Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => ETO Maps => Topic started by: PA_Jeronimo on October 05, 2012, 01:01:32 AM
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I've been looking for the map of Stalingrad Winter that appears in DBW but not found anywhere. :(
Anyone know which map is or where I can find it?
Thanks and regards, Jero.
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Its a stock map available in any game version: maps/Stgrad/load.ini
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In the version of HSFX textures are different.
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Now I see what youre talking about. They probably adopted my Stock map upgrade pack in HSFX v6.
This is the load ini from DBW 1.71, the textures are probably included in HSFX.
If not then we need to extract those too.
[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga
[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat
[MAP2D]
GW_ed_m03.tga
GW_ed_m02.tga
GW_ed_m01.tga
[WORLDPOS]
CAMOUFLAGE = WINTER
WATER_STATE = ICE
MONTH=3
DECLIN = 70
PRESSURE = 745
TEMPERATURE = -10
[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]
actors.static
[text]
texts.txt
[WOOD]
Wood0 = forest/winter/GW_Wood.tga
Wood1 = forest/winter/GW_Wood.tga
Wood2 = forest/winter/GW_Wood2.tga
Wood3 = forest/winter/GW_Wood2.tga
Wood4 = forest/winter/GW_Wood3.tga
WoodMask2 = forest/winter/WoodMask.tga
WoodMask3 = forest/winter/WoodMask2.tga
WoodMiniMasks = forest/winter/MiniMask.tga
SideWood = forest/winter/LForestB.tga
[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/SnowNoise2.tga
// WaterNoise = water/WaterNoise.tga
// WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
WaterNoise = land/SnowNoise.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 = land/winter/GW_snowy_field2.tga
LowLand1 = land/winter/Mbug_sk_LowLand3_fields_Hiver.tga
LowLand2 = land/winter/GW_factory.tga
LowLand3 =
MidLand0 = land/winter/GW_snowy_field1.tga
MidLand1 =
MidLand2 =
MidLand3 =
Mount0 = land/winter/Mbug_sk_LowLand3_fields_Hiver.tga
Mount1 =
Mount2 =
Mount3 =
Country0 = land/winter/Mbug_sk_country_mount_Hiver.tga
Country1 = land/winter/Mbug_bigcountry_hiver.tga
Country2 =
Country3 =
City0 = land/winter/GW_DownCity.tga
City1 = land/winter/GW_MidCity.tga
City2 = land/winter/GW_CenterCity.tga
City3 = land/winter/GW_factory.tga
AirField0= land/winter/GW_snowy_airfieldGr1.tga,2
AirField1=
AirField2=
AirField3=
Wood0 = land/winter/Mbug_sk_ForestGr_Hiver.tga,4
Wood1 =
Wood2 = land/winter/GW_ForestFar_Hiver.tga
Wood3 =
Water0 = water/water.tga
Water1 = water/water.tga
Water2 = land/winter/Mbug_sk_LowLand0_Hiver.tga
Water3 = water/Snow2.tga,2
create file in .../MAPMODS/maps/Stgrad/load.ini
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Now I see what youre talking about. They probably adopted my Stock map upgrade pack in HSFX v6.
This is the load ini from DBW 1.71, the textures are probably included in HSFX.
If not then we need to extract those too.
[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga
[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat
[MAP2D]
GW_ed_m03.tga
GW_ed_m02.tga
GW_ed_m01.tga
[WORLDPOS]
CAMOUFLAGE = WINTER
WATER_STATE = ICE
MONTH=3
DECLIN = 70
PRESSURE = 745
TEMPERATURE = -10
[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]
actors.static
[text]
texts.txt
[WOOD]
Wood0 = forest/winter/GW_Wood.tga
Wood1 = forest/winter/GW_Wood.tga
Wood2 = forest/winter/GW_Wood2.tga
Wood3 = forest/winter/GW_Wood2.tga
Wood4 = forest/winter/GW_Wood3.tga
WoodMask2 = forest/winter/WoodMask.tga
WoodMask3 = forest/winter/WoodMask2.tga
WoodMiniMasks = forest/winter/MiniMask.tga
SideWood = forest/winter/LForestB.tga
[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/SnowNoise2.tga
// WaterNoise = water/WaterNoise.tga
// WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
WaterNoise = land/SnowNoise.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 = land/winter/GW_snowy_field2.tga
LowLand1 = land/winter/Mbug_sk_LowLand3_fields_Hiver.tga
LowLand2 = land/winter/GW_factory.tga
LowLand3 =
MidLand0 = land/winter/GW_snowy_field1.tga
MidLand1 =
MidLand2 =
MidLand3 =
Mount0 = land/winter/Mbug_sk_LowLand3_fields_Hiver.tga
Mount1 =
Mount2 =
Mount3 =
Country0 = land/winter/Mbug_sk_country_mount_Hiver.tga
Country1 = land/winter/Mbug_bigcountry_hiver.tga
Country2 =
Country3 =
City0 = land/winter/GW_DownCity.tga
City1 = land/winter/GW_MidCity.tga
City2 = land/winter/GW_CenterCity.tga
City3 = land/winter/GW_factory.tga
AirField0= land/winter/GW_snowy_airfieldGr1.tga,2
AirField1=
AirField2=
AirField3=
Wood0 = land/winter/Mbug_sk_ForestGr_Hiver.tga,4
Wood1 =
Wood2 = land/winter/GW_ForestFar_Hiver.tga
Wood3 =
Water0 = water/water.tga
Water1 = water/water.tga
Water2 = land/winter/Mbug_sk_LowLand0_Hiver.tga
Water3 = water/Snow2.tga,2
create file in .../MAPMODS/maps/Stgrad/load.ini
Exactly, that's the solution. My problem was I was looking for texture files thinking that was what I needed.
Thank you very much for your help. ;)
Regards, Jero.
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I'm glad that it worked! :)
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Would it be possible to get the summer version too? I am not sure how to extract that from previous games versions, but I do prefer this Winter version.
Thanks for any and all advice!
C
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This version is by aviaskins iirc, this is the standard dbw 1.71 version, mapmods/maps/stgrad/sload.ini
[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_m.tga
TypeMap = map_t.tga
FarMap = map_f.tga
ReflMap = map_r.tga
[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat
[MAP2D]
ed_m01.tga
ed_m02.tga
ed_m03.tga
[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH = 8
DECLIN = 45
PRESSURE = 745
TEMPERATURE = 25
[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]
sactors.static
;empty_actors.static
[text]
texts.txt
[WOOD]
Wood0 = forest/summer/SL_Wood0.tga
Wood1 = forest/summer/SL_Wood1.tga
Wood2 = forest/summer/SL_Wood2.tga
Wood3 = forest/summer/SL_Wood3.tga
Wood4 = forest/summer/SL_Wood4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/SL_ForestSide.tga
[APPENDIX]
HighClouds = GW_Clouds256-01.tga
HighCloudsNoise = GW_CloudsNoise01.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/rom_noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam_.tga
BeachSurf = water/BeachSurf.tga
BeachLand = water/RiverLand.tga
CoastBumpNoise = water/CoastBumpNoiseDimas.tga
Tree0 = Trees\SL_2_AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga
[WATER]
Water = water/PacificWater.tga
//WaterColorATI = 0.140 0.175 0.230
WaterColorATI = 0.150 0.225 0.180
//WaterColorNV = 0.140 0.185 0.268
WaterColorNV = 0.165 0.264 0.233
[ROADS]
Rail = land/summer/Rail
Road = land/summer/SL_Road
Highway = land/summer/SL_Highway
[FIELDS]
LowLand0 = land/summer/SL_fields_5.tga
LowLand1 = land/summer/SL_bob_fields_1.tga
LowLand2 = land/summer/SL_factory.tga
LowLand3 =
MidLand0 = land/summer/SL_fields_2.tga
MidLand1 =
MidLand2 =
MidLand3 =
Mount0 = land/summer/SL_bob_fields_2.tga
Mount1 = land/summer/SL_bob_fields_2.tga
Mount2 = land/summer/SL_bob_fields_2.tga
Mount3 =
Country0 = land/summer/SL_bigcountry_1.tga
Country1 = land/summer/SL_countries.tga
Country2 =
Country3 =
City0 = land/summer/SL_DownCity.tga
City1 = land/summer/SL_MidCity.tga
City2 = land/summer/SL_CenterCity.tga
City3 = land/summer/SL_Factory.tga
AirField0= land/summer/SL_airfieldGr_4.tga
AirField1=
AirField2=
AirField3=
Wood0 = land/summer/SL_midland_1.tga
Wood1 =
Wood2 = forest/summer/SL_ForestFar.tga
Wood3 =
Water0 = water/Water.tga
Water1 = water/Water.tga
Water2 = land/summer/SL_CoastLine_3.tga
Water3 = land/summer/SL_CoastLine_3.tga
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Thank you!
C
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What moron would fight that battle over again ???
island hopping in the pacific works great for managing
the agricultural peasantry of central Russia - getting hung up on a "city"
because its named after a Bolshevik personality is stupid.
Stalingrad is irrelevant because Hitler was then only person who
perceived a need to occupy that hell hole.
Stalingrad can't be won because it's not worth defending or capturing -
Stalingrad is a sewage treatment plant in Hell.
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... ???...ok...