lights in the IL-2 mod by carsmaster, I use the easy set of DIIs.
https://www.sas1946.com/main/index.php/topic,14789.0.html


If you have issues with this mod, I tried to sum some info to solve them
https://www.sas1946.com/main/index.php/topic,33239.132.html
(leads to this page)
https://www.sas1946.com/main/index.php/topic,33239.108.html



Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 10, 2013, 11:56:22 AM
PS:
Cyberolas is right, the links and textual part(ie)s above are only in case you want the high res mod. ;)
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 10, 2013, 01:26:12 PM
Thank you to the both of you, gentlemen. I'm going to try it out.
Title: Re: Ardennes map - heavy snow update
Post by: fritzofpeace on November 10, 2013, 02:59:46 PM
Hats off again to the man who can produce great maps without added objects!!!  Thank you, Cy :)
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 15, 2013, 04:59:13 AM
Oh yeah! I know - I used the same kind of trees like in Slovakia map. So - rewrite

Tree0 = Trees/sk_AlteredBush8aw.tga
 TreeLightMask = Trees/LightM256.tga

to

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

in wload.ini   in Ardennes directory...

and you are going to have snowy trees like from Stalingrad, or similar map - because these trees are from stock winter trees with snow.

Cyberolas, I did change these lines, but still summer trees show up, instead of winter trees. What else do I have to change?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 15, 2013, 06:50:28 AM
Impossible...did you change really wload.ini in right directory?
Have you got this map as a repaint or a new map Ardennes_RRR? ...or similar name...
Title: Re: Ardennes map - heavy snow update
Post by: carsmaster on November 15, 2013, 01:06:25 PM
to cyberolas


Thanks for your work.
Your maps are beautiful, but in a lot of black shadows.
You sorry but I tried to edit your textures to 2048 pixels.
I further applied different filters.
I created the files size 4096 BumpH.

You can see what happened to the GIF animation file.(wait animations)

You can also download the file 2048 Bastogne_fields666.tga and file 2048 Bastogne_fields666.BumpH.
I think you are a talented artist.
You can make beautiful maps in 2048 pixels.

Link to file: https://www.mediafire.com/?87ewfuspej005gb

Best regards-Sergey.

(https://www.sas1946.rocks/images/imageshit/a/img10/3331/prf.gif)

Link to file: https://www.mediafire.com/?87ewfuspej005gb
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 15, 2013, 01:26:02 PM
Very Cool Sergey.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 15, 2013, 02:14:28 PM
Hmmm, good job - this brighter version. But -
1.I don´t use 2048 pixels. I talked with DT and they said - this is road to hell, because basic il-engin isn´t made for it.
2.I used more contrastic parts textures (or darker) with trees and villages, because when you have so bright white in textures, you can see very well terrible il-effect with step-viewing of objects (I think you know what I mean). I did many experiments with it. But - if you saw some flying video from winter - you could see very dark woods and trees...., couldn´t you?
Title: Re: Ardennes map - heavy snow update
Post by: carsmaster on November 15, 2013, 02:21:15 PM
1.I don´t use 2048 pixels. I talked with DT and they said - this is road to hell, because basic il-engin isn´t made for it....
No comment.....))))))))))
“You shall not make for yourself an idol”
Best regards-Sergey.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Malone on November 16, 2013, 01:48:00 AM
http://www.youtube.com/watch?v=abZlWqVeLzg

it's paved with good intentions... :D
Title: Re: Ardennes map - heavy snow update
Post by: gianluca on November 16, 2013, 04:59:05 AM
Cyberolas, I did change these lines, but still summer trees show up, instead of winter trees.

The same for me Cyberolas....
Title: Re: Ardennes map - heavy snow update
Post by: bomberkiller on November 16, 2013, 07:03:34 AM
Hello Malone,

thank you for sharing the Chris Rea link.

Hi Cybie, all your maps are wonderful!

Here another Chris Rea (winter) link:

http://www.youtube.com/watch?v=yGpEUmJZwZk (http://www.youtube.com/watch?v=yGpEUmJZwZk)

Gerhard  ;)
Title: Re: Ardennes map - heavy snow update
Post by: spdr109 on November 16, 2013, 07:45:10 PM
Quote
I talked with DT and they said - this is road to hell
   Hmmm!


2048 textures sure do look good though!
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 16, 2013, 11:19:43 PM
Aragorn1963 and gianlucabagatti  (http://i697.photobucket.com/albums/vv340/Bingo1957/1611201320-38-03_zps52981d8b.jpg) (http://s697.photobucket.com/user/Bingo1957/media/1611201320-38-03_zps52981d8b.jpg.html) I wonder if you guys are talking about the forests?If that is the case then a snowier forest can be achieved,in this case if you already have the Battle of Moscow installed go to your Ardennes folder in your MapMods/maps folder open it up and find the wload file open it up with Notepad and find this section
Code: [Select]
[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = forest/summer/sk_Wood3.tga
Wood4 = forest/summer/sk_Wood4.tga

WoodMask2  = East/Ardennes_winter/ArdennesMask.tga
WoodMask3  = East/Ardennes_winter/ArdennesMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga
Now go to the Battle of Moscow map,it should be in your MapMods/maps folder in a folder named BoM,find the wload file in it and open it up and scroll down to this section
Code: [Select]
[WOOD]
Wood0  = land/Oks2/Oks_Wood.tga
Wood1  = land/Oks2/Oks_Wood2.tga
Wood2  = land/Oks2/Oks_Wood3.tga
Wood3  = land/Oks2/Oks_Wood4.tga
Wood4  = land/Oks2/Oks_Wood5.tga
WoodMask2  = forest/winter/WoodMask.tga
WoodMask3  = forest/winter/WoodMask2.tga
WoodMiniMasks = forest/winter/MiniMask.tga
SideWood   = forest/winter/WoodSide.tga
  Cut the [WOOD] section out of your Ardennes wload file and replace it with the one from your Battle of Moscow wload file.These instructions will also work with any map that uses the winter forest TGA's just replace your Ardennes wload file [WOOD] section with the [WOOD] section from any map that uses them  ;)  (http://i697.photobucket.com/albums/vv340/Bingo1957/1111201313-34-03_zpsb73946c2.jpg) (http://s697.photobucket.com/user/Bingo1957/media/1111201313-34-03_zpsb73946c2.jpg.html)
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 17, 2013, 12:42:07 AM
Hi Gumpy, I'm talking about the individual trees in the villages, not about the forests. The trees in Bastogne for example are still very lush and green. I would like to change them to winter trees, so without leafs. After changing the lines you've mentioned, the map doesn't load correctly anymore. Sorry to bother you again, I appreciate your help.
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 17, 2013, 12:57:18 AM
Hopefully you made a backup of you Ardennes wload file? If not you'll have to unzip the download again and get that original wload file.The only thing I can figure out then Aragorn is you must have different TGA files in your _Tex folder Because this is what I get when I use cyberolas settings for winter trees     (http://i697.photobucket.com/albums/vv340/Bingo1957/171120130-31-12_zpsb262cd71.jpg) (http://s697.photobucket.com/user/Bingo1957/media/171120130-31-12_zpsb262cd71.jpg.html)  Go and look for your AlteredBush8aw.tga it should look like this   (http://i697.photobucket.com/albums/vv340/Bingo1957/AlteredBush8awcopy_zps1bf95c51.jpg) (http://s697.photobucket.com/user/Bingo1957/media/AlteredBush8awcopy_zps1bf95c51.jpg.html)   and the LightM256.tga is pretty much standard in all versions.



















Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 17, 2013, 02:43:03 AM
Gumpy, that is exactly what I'm looking for. Would you mind posting those files here, so I can have the same winter trees as you please?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 17, 2013, 04:21:05 AM
Woods look good, but closer to reality is my darker...:)
I have no prolem with it...:)
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 17, 2013, 11:01:12 AM
Gumpy, that is exactly what I'm looking for. Would you mind posting those files here, so I can have the same winter trees as you please?
Here ya go Aragorn.  https://www.mediafire.com/download/cr77tv3ykhberec/_Tex.7z   
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 17, 2013, 01:05:34 PM
You are a gentleman, Gumpy. Thank you. Forgive me for being a pain, but can you also post that AlteredBush8aw.tga file please? My trees are still very green. 
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 17, 2013, 04:14:49 PM
Gumpy, I thought that these winter trees files are in stock, (and we can have only line in load.ini) - they aren´t?
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 17, 2013, 07:11:59 PM
You are a gentleman, Gumpy. Thank you. Forgive me for being a pain, but can you also post that AlteredBush8aw.tga file please? My trees are still very green. 
UMMM I don't understand it's in the download.  (http://i697.photobucket.com/albums/vv340/Bingo1957/ooo_zpsed69d3bf.jpg) (http://s697.photobucket.com/user/Bingo1957/media/ooo_zpsed69d3bf.jpg.html)  You did unzip it with 7zip didn't you?And you did remember to add cyberolas settings
Code: [Select]
Tree0 = Trees\AlteredBush8aw.tga
TreeLightMask = Trees\LightM256.tga
back into your Ardennes wload file I hope.  :-X
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 17, 2013, 07:19:05 PM
Gumpy, I thought that these winter trees files are in stock, (and we can have only line in load.ini) - they aren´t?
At this point in time I'm no longer sure,everyone's instillation seems to be a little different.What works on one won't work on another,what one person has others have never seen or heard of.It's all getting very confusing.  ???  ;)   
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 19, 2013, 04:54:26 AM
Well, cyberolas, Gumpy, I'm afraid whatever I do I can't get it right. Individual trees stay very green. I hope you can help me some more, but I realize I'm trying your patience.
Title: Re: Ardennes map - heavy snow update
Post by: gianluca on November 19, 2013, 05:15:00 AM
Hi Gumpy and Cyberolas thanks: everything's working now. To Aragorn: did you try with Forest=3 in conf.ini?

Bets regards,

Gianluca
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 19, 2013, 06:10:37 AM
gianlucabagatti, could you please explain in more detail?
Title: Re: Ardennes map - heavy snow update
Post by: gianluca on November 19, 2013, 06:36:38 AM
Hi Aragorn, look in your conf-ni, down to the ppenGL section and you hould find a line like this "forest=1" it could be also forest=2 and here change the nuber to 3. Save changes and exit: that is!
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 19, 2013, 07:02:21 AM
Well, not for me unfortunately... >:(
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 19, 2013, 10:15:53 AM
Tree0 = Trees\AlteredBush8aw.tga - this is important line in load.ini

Next - you have to download Gumpy´s files from mediafire (last page in this discussion) and copy it to your folder

MODS/mapmods/maps/_Tex/trees/AlteredBush8aw.tga
And all next files by Gumpy too.
Thats all. What instalation do you use? DBW, HSFX or MOD activator?
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 19, 2013, 10:51:10 AM
I'm using DBW. I've changed the lines in load.ini, added the tga files, but the trees are still green.
Title: Re: Ardennes map - heavy snow update
Post by: marcost on November 20, 2013, 07:03:44 AM
Have you checked that there isn't another AlteredBush8aw.tga file or load.ini file that is in your mods folder and getting loaded before the ones you have put in.

Also, check that the map name in all.ini is identical to the map folder name in your mods folder

Regards,

m
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 20, 2013, 08:14:57 AM
Or next solving - put files with AlteredBush8aw.tga to folder Ardennes_winter in _Tex/East/.... folder and write this right way to load.ini
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 20, 2013, 09:24:47 AM
Cyberolas, Gumpy, Marcost, I've tried it all, but to no avail. I think I will have to live with green trees. But thank you for your help.
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 23, 2013, 02:29:02 AM
Well, for the last couple of days I've tried all solutions over and over again, because I didn't want to bother people anymore, but I can't get those winter trees to work. Is there perhaps someone more knowledgeable than I am, who uses DBW 1.71 and who is willing to take what it takes to get winter trees on this superb map? I have the feeling I'm overlooking something.

I love this map, but simply can't get used to green trees in the middle of winter. It's simply ain't right. All help would be highly appreciated.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 23, 2013, 03:07:04 AM
So, users of DBW, try to hlep please!
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Boomer on November 23, 2013, 05:47:23 AM
Well, for the last couple of days I've tried all solutions over and over again, because I didn't want to bother people anymore, but I can't get those winter trees to work. Is there perhaps someone more knowledgeable than I am, who uses DBW 1.71 and who is willing to take what it takes to get winter trees on this superb map? I have the feeling I'm overlooking something.

Are you running Perfect settings ?
be sure to have forest = 3 in your config.ini under OpenGL header

forest = 3 does not work on excellent settings!

This is what it looks like in my clean,unaltered DBW 1.71>
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Maps/2311201311-51-47_zps03d8227e.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Maps/2311201311-51-47_zps03d8227e.jpg.html)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/2311201312-10-42_zps5959bf08.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/2311201312-10-42_zps5959bf08.jpg.html)

If you are in fact running Perfect settings,and have forest = 3 working...
then I will go further trying to help because it would then have to be an installation problem on your end
or a conflict with some other files in your own game

forest = 3 is only needed to make the tree objects inside a village look like the random trees that are in the countryside
that is all forest = 3 does

if forest = 2 is used though,then the trees in villages look like blocky looking object trees AND.... Will remain green looking green!
even if perfect settings are being used!

Be sure to have Perfect settings being used
and make sure forest = 3 is used


hope that helps,if not I will try and help more if I can

BTW
I just used the download provided by Cyberlosa on page one
and the _Tex folder posted by Gumpy



Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 23, 2013, 06:22:05 AM
Boomer, first of all, thank you for helping.

I've changed my landscape details to Perfect and forest to 3.

I've installed Cyberolas map, changed the lines into:

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

After that I've installed Gumpy's Tex folder.

The trees are visible, but green, please tell me what to do next.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Boomer on November 23, 2013, 06:32:24 AM
Ok try to do this>

Download again Cyberlosa's snowy winter map and extract to folder on desktop,notice it extracts as MODS/MapMods/maps etc. etc.

download again Gumpy'S textures and extract to another folder on desktop(it extracts as just _Tex)

cut and paste Gumpy's _Tex folder to where Cyberlosa's _Tex folder is allowing to overwrite the _Tex folder

which would be >
Mods/MapMods/maps (paste Gumpy's _Tex folder into Cyberlosa's maps folder to overwrite the _Tex folder inside Cyberlosa's maps folder

Now,
to be sure you are using his map folder and not some other map folder by accident by having some other map folder load first or whatever>

Inside Cyberlosa's MODS/MapMods/maps folder
you will see his "Ardennes" folder which is the maps actual map folder
rename it to> "ArdennesRRR"

Cut and paste this renamed "ArdennesRRR" and the _Tex folder from Cyberlosa with Gumpy's textures that you have already overwrote into>
IL-2/#DBW/MapMods/maps

open your all.ini in notepad or whatever text editor you use
add at the top of the list just under the [all]

so it looks like below>

[all]
ArdennesRRR ArdennesRRR/sload.ini
ArdennesRRRW ArdennesRRR/wload.ini

save and load your game
open FMB and load the ArdennesRRRW map
you should have snowy trees like I have in my pics I posted above, on Cyberlosa's winter map in DBW 1.71

BTW,you are downloading the correct map I assume>
DOWNLOAD LINK:
https://www.mediafire.com/download/ufm4e8g92igcev7/Ardennes_heavy_snow.7z
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 23, 2013, 06:52:06 AM
Boomer, I did precisely as you instructed, but still the trees are green. Do I also have to change the lines in Load.ini as Cyberolas suggested?

P.s. adding the lines also doesn't change anything.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Boomer on November 23, 2013, 07:08:48 AM
yes,only one line needs to changed in the load.ini

 Tree0 = Trees\AlteredBush8aw.tga
 //Tree0 = Trees/sk_AlteredBush8aw.tga

then your game is NOT using perfect settings
and or your config is NOT using forest = 3
or you have NOT installed it correctly
Or,you have some other mapmods folder loading first

sorry,but it all installed perfectly for me
not sure where your going wrong

now a days,so many different game versions and or installs
numerous mods installed to each persons game
it is almost impossible to troubleshoot these problems

do you have a back up game ? or back up files ?

I installed all this into a "clean" DBW 1.71 that has NOTHING installed into it(as well as my usual modded DBW 1.71)
It works in both versions

it has to be an installing issue
or IL-2/PC set up issue IMHO

It all works fine on DBW 1.71

Keep trying,do like I do re-install DBW to a clean folder somewhere and try and try again until you figure it out
IMHO trying it on an absolutely clean,unadultrated DBW 1.71 would be the only way to go seeing as your having so much trouble

sorry for your luck,but keep trying as it is the only way to learn
 
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 23, 2013, 11:26:29 AM
Aragorn,



https://www.mediafire.com/download/6ouijztc3tdtti2/GW_AlteredBush8aw.tga.rar


GW_AlteredBush8aw.tga

Or, details:

Tree0 = Trees/GW_AlteredBush8aw.tga
TreeLightMask = Trees/LightM256.tga



Sky=2
Forest=3
LandShading=3
LandDetails=2

 ;)

Good Luck
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 23, 2013, 11:42:28 AM
(http://i40.tinypic.com/npj402.jpg)
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 23, 2013, 12:08:30 PM
Greart shot Gumpy! :)
Uploaded a resized version and put in the acc. load.ini names. AFAIk you made a slight error in the naming convention of your upload, I may be wrong.  :)
If Ara is on Open GL and has Forest=3 and uses the correct load ini it shall work.
If not...relaxing may help- :P
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 23, 2013, 02:59:07 PM
Gumpy, yes, I'm sure I'm editing the right file.  :)

Tom2, I've just changed the settings you've recommened, after changing LandShading to 3 the winter trees finally turned up.

Cyberolas, Gumpy, Boomer, Tom2, thank you very much for your patience and help. I appreciate it.







Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 23, 2013, 03:54:31 PM
Aragorn, with the trees I uplaoded you also get extra detail. ;)
Credit to Uufflakke.
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 23, 2013, 06:51:24 PM
What causes Winter Maps not able to save missions, but Summer Maps do????? Any One?
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Boomer on November 23, 2013, 08:14:30 PM
would have to be a missing object that is in the winter actors.static and not in your game
missing objects is the only thing I have ever seen not save missions

whether it is there,but the static info is missing or has been corrupted
or object double foldered or whatever
it is only ever been a missing object of some sort IMHO

Tom2, I've just changed the settings you've recommened, after changing LandShading to 3 the winter trees finally turned up.

Glad to see you got it figured
I also have landshading = 3 in my config
go figure.....  :D

wonder why you had some other number there  ???

Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 23, 2013, 09:39:04 PM
Ok now Im getting some where. These are missing;

buildings.Plate$GroundWinterParkingCorner
buildings.Plate$GroundWinterParkingSide
buildings.Plate$GroundWinterRunway
buildings.Plate$GroundWinterParking
buildings.Plate$GroundWinterTurn

any body can help with these?
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 23, 2013, 11:33:02 PM
https://www.mediafire.com/download/d2ebvapknuzabql/Winter+GroundPlates.7z   Add this to your Static
Code: [Select]
//===========================================================================
[***]
Title WinterGroundPlate
//===========================================================================

[buildings.Plate$GroundWinterParking]
Title           Parking
Mesh            3do/airfield/groundWinter/Parking/mono.sim

[buildings.Plate$GroundWinterParkingSide]
Title           ParkingSide
Mesh            3do/airfield/groundWinter/ParkingSide/mono.sim

[buildings.Plate$GroundWinterParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/groundWinter/ParkingCorner/mono.sim

[buildings.Plate$GroundWinterRunway]
Title           Runway
Mesh            3do/airfield/groundWinter/Runway/mono.sim

[buildings.Plate$GroundWinterRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/groundWinter/RunwayEnd/mono.sim

[buildings.Plate$GroundWinterTaxi]
Title           Taxi
Mesh            3do/airfield/groundWinter/Taxi/mono.sim

[buildings.Plate$GroundWinterTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/groundWinter/TaxiEnd/mono.sim

[buildings.Plate$GroundWinterTurn]
Title           Turn
Mesh            3do/airfield/groundWinter/Turn/mono.sim

//===============================================================
  ;)
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 24, 2013, 01:52:11 AM
Okay, now thanks to this great forum my tree problem is solved I have another question. Is it possible to make the river frozen? It seems a bit out of tone with the winter conditions around it. I think I need waterice.tga. Can someone help me to get this please?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 24, 2013, 03:05:12 AM
buildings.Plate$GroundWinterParkingCorner
buildings.Plate$GroundWinterParkingSide
buildings.Plate$GroundWinterRunway
buildings.Plate$GroundWinterParking
buildings.Plate$GroundWinterTurn

 -boys, these files aren´t in stock version???
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 24, 2013, 05:32:10 AM
Thank You Sir Gumpy, that fixed my Problem!!! ;D
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 24, 2013, 11:15:38 AM
Okay, now thanks to this great forum my tree problem is solved I have another question. Is it possible to make the river frozen? It seems a bit out of tone with the winter conditions around it. I think I need waterice.tga. Can someone help me to get this please?
Yeah I think so,give me a few minutes I'll get back to ya.(UPDATE) Yes totally possible with simple edits to your Ardennes wload ini.   (http://i42.tinypic.com/xnbvvt.jpg)  (http://i42.tinypic.com/6j3h2h.jpg)  (http://i41.tinypic.com/jt9kld.jpg)
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 24, 2013, 01:23:39 PM
Thanks, Gumpy, early morning for me tomorrow, so I won't adjust it today, but first thing when I come home tomorrow evening. You are a gentleman, thank you very much.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 24, 2013, 01:25:54 PM
Gumpy, your screenshot is from mission with date from summer or autumn (I think - in your *****.mis file) - thats why you have strange dark shadows in bumpH textures - only little report from me:):)
Quality of winter shadows depend of day and month in calendar, try to look on it:):) - nothing against yourself.

and don´t you know....this?

buildings.Plate$GroundWinterParkingCorner
buildings.Plate$GroundWinterParkingSide
buildings.Plate$GroundWinterRunway
buildings.Plate$GroundWinterParking
buildings.Plate$GroundWinterTurn

 -boys, these files aren´t in stock version???
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 24, 2013, 02:34:22 PM
Cyberolas, Im not sure why I didnt have those Files, but on 2 different Winter Maps, I couldnt save missions, and with installing those Files now Both maps work.
Title: Re: Ardennes map - heavy snow update
Post by: Gumpy on November 24, 2013, 02:36:01 PM
Gumpy, your screenshot is from mission with date from summer or autumn (I think - in your *****.mis file) - thats why you have strange dark shadows in bumpH textures - only little report from me:):)
Quality of winter shadows depend of day and month in calendar, try to look on it:):) - nothing against yourself.

and don´t you know....this?

buildings.Plate$GroundWinterParkingCorner
buildings.Plate$GroundWinterParkingSide
buildings.Plate$GroundWinterRunway
buildings.Plate$GroundWinterParking
buildings.Plate$GroundWinterTurn

 -boys, these files aren´t in stock version???
They probably are but,if Bravo didn't have those entry's in his STATIC they wouldn't show up.Also the strange dark shadows are I believe from changing the DECLIN = to a lower number,it seems to make lighter colors lighter and dark colors darker.Kinda like adjusting the contrast in a photo using Photoshop. ;)   
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 26, 2013, 03:46:33 AM
Gumpy, a vast improvement, thank you very much. Another question, the forest seems to reduce to a white blur and some individual trees when flying over low. Can that be changed too?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 26, 2013, 04:04:55 AM
Could you make screenshot?
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on November 26, 2013, 04:17:09 AM
I'm not very good at that sort of thing, Cyberolas. Must be a generation thing (I'm fifty years old, although that doesn't excuse my ignorance), or I'm just underdeveloped in that respect. Can you please tell me how?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 26, 2013, 04:55:27 AM
Its easy - do you fly with 4.12? or 4.12.2? You have folder My_screenshots (or similar name?) in root of il-2. So you have to map some key for screenshots-making and push this key if you fly. So and if you open this folder, screen is there.
 After that you choose some site with imagehosting and upload there it. Link you have to write here. Thats all.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Malone on November 26, 2013, 05:24:26 AM
i am sure he is talking about the alpha-layer forests - in which case nothing can be done about it (yet, afaik)
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 26, 2013, 08:44:56 AM
As for screenshots, you can also upload them to a photo storing and editing provider like e.g. photobucket or postimage, it is free..simply need to create an account.

Then the screenshots, which are in newer versions under "IL-2 Sturmovik 1946\MyScreenShots" and in older versions right in the game folder, can be uploaded as jpegs...

In photobucket, once chosen and uploaded (need to choose the folder where they are and then select them), you can view them in the library and then with their IMG codes copy them and paste them here e.g.

Not sure if postimage is only German  :-\...but it works the same.

There are many of such providers, principle is always the same:

Chose your screenshot, it helps if you have a photo software like the free "IrfanView" installed.

Then copy and paste the shots e.g to your desktop and upload them-if they are in tga format, open them, click "save as" and select a JPEG format, then save. Makes upload speedier.

If you then get the image codes you can copy and paste these to a forum.

Hope that was not too complicated, it is easy once done a single time. ;)
Title: Re: Ardennes map - heavy snow update
Post by: FNRennier on November 26, 2013, 10:11:21 AM
Sorry my question, but where do I put the folders Ardennes.BumpH and  Winter BumpHs?
would be in this directory: #SAS/MAPMODS/MAPS/_Tex/East/Ardennes  ?
is the correct directory?  :-\

Thank you!
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on November 26, 2013, 10:28:08 AM
Yes Sir.  ;)
Title: Re: Ardennes map - heavy snow update
Post by: FNRennier on November 26, 2013, 10:32:36 AM
thank you very much  ;D
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 26, 2013, 11:25:09 AM
Look -il-2 engine search BumpH files in the same directory like original textures, so:
Ardennes BumpH to Ardennes
Ardennes winter BumpH to Ardennes winter
Kursk BumpH to Kursk directory and so one and so one :)
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 26, 2013, 11:47:12 AM
I want to show you differences depend on date of mission in .mis file.
Look - first image is mission with wrong date - 15th July. Cloudtype=3

(http://s21.postimg.cc/h363amcdj/2013_11_26_18_33_17.jpg) (http://postimg.cc/image/h363amcdf/full/)
screenshot windows 7 (http://postimage.org/app.php)

second image is mission with good date - 15th November. Cloudtype=3

(http://s22.postimg.cc/rrojh4bfl/2013_11_26_18_36_46.jpg) (http://postimg.cc/image/659j03cv1/full/)
image hosting (http://postimage.org/)

Good months for winter are - October, November, December and January. Surprisingly February isn´t good month for winter BumpH textures. Thats all.
Title: Re: Ardennes map - heavy snow update
Post by: FNRennier on November 27, 2013, 12:52:59 PM
very good, thank you!  :D
Title: Re: Ardennes map - heavy snow update
Post by: Able-Dog on November 28, 2013, 07:02:47 AM

second image is mission with good date - 15th November 1940. Cloudtype=3

do not quote pics please!

Good months for winter are - October, November, December and January. Surprisingly February isn´t good month for winter BumpH textures. Thats all.

A P51 in 1940 ETO? Hmmmm ;-)
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 28, 2013, 07:06:08 AM
This is IL2, you can even fly a Space Battleship in 1940
Title: Re: Ardennes map - heavy snow update
Post by: FNRennier on November 28, 2013, 09:36:57 AM
Everything installed successfully!

Thanks Cyberolas, Bravo, Tom2 and everyone who helped me by answering my questions  ;)
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on November 28, 2013, 09:44:44 AM
Awesome Cad, way to go my Friend.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on November 28, 2013, 11:00:16 AM
To Able-dog: Noooooooo, year isn´t important - I showed pics, what are about MONTHS
Rennier - I wish you many experiences with flying in there!
Title: Re: Ardennes map - heavy snow update
Post by: FNRennier on November 28, 2013, 11:10:03 AM
Yes, I realized the difference in months, fantastic! ;)
I'm already flying on your map.
Thank you very much, cyberolas! ;D
Title: Re: Ardennes map - heavy snow update
Post by: Aragorn1963 on December 05, 2013, 10:45:55 PM
i am sure he is talking about the alpha-layer forests - in which case nothing can be done about it (yet, afaik)

Cyberolas, Tom, Malone, yes, after some more reading at this forum I found out that this is all we have at the moment. Not very disturbing since it is only background and it is okay unless you fly over really low. Sorry for my late reply, but these are busy days.  :)
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on December 05, 2013, 11:08:14 PM
That´s ok Aragorn :)
Title: Re: Ardennes map - heavy snow update
Post by: greybeard on December 06, 2013, 01:17:15 AM
Any chance to have Stalingrad in a future?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on December 06, 2013, 02:00:10 AM
 Don´t you look forward to Battle of Stalingrad by 777? :) It will come in future, maybe very near future:)

http://www.youtube.com/watch?v=qOPGv-_OFPE (http://www.youtube.com/watch?v=qOPGv-_OFPE)
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on December 06, 2013, 03:42:40 AM
This is IL2, you can even fly a Space Battleship in 1940


Way to go!
PS
Aragorn + c.rennier, you are welcome of course.
Title: Re: Ardennes map - heavy snow update
Post by: ggrewe on December 06, 2013, 08:32:53 AM
Wow Cyberolas you are one very talented guy! Not only do you make super realistic maps – your videos are very artistic as well.  8)
Really looking forward to your next project – been about 6 mths now, since your last!  ;)
Title: Re: Ardennes map - heavy snow update
Post by: greybeard on December 07, 2013, 02:17:10 AM
Don´t you look forward to Battle of Stalingrad by 777? :)

I don't have neither the hardware to run that beast nor the money to afford it.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on December 07, 2013, 05:12:45 AM
Ok, so look at my video and look forward to il-2 1946 MODS version:)
Title: Re: Ardennes map - heavy snow update
Post by: marcost on December 07, 2013, 06:48:00 AM
Cyberolas I like what you are hinting at  :)
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on December 07, 2013, 07:07:19 AM
Be patient, I have only 35% of work:)
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on December 07, 2013, 07:19:06 AM
Cyberolas, this is exiting, thank you for your love to work on our Maps.
Title: Re: Ardennes map - heavy snow update
Post by: FNRennier on December 07, 2013, 07:31:00 AM
This is IL2, you can even fly a Space Battleship in 1940


Way to go!
PS
Aragorn + c.rennier, you are welcome of course.

Tom2
thank you very much
by the welcomes  :)
Title: Re: Ardennes map - heavy snow update
Post by: Avala on December 18, 2013, 04:51:35 PM
Hmmm, good job - this brighter version. But -
1.I don´t use 2048 pixels. I talked with DT and they said - this is road to hell, because basic il-engin isn´t made for it.
2.I used more contrastic parts textures (or darker) with trees and villages, because when you have so bright white in textures, you can see very well terrible il-effect with step-viewing of objects (I think you know what I mean). I did many experiments with it. But - if you saw some flying video from winter - you could see very dark woods and trees...., couldn´t you?

Sorry for this late reply, just saw it.

1. Scale of the textures has nothing to do with game's engine. Has more to do with graphic card memory and its rendering on the screen. Even in default unmoded IL2 you can have BumpH textures in the scale up to 4096px.

2. Brightens of the color textures is not so important, it is more important how you make BumpH textures for them. Because BumpH textures gives them detailing and shadowing/contrast. You can even have color (rgb) texture in only one flat dull color in size lets say 32x32px and it can look great if you have properly made BumpH texture for it. What is more important that brightens, just for the example, is to have all of your color textures set at the same color tone, so that there is no big difference among them.

On the end if you are not satisfied with the colors and brightens you can fine tune them in LandLight.mat file, which you can set just for your particular map.

Like this:

https://www.sas1946.com/main/index.php/topic,12508.0.html



What DT said could be applicable if you are playing IL2 in the mode which is less then "Perfect" ("excellent" or below), but who plays it like that nowadays . . . Also DT is obliged to make content with the respect to the original IL2 engine, its specifications and rules. The problem is that those rules and specifications are now unfortunately some 12 years old, and we now know that those are obsolete and that IL2 engine can go beyond them.


Great map BTW  ;D

Wish you all the best, New years, Christmas . . . all of that  :)
Title: Re: Ardennes map - heavy snow update
Post by: carsmaster on December 19, 2013, 04:28:25 AM
The problem is that those rules and specifications are now unfortunately some 12 years old, and we now know that those are obsolete and that IL2 engine can go beyond them.
Very good words.
Title: Re: Ardennes map - heavy snow update
Post by: bandongogogo on March 22, 2014, 02:14:21 AM
Hello! Nice map, this is the first modded map (besides the mod packs) that i install and just tested and its amazing! just two questions:
1. Whats the difference between the two maps? (ardenes and ardenes heavy winter) --> besides the obvious i mean wich is more complete? because on the "original" you put two textures 1 for winter and 1 for summer, whats the difference between those two textures?

2.does the heavy map has the luftwaffe hangars?

Its my first manual install so i'm very confused.
PS: Patienless await for your stalingrad map! Just checked the post and looks amazing!
Cheers..
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on March 22, 2014, 02:39:53 AM
Hi bandongogogo!

  Heavy snow version is more historical, because december 1944 was really hard winter, so these textures are more snowy. And next thing: I canceled all MOD objects in this version, because from time to time pilots wrote me about problems with saving missions and so one. Thats why they had?t install MOD objects. Stalingrad will by without MOD objects too. Thank you for your patience.
Title: Re: Ardennes map - heavy snow update
Post by: bandongogogo on March 23, 2014, 07:47:00 PM
Hi bandongogogo!

  Heavy snow version is more historical, because december 1944 was really hard winter, so these textures are more snowy. And next thing: I canceled all MOD objects in this version, because from time to time pilots wrote me about problems with saving missions and so one. Thats why they had?t install MOD objects. Stalingrad will by without MOD objects too. Thank you for your patience.

Oh! ok so heavy snow it is! You're very talented! keep the good work and thanks for the maps!
Ps: I LOVE how the towns look now! so realistic!
Title: Re: Ardennes map - heavy snow update
Post by: bandongogogo on March 23, 2014, 09:47:30 PM
Hallo again!
Well i use DBW + TFM and i realized (by installing the Kuban map) that in the NEW TFM there are already some of your maps, so i would like to know wich maps are in the New TFM (ver 37) so i dont have to install them again (hopefully reducing mod soup and avoiding bugs, problems ctd and stuff like that)
Ps: i installed Kursk map but i dont find it in the QMB, what can i do to fix it?
Ps 2: The New TFM comes with a ridiculously big amount of static objects, i think it comes with some (hopefully all) of the hangars (and other static objects) i saw in the kursk map, is it true? am i hallucinating?
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on March 24, 2014, 04:17:53 PM
Hell o!

  I don´t know what is TFM, I use only stock version 4.12.1 with SAS MOD activator. And your second question - yes, in Kursk map and Prokhorovka and so one you can see some hangars from MODS objects - you have NOT hallucionation  ;D ;D ;D
Title: Re: Ardennes map - heavy snow update
Post by: bandongogogo on March 28, 2014, 01:25:22 AM
Hell o!

  I don´t know what is TFM, I use only stock version 4.12.1 with SAS MOD activator. And your second question - yes, in Kursk map and Prokhorovka and so one you can see some hangars from MODS objects - you have NOT hallucionation  ;D ;D ;D

The New Full Monty, a mod compilation (huge mod compilation) by Monty for the DBW 1.71, it includes lots of maps frrom many modders. =)
Ps: just did a 64 plane battle on ardennes.. it was epic!!! FW-190 and 109 vs p 47 and p 51 (more classic and i would be bleeding)
Title: Re: Ardennes map - heavy snow update
Post by: Fresco23 on March 28, 2014, 04:00:40 PM
installed this version and its awesome! thanks a million!

running 4.12.2 Modact etc..
Title: Re: Ardennes map - heavy snow update
Post by: WxTech on April 06, 2014, 05:13:26 AM
On the matter of the DECLIN parameter in load.ini...

This is "declination", or latitude, in degrees. It determines the sun's track across the sky, and hence its altitude above the horizon on a given date/time. It's obviously unrealistic to give a mid-northern map a value of 10 (which would put it in the tropics) when it should be nearer to 45.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Gerax on April 06, 2014, 05:32:48 AM
The New Full Monty, a mod compilation by Monty for the DBW 1.71

and for 4.12 meanwhile.  ;)
https://www.sas1946.com/main/index.php?topic=40015.0
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 10, 2014, 06:02:03 PM
installed this version and its awesome! thanks a million!

running 4.12.2 Modact etc..
How do you install this in HSFX 7.02/4.12.2?  Thanks TC
Title: Re: Ardennes map - heavy snow update
Post by: 242Sqn_Cat on April 11, 2014, 02:14:45 AM
How do you install this in HSFX 7.02/4.12.2?  Thanks TC

They are already in HSFX. Look under 'Western Front' for 'Ardennes RRR'.
:cheers:
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 11, 2014, 05:12:10 AM
They are already in HSFX. Look under 'Western Front' for 'Ardennes RRR'.

They are already in HSFX. Look under 'Western Front' for 'Ardennes RRR'.
:cheers:
[/quote]I've look and I don't have anything that says Ardennes RRR, I have 3 maps that say Ardennes ie' Winter, Summer and Tab and 4 maps for the western front. No Ardennes RRR under western front is listed only western front 1940 & 1940 Winter and 1944 & 1944 Winter western front.  TC
Title: Re: Ardennes map - heavy snow update
Post by: 242Sqn_Cat on April 11, 2014, 05:45:59 AM
They are already in HSFX. Look under 'Western Front' for 'Ardennes RRR'.
:cheers:
[/quote]I've look and I don't have anything that says Ardennes RRR, I have 3 maps that say Ardennes ie' Winter, Summer and Tab and 4 maps for the western front. No Ardennes RRR under western front is listed only western front 1940 & 1940 Winter and 1944 & 1944 Winter western front.  TC
[/quote]

With 4.12.2 and HSFX 7.02 you should be seeing this - without the red bits.

(http://i717.photobucket.com/albums/ww179/OwlintheTrees/grab0010_zpsc9091a71.jpg) (http://s717.photobucket.com/user/OwlintheTrees/media/grab0010_zpsc9091a71.jpg.html)

Have you installed another map and overwritten the all.ini?

:cheers:
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 11, 2014, 05:47:56 PM
My map don't look anything like yours, mines are already expanded, and I haven't installed any maps or knowingly overwritten the all.ini. All my maps in the FMB are shown like the right hand column in your pic. I don't have anything that says "Western_Front"39_Maps. TC
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 11, 2014, 09:35:49 PM
I Found he problem, I had activated the Map Slovakia 1955 in the JSGME and that changed my map layout in FMB. Your question about if I added any maps was the clue. Thanks TC
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 12, 2014, 05:36:36 AM
Got the map display showing correctly in FMB but the Ardennes Winter RRR (Cyberolas) does not show the Summer RRR by Cyberolas shows but not the winter RRR, the regular Winter Ardennes map show also but Cyberolas Winter RRR doesn't, I don't know how to post a screen shot so here's the log file.  Can someone take a look and see what I need to do to correct this.  Thanks TC


Code: [Select]
[12.04.2014 11:09:37] ------------ BEGIN log session -------------
[11:09:39] OpenGL provider: Opengl32.dll
[11:09:39] OpenGL library:
[11:09:39]   Vendor: NVIDIA Corporation
[11:09:39]   Render: GeForce GTX 560 Ti/PCIe/SSE2
[11:09:39]   Version: 4.4.0
[11:09:39]   Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:09:39] Size: 1920x1080
[11:09:39] ColorBits: 32
[11:09:39] DepthBits: 24
[11:09:39] StencilBits: 8
[11:09:39] isDoubleBuffered: true
[11:09:39] Sound: Native library (build 1.1, target - P IV) loaded.
[11:09:39]
[11:09:39] *** Looking for Advanced CPU Instructions...
[11:09:39] [x] PentiumPro
[11:09:39] [x] Multimedia (MMX)
[11:09:39] [x] 3D (SSE)
[11:09:39] [x] 3D (SSE2)
[11:09:39] [-] 3D (3DNow)
[11:09:39] ColourBits 32, ABits 0, ZBits 24
[11:09:39]
[11:09:39] *** Looking for Render API Extensions ...
[11:09:39] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:09:39] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:09:39] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:09:39] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:09:39] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:09:39] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:09:39] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:09:39] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:09:39] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:09:39] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:09:39] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:09:39] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:09:39] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:09:39]
[11:09:39] Maximum texture size : 16384
[11:09:39] Maximum simultaneous textures :4
[11:09:39] MaxAnisotropic (1.0 = none) : 16.000000
[11:09:42] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[11:09:42] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[11:09:42] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[11:09:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[11:09:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[11:09:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[11:09:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[11:09:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[11:09:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[11:09:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[11:09:44] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[11:09:44] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[11:10:23] The sample music/menu/ru.wav not found
[11:10:23] Initializing DirectSound playback device...
[11:10:23] Primary buffer created.
[11:10:23] Playback format is set : sampling rate = 22050, num channels = 2.
[11:10:23] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:10:23] Default speaker config is : 1310724.
[11:10:23] Direct sound audio device initialized successfully :
[11:10:23] DX Version : 7
[11:10:23] Hardware    - disabled [buffers : 0]
[11:10:23] Extensions  - disabled :
[11:10:23]   EAX ver. 1 [ ]  - disabled
[11:10:23]   EAX ver. 2 [ ]  - disabled
[11:10:23]   EAX ver. 3 [ ]  - disabled
[11:10:23]   I3D ver. 2 [ ]  - disabled
[11:10:23]   ZoomFX     [ ]  - disabled
[11:10:23]   MacroFX    [ ]  - disabled
[11:10:23] SIMD render [X]
[11:10:23] num channels 32
[11:10:23] cannot open file for reading
[11:10:23] Cannot open audio file samples/music/menu/ru.wav
[11:10:23]
[11:10:23] ERROR f: File gc.cmd not found
[11:10:23] ERROR file: File il2stab.rcu not found
[11:10:36] Total number of airports for loaded mission: 0
[11:10:36] Detected Vertex Shaders 3.0.
[11:10:36] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:10:36] Vertex texture units: 32
[11:10:36]
[11:10:37] INTERNAL ERROR: Can't open file 'MAPS/_Tex/forest/winter/sk_wforestfar.tga'
[11:10:37] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/forest/winter/sk_wforestfar.tga')
[11:10:37] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
[11:10:37] WARNING: TLandscape::LoadMap('Ardennes_RRR/wload.ini') - errors in loading
[11:10:37] World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'Ardennes_RRR/wload.ini' loading error
[11:25:35] Total number of airports for loaded mission: 0
[11:25:35] Detected Vertex Shaders 3.0.
[11:25:35] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:25:35] Vertex texture units: 32
[11:25:35]
[11:25:36] Loading vertex/fragment programs: *539357216*
[11:25:36] *** Loading: [vpFogFar2Tex2D]
[11:25:36] *** Loading: [vpFog2Tex2DBlend]
[11:25:36] *** Loading: [vpFogFar4Tex2D]
[11:25:36] *** Loading: [vpFogFar8Tex2D]
[11:25:36] *** Loading: [vpFogNoTex]
[11:25:36] *** Loading: [vpFog4Tex2D]
[11:25:36] *** Loading: [vpFog4Tex2D_UV2]
[11:25:36] *** Loading: [vp4Tex2D]
[11:25:36] *** Loading: [vp6Tex2D]
[11:25:36] *** Loading: [vpTexUVTex2D]
[11:25:36] *** Loading: [vpWaterGrid_NV]
[11:25:36] *** Loading: [vpWaterSunLight_NV]
[11:25:36] *** Loading: [vpWaterSunLight_ATI]
[11:25:36] *** Loading: [vpWaterSunLight_FP]
[11:25:36] *** Loading: [vpTreeSprite]
[11:25:36] *** Loading: [vpTreeTrunk]
[11:25:36] *** Loading: [vpVAObjectsN]
[11:25:36] *** Loading: [vpVAObjectsL0]
[11:25:36] *** Loading: [vpSprites]
[11:25:36] *** Loading: [vpSimpleGL]
[11:25:36] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[11:25:36] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[11:25:36] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[11:25:36] *** Loading: [fpCoastBump] -> NV3X Optimized!
[11:25:36] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[11:25:36] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[11:25:36] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[11:25:36] *** Loading: [fpCaustic] -> NV3X Optimized!
[11:25:36] *** Loading: [fpSprites] -> NV3X Optimized!
[11:25:36] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[11:25:36] *** Loading: [fpSimpleGL]
[11:25:36] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[11:25:36] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[11:25:36] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[11:25:36] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[11:25:36] *** Loading: [vpWaterDM_CPU]
[11:25:36] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[11:25:36] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[11:25:36] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[11:25:36] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[11:25:36] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[11:25:36] *** Loading: [fpWaterLFogDM] -> NV3X Optimized!
[11:25:36] Load bridges
[11:25:36] Load static objects
[11:25:37] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[11:25:37] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[11:25:37] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[11:25:37] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[11:27:18] SectFile save failed: d:\il-2_4.12\352nd_hsfx_7.02\il-2 sturmovik hsfx 7 352nd\users\0\settings.ini (Access is denied)
[11:27:18] java.io.FileNotFoundException: d:\il-2_4.12\352nd_hsfx_7.02\il-2 sturmovik hsfx 7 352nd\users\0\settings.ini (Access is denied)
[11:27:18] at java.io.FileOutputStream.open(Native Method)
[11:27:18] at java.io.FileOutputStream.<init>(Unknown Source)
[11:27:18] at java.io.FileOutputStream.<init>(Unknown Source)
[11:27:18] at java.io.FileWriter.<init>(Unknown Source)
[11:27:18] at com.maddox.rts.SectFile.saveFile(SectFile.java:396)
[11:27:18] at com.maddox.rts.SectFile.saveFile(SectFile.java:456)
[11:27:18] at com.maddox.il2.builder.PlMission.saveRecentMissionsList(PlMission.java:2697)
[11:27:18] at com.maddox.il2.builder.PlMission.exitBuilder(PlMission.java:770)
[11:27:18] at com.maddox.il2.builder.Plugin.doExitBuilder(Plugin.java:330)
[11:27:18] at com.maddox.il2.builder.Builder.doMenu_FileExit(Builder.java:2808)
[11:27:18] at com.maddox.il2.builder.Builder$41.execute(Builder.java:3126)
[11:27:18] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[11:27:18] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[11:27:18] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[11:27:18] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[11:27:18] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[11:27:18] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[11:27:18] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[11:27:18] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[11:27:18] at com.maddox.rts.Message._send(Message.java:1217)
[11:27:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:27:18] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[11:27:19] at com.maddox.rts.Message.sendTo(Message.java:1128)
[11:27:19] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:27:19] at com.maddox.rts.Time.loopMessages(Time.java:180)
[11:27:19] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:27:19] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:27:19] at com.maddox.il2.game.Main.exec(Main.java:439)
[11:27:19] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:27:19] SectFile save failed: d:\il-2_4.12\352nd_hsfx_7.02\il-2 sturmovik hsfx 7 352nd\users\0\settings.ini (Access is denied)
[11:27:19] java.io.FileNotFoundException: d:\il-2_4.12\352nd_hsfx_7.02\il-2 sturmovik hsfx 7 352nd\users\0\settings.ini (Access is denied)
[11:27:19] at java.io.FileOutputStream.open(Native Method)
[11:27:19] at java.io.FileOutputStream.<init>(Unknown Source)
[11:27:19] at java.io.FileOutputStream.<init>(Unknown Source)
[11:27:19] at java.io.FileWriter.<init>(Unknown Source)
[11:27:19] at com.maddox.rts.SectFile.saveFile(SectFile.java:396)
[11:27:19] at com.maddox.rts.SectFile.saveFile(SectFile.java:456)
[11:27:19] at com.maddox.rts.SectFile.finalize(SectFile.java:472)
[11:27:19] at java.lang.ref.Finalizer.invokeFinalizeMethod(Native Method)
[11:27:19] at java.lang.ref.Finalizer.runFinalizer(Unknown Source)
[11:27:19] at java.lang.ref.Finalizer.access$100(Unknown Source)
[11:27:19] at java.lang.ref.Finalizer$FinalizerThread.run(Unknown Source)
[12.04.2014 11:27:22] -------------- END log session -------------
Title: Re: Ardennes map - heavy snow update
Post by: 242Sqn_Cat on April 13, 2014, 03:21:30 AM
You appear to be missing, or have a corrupted, stock texture: 'MAPS/_Tex/forest/winter/sk_wforestfar.tga'.  I've no idea why you should - it's not anything added with HSFX as far as I can see. Disable HSFX with JSGME and see if you can open the 'Slovakia Winter' map in the stock game.

:cheers:
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 13, 2014, 04:22:16 AM
You appear to be missing, or have a corrupted, stock texture: 'MAPS/_Tex/forest/winter/sk_wforestfar.tga'.  I've no idea why you should - it's not anything added with HSFX as far as I can see. Disable HSFX with JSGME and see if you can open the 'Slovakia Winter' map in the stock game.

:cheers:
I'm unable to open the Slovakia Winter or the Slovakia Winter light maps with everything disable in jsgme.  TC
Title: Re: Ardennes map - heavy snow update
Post by: 242Sqn_Cat on April 13, 2014, 06:39:04 AM
I'm unable to open the Slovakia Winter or the Slovakia Winter light maps with everything disable in jsgme.  TC

Something definitely gone wrong with your game installation. Might be a case for re-installing (hopefully just a patch)?
Anyone know which patch the Slovakia maps came with?

:cheers:

:cheers:
Title: Re: Ardennes map - heavy snow update
Post by: too-cool on April 13, 2014, 08:52:38 AM
Something definitely gone wrong with your game installation. Might be a case for re-installing (hopefully just a patch)?
Anyone know which patch the Slovakia maps came with?

I'm running the same install the rest of my group is running, and we all have the same problem with the Slovakia and Ardennes Winter maps, maybe it's a bad download or a bad package we used, I tend to think there may have been a corrupt file in the package we all used I can't believe it's a bad download for 9 different members. Also is there any way this can be repaired without having to do a complete re-install? TC
Title: Re: Ardennes map - heavy snow update
Post by: WxTech on April 14, 2014, 01:29:36 PM
Slovakia was in 4.09.
Title: Re: Ardennes map - heavy snow update
Post by: David Prosser on April 14, 2014, 08:27:44 PM
Well done, I guess it could be used for 1940 campaigns too.
Title: Re: Ardennes map - heavy snow update
Post by: Benny on August 12, 2014, 05:31:26 PM
I installed the mod, and only the winter map came up in QMB. Btw, the winter map looks incredible! But is there any way for me to get the summer map to show up in QMB? I have 4.12.2 Modact 5.3 with MissionPro Combo activated if that helps.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on August 13, 2014, 12:01:02 AM
Ok Benny - step no.1:
 open your FMB editor, chose Ardennes summer map and put Shift+TAB. You will see lines with error reports. Something like "this and this texture not fined" or similar. Try to do it and write us it here.
Title: Re: Ardennes map - heavy snow update
Post by: Benny on August 13, 2014, 10:20:39 AM
Ok Benny - step no.1:
 open your FMB editor, chose Ardennes summer map and put Shift+TAB. You will see lines with error reports. Something like "this and this texture not fined" or similar. Try to do it and write us it here.




(http://s27.postimg.cc/mduv0cgnn/image.jpg) (http://postimage.org/)


(http://s27.postimg.cc/bczpvboer/image.jpg) (http://postimage.org/)

There was so much i had to take a picture of it, it wouldnt let me take a screenshot or copy it. And apparently its upside down, sorry for the inconvenience.
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on August 13, 2014, 12:57:36 PM
Hm, I can´t see any error report to map. Can you open Ardennes summer in FMB? Or have you got problem only in QMB?
Title: Re: Ardennes map - heavy snow update
Post by: Benny on August 13, 2014, 01:06:28 PM
Hm, I can´t see any error report to map. Can you open Ardennes summer in FMB? Or have you got problem only in QMB?


I can fly around in the ArdenneSummer map fine in the FMB, just can't fly in QMB
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on August 13, 2014, 01:45:28 PM
Ok, try to fly this QMB missions, I use them and I have no problem...
https://www.mediafire.com/download/w2lgh4io386pger/Ardennes_S.zip (https://www.mediafire.com/download/w2lgh4io386pger/Ardennes_S.zip)
Title: Re: Ardennes map - heavy snow update
Post by: Benny on August 13, 2014, 02:20:32 PM
Ok, try to fly this QMB missions, I use them and I have no problem...
https://www.mediafire.com/download/w2lgh4io386pger/Ardennes_S.zip (https://www.mediafire.com/download/w2lgh4io386pger/Ardennes_S.zip)

Thanks! running perfectly!
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on August 13, 2014, 02:39:49 PM
You´re welcome. I wish you good flight over Bastogne ;) with wonderfull clouds.
Title: Re: Ardennes map - heavy snow update
Post by: Benny on August 13, 2014, 03:12:52 PM
You´re welcome. I wish you good flight over Bastogne ;) with wonderfull clouds.

Thank you.  ;)
Title: Re: Ardennes map - heavy snow update
Post by: Benny on October 14, 2014, 04:48:11 PM
Hmm. How do I successfully install the hangars? I tried to put them into SAS folder and added the lines but nothing happened. My German airfield is empty.
Title: Re: Ardennes map - heavy snow update
Post by: SAS~Tom2 on October 14, 2014, 07:52:13 PM
Try posting a logfile. ;)
 ;D
Cheers

Tom
Title: Re: Ardennes map - heavy snow update
Post by: Uufflakke on October 19, 2014, 06:02:58 AM
I made a set of BumpH files for the Ardennes Summer map which look less bumped/ less crispy than the ones in the download link in the first post.
This version is more subtle and softer. Instead of keeping them just on my hard disc here is the d/l link:

https://www.mediafire.com/?sjxld1a2hwv2gu4 (https://www.mediafire.com/?sjxld1a2hwv2gu4)

Drop these files in MapMods/maps/_Tex/East/Ardennes. In case you have already installed hguderian's version let these files overwrite them.
In case you don't like my version you can always use again the ones offered by hguderian in the first post.

                                               
(http://s20.postimg.cc/p90yz4q25/image.jpg) (http://postimg.cc/image/y41t9neuh/full/)
upload a gif (http://postimage.org/)

(http://s20.postimg.cc/vcijj1gbx/image.jpg) (http://postimg.cc/image/66hlc7f1l/full/)
image ru (http://postimage.org/)

(http://s20.postimg.cc/3nvwbitbh/image.jpg) (http://postimg.cc/image/enh3n4jqh/full/)
image hosting site no sign up (http://postimage.org/)


Title: Re: Ardennes map - heavy snow update
Post by: marcost on October 19, 2014, 06:05:51 AM
Very nice, thanks Uufflakke
Title: Re: Ardennes map - heavy snow update
Post by: cyberolas on October 19, 2014, 10:53:26 AM
Uufflakke, this is wonderfull!!!. When I saw first version, I had wrong opinion to BumpH files (I didn´t like it) and i changed it very slowly. This BumpH is the right for Ardennes map!
Title: Re: Ardennes map - heavy snow update
Post by: BravoFxTrt on October 19, 2014, 06:03:43 PM
Thank you UUff!
Title: Re: Ardennes map - heavy snow update
Post by: cgagan on October 20, 2014, 12:58:56 AM
Many thanks Uufflakke! 8)
Title: Re: Ardennes map - heavy snow update
Post by: Whiskey_Sierra_972 on October 20, 2014, 02:09:24 AM
Thanks Uufflakke!

I'll test them in my project....

....I noticed that the Guderian bumps are 4mb while your 1mb , can I ask if is the size or the colours the difference?

All the best!

walter
Title: Re: Ardennes map - heavy snow update
Post by: Uufflakke on October 22, 2014, 12:32:45 PM
....I noticed that the Guderian bumps are 4mb while your 1mb , can I ask if is the size or the colours the difference?

HGuderian's BumpH files are 2048x2048 size, mine are 1024x1024 size.
It is said that 2048 size BumpH files give a better result on regular 1024 size textures.
To be honest, I have never noticed that.
Note that 2048 size BumpH files can be used without Carsmaster's HighRez mod installed. In contrast to high resolution textures, they only work with his mod.

By the way, BumpH files for Ardennes Winter map (Heavy Snow version) are on it's way.  ;)
Title: Re: Ardennes map - heavy snow update
Post by: Whiskey_Sierra_972 on October 22, 2014, 01:12:52 PM
Thanks mate for your reply!

Looking forward to the winter bumps....

All the very best!

walter
Title: Re: Ardennes map - heavy snow update
Post by: Uufflakke on October 29, 2014, 08:50:10 AM
I made a set of BumpH files for the Ardennes Heavy Winter map which look less bumped/ less crispy than the ones in the download link in the first post.
This version is more subtle and softer.

https://www.mediafire.com/?78qeoqo2yrr8lst (https://www.mediafire.com/?78qeoqo2yrr8lst)

Drop these files in MapMods/maps/_Tex/East/Ardennes_winter. In case you have already installed SAS~Bombsaway's version let these files overwrite them.
In case you don't like my version you can always use again the ones offered by SAS~Bombsaway in the first post.

(http://s13.postimg.cc/cb0sjffjb/29_10_2014_14_22_22.jpg) (http://postimg.cc/image/h9oaxyjc3/full/)
upload gambar (http://postimage.org/)

(http://s13.postimg.cc/kf8wo61yf/29_10_2014_14_32_31.jpg) (http://postimg.cc/image/6lkjz49cz/full/)
how to take screenshots (http://postimage.org/app.php)

(http://s13.postimg.cc/8c3l0lqw7/29_10_2014_14_26_22.jpg) (http://postimg.cc/image/kqqd0xieb/full/)
image hosting free (http://postimage.org/)
Title: Re: Ardennes map - heavy snow update
Post by: tomoose 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".  ;)
Title: Re: Ardennes map - heavy snow update
Post by: modlife on November 15, 2014, 05:26:01 AM
 :-*.....Many thanks...
Title: Re: Ardennes map - heavy snow update
Post by: Kopfdorfer 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
Title: Re: Ardennes map - heavy snow update
Post by: Uufflakke 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.  ;)

Title: Re: Ardennes map - heavy snow update [4.09] [4.11] [4.12]
Post by: GroteVogel35 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.
Title: Re: Ardennes map - heavy snow update [4.09] [4.11] [4.12]
Post by: steven197106 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
Title: Re: Ardennes map - heavy snow update [4.09] [4.11] [4.12]
Post by: steven197106 on September 16, 2018, 02:01:48 AM
Got a question on  BumpH files, what are they and what do they do?
Title: Re: Ardennes map - heavy snow update
Post by: mandrill 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?
Title: Re: Ardennes map - heavy snow update [4.09] [4.11] [4.12]
Post by: WxTech 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.