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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => MTO Maps => Topic started by: Nowekat on July 08, 2018, 11:05:23 AM

Title: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 08, 2018, 11:05:23 AM
... meanwhile i fixed some AI parking positions flaws. The updated link includes the whole map.

I still can't open a new topic in the maps section, so i post it here. Vampire may move it.

A while ago i merged the great Monte Cassino and the Anzio maps to have both theatres in one map.

(https://s8.postimg.cc/5fgxrdath/00_Image.png) (https://postimg.cc/image/52pjl6sjl/)

The towns there where densly populated but a little bit uniform.

(https://s8.postimg.cc/px1w2s29x/01original.png) (https://postimg.cc/image/5cx24amip/)

The original modder took the biggest objects he could find to fill the texture with buildings as fast as possible. But even with this that was a tremendous work more of weeks than of days for shure. I considered to rebuild the towns, but that would have been to much work for me.

But meanwhile there is a tool thats fills the city textures with objects. This needs some preparation, i needed about 8 hours for that. Much work, but i think it's nearly impossibel to create somthing comparable object by object. I choose to keep the original city texture just to see how this would work. The result was a texture buildings file with more then 7200 objects. This is the objects map, where i painted trees and palms as green, buildings as blue and industrial ocbjects as silver for better distinction:

(https://s8.postimg.cc/669nwppx1/02_Objects.png) (https://postimg.cc/image/7y2mrm99t/)

Churches i had to add manually to the texture, as they where to big for the 20 pixel wide population areas i had painted for the tool. There also was a small stripe of nearly the same object type at y = 3000 in the autopop map. No idea what the tool did here, i have to investigate this. I dissolved this manually, which took half an hour.

There where some holes in the textures street net, so i added a little street or two:

(https://s8.postimg.cc/s5g2k6tz9/03_Stra_en.png) (https://postimg.cc/image/669nwzd4x/)

This may be the first time, streets were laid around existing buildings and not the other way ;-=)

As buildings footprint colour i choose a quite bright tone, as the roofs of most buildings are allready to dark for a southern town. There are still no buildings of the southern style: Often quite big, quite bright and with a flat roof. With a little bit green for the trees and palms the final texture looks like this:

(https://s8.postimg.cc/ua0fldy7p/04_Bim_Downcity_desert.png) (https://postimg.cc/image/t7q92ufe9/)

Deleting the old towns and replacing them with the new ones was easy. I also deleted most roads within the towns, as thy did not follow the texture.

And here is the final result:

(https://s8.postimg.cc/8au0yac9h/05_Image.png) (https://postimg.cc/image/4egp2ar9t/)

(https://s8.postimg.cc/l3i4xp0kl/06a_Image.png) (https://postimg.cc/image/lg9j3viu9/)

(https://s8.postimg.cc/bvpwh3w45/06_Image.png) (https://postimg.cc/image/vqby38bbl/)

(https://s8.postimg.cc/vqby39lmd/07_Image.png) (https://postimg.cc/image/n82hyxf3l/)

(https://s8.postimg.cc/4fqmvenv9/08_Image.png) (https://postimg.cc/image/wsm4lv9ld/)

(https://s8.postimg.cc/ykf3gwqf9/09_Image.png) (https://postimg.cc/image/atfpysq81/)


Actors.static is only about 100 KB bigger than the original one, that doesn't matter.

You may download the map with the new towns here (24 MB):

https://www.mediafire.com/file/473bpcgsndpeph4/MonteCassino_Anzio.7z

This is the whole map, as this makes no difference. Exept the map_t i also made very little corrections to the map_h.

The map saves with vpmedia and BAT at least with waw3. In other installations the objects "RussiaRailStationB", "wasserturm1" and "UK_City_05" may be needed.

Installation: Exchange existing files. For a new installation throw the "maps" folder into that folder, where your modding maps "maps" directory is. Add to your all.ini:

MonteCassino_Anzio MonteCassino_Anzio/load.ini

Nowekat


Title: Re: Monte Cassino/Anzio - new Towns
Post by: DarkBlueBoy on July 09, 2018, 12:51:54 AM
That is a brilliant piece of work. Thank you!
Title: Re: Monte Cassino/Anzio - new Towns
Post by: urmel on July 09, 2018, 01:09:34 AM
Many thanks Nowekat!!!
Title: Re: Monte Cassino/Anzio - new Towns
Post by: asheshouse on July 09, 2018, 01:35:55 AM
A great bit if work. Looks really good.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: bomberkiller on July 09, 2018, 03:11:39 AM
...yes, looks WONDERFUL!  8)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 09, 2018, 04:05:11 AM
... brilliant and very patient work ...!  :)

Congrats and many THX for sharing ...!  8)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: cgagan on July 09, 2018, 05:37:32 AM
Excellent job!!!! Many thanks for sharing,  8)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Hans-Joachim Marseille on July 09, 2018, 06:22:53 AM
This ain't nothing but awesome! Since I fail to use the tool I really wanna suggest (again) big German towns for next projects! They would be awesome also for Groundaction (Berlin) and Bombermissions. Thx and keep it up. Gonna try this work out now! :)  Edit: Not working in DBW - seems objects missing!?  :(
Title: Re: Monte Cassino/Anzio - new Towns
Post by: max_thehitman on July 09, 2018, 07:14:31 AM


FANTASTIC !  8)
Thank you so much. I will use it in my game

Title: Re: Monte Cassino/Anzio - new Towns
Post by: Vampire_pilot on July 09, 2018, 09:10:09 AM
Quote
I still can't open a new topic in the maps section, so i post it here. Vampire may move it.

So I did and I had you member status changed so I think you should now be able to post.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 09, 2018, 11:04:04 AM
Thanks, Vampire!
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 09, 2018, 11:04:58 AM
Hi Marseille, what's the problem with the tool?
Title: Re: Monte Cassino/Anzio - new Towns
Post by: bomberkiller on July 09, 2018, 12:01:44 PM
Quote
Edit: Not working in DBW - seems objects missing!?

Quote
Hi Marseille, what's the problem with the tool?

Quote
In other installations the objects "RussiaRailStationB", "wasserturm1" and "UK_City_05" may be needed.

 ;)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 09, 2018, 03:21:38 PM
... same with me, not saving missions (4.09), so I suppose "RussiaRailStationB", "wasserturm1" and "UK_City_05" are missing in my game ...  :(

... but where in hell can they be found ...?  o_O
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Hans-Joachim Marseille on July 09, 2018, 09:51:17 PM
...My point too. And that would be awesome if those could be provided to get it running in DBW as well. (If that is the reason it won't work so far but it is my guess). I can access it in the FMB, put stuff on it but when clicking "Play" - nada or as Consuela from Family Guy would say "NONONO..."  ;)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: bomberkiller on July 10, 2018, 01:16:49 AM
Quote
or as Conchita would say "NONONO..."

:))
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 10, 2018, 05:10:58 AM
 I would like to say
that adding necessary objects and addition to static ini
is the sign of responsible and considerate mapmaker.
The same concerns textures.
Howgh!
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Hans-Joachim Marseille on July 10, 2018, 05:42:32 AM
Roger that. ;) Even as an Elder I recall almost all new maps guys made had Static.ini infos etc. and or even the objects also incl. No offense though, still thankful for all new stuff being done.  :-[
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 10, 2018, 10:35:39 AM
Which objects are missed in which installation exactly? Is there an object "ToW_Water_Tower1" in the DBW or other installations? It's easy to exchange some objects.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 10, 2018, 01:07:05 PM
Which objects are missed in which installation exactly? Is there an object "ToW_Water_Tower1" in the DBW or other installations? It's easy to exchange some objects.
Trying to install the map in my 4.13.4 SAS modact 6.40 version,
 map loads, i.e. textures are OK,
but missions do not save.
Checker gives:
Code: [Select]
Missing objects in your static.ini:

buildings.House$Acacia_tree
buildings.House$RussiaRailStationB
buildings.House$Broad1-clair
buildings.House$Egypt_palm_06
buildings.House$Egypt_palm_08
buildings.House$Egypt_tree_08
buildings.House$Egypt_tree_12
buildings.House$FurnitureTreeBroad2
buildings.House$Egypt_tree_07
buildings.House$Egypt_palm_07
buildings.House$Egypt_palm_10
buildings.House$MongolyaTreeLine_Mongol
buildings.House$Egypt_tree_04
buildings.House$Egypt_palm_03
buildings.House$Wasserturm1
buildings.House$Egypt_palm_04
buildings.House$FurnitureTreeolive
buildings.House$Egypt_palm_11
buildings.House$Egypt_palm_09
buildings.House$Egypt_palm_02
buildings.House$FurnitureNTL_Tree
buildings.House$garage
buildings.House$MongolyaTreeLine_Mongol1
buildings.House$FurnitureTreeLine1
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 11, 2018, 11:10:56 AM
Is that modact 6.4? Possibly you are using the "small" static.in, if there is also a big one? If the small one is the original Il 46 or near by nearly no mod map may save, i assume.

With the big modact 5.3 static.ini only very few objects are missed. The same should be with modact 6.4, a assume. Can you confirm this? What objcects are missing than?

I know nothing about the DBW and can't check that, i'm sorry about that.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 11, 2018, 03:28:51 PM
I wrote about 6.40, so I do not understand your answer, sorry.
The only thing which could help if you kindly give the add2staticini file and the objects needed according to the list  of missing ones as given  by checker in my preceeding post.
Thank you in advance.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 12, 2018, 01:52:08 AM
The problem is, when a modder makes a new map, he, of course, uses the objects already included in his own game version (4.09, 4.10, 4.11, 4.12, BAT, VP, whatever  ...), most of the time not being aware that other game versions may not include some of the objects used ...  :-X

Then when other members, with different game versions try to save missions on the new map, of course they are confronted with the missing objects, and then cant' save missions ...  :(

But even if the modder is given the list of the missing objects (thanks to the static.ini checker tool), most of the time he has no idea where these missing objects can be found (since they are "stock" objects regarding his game version) ...  :-X
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 12, 2018, 04:00:43 AM
Roger, Mick.
When user shows which objects are missing in his Il-2 version ,
the mapmaker knows best, where to find them.
So it is his kindness to submit them.

Btw., for evaluation the map fps , it is essential to be able fly missions.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 12, 2018, 07:30:04 AM
Roger, Mick.
When user shows which objects are missing in his Il-2 version ,
the mapmaker knows best, where to find them.
So it is his kindness to submit them.

... not necessarily, and that's the problem ...!  :-X

Because the map maker that used his game version to make a new map or improve an old one, may not know from where a few objects come, since he has them in his game version and didn't add them himself ...  :-X

For him, these objects are like "stock" ones ... :-X
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 12, 2018, 08:19:59 AM
As for my maps, I supplied the objects on (nearly) everybody users request.
I cinsider it my duty.
Map maker can always copy/paste his objects, you are not right, sorry.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 12, 2018, 10:23:01 AM
... sorry but you misunderstood me, Uzin ...  ;)

I never said a map maker should not provide objects that are missing in other game versions, I simply said that when he releases his new map, he is not necessarily aware that objects he used in it, may be missing from other guy's games ...  ;)

And I really appreciate that you always provide missing objects, once you know there are some, thanks to the static.ini checker tool ...  :)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 12, 2018, 11:29:24 AM
Thanks, Uzin, for the note. I did not knew that there is the modact as an installation of its own. I downloded the 6.4 and found there is only one very small static.ini. If that's the games original one, my goal was never to create a map for the original game instead the modded one with thousends of great extensions. You may have reasons to run a modded game without mods but may not expect to run a mod then.

The "big" static.ini i mentioned (693 kB) is in my BAT-Installation in the #SAS\STD\com\maddox\and-so-on-folder. I think this is modact 5.3. If this didn't came with the BAT installation i don't remember where i got it from. This shows three missing objects: 

buildings.House$RussiaRailStationB
buildings.House$UK_City_5
buildings.House$Wasserturm1

StationB and City_5 are easyly to substitute, about the Wasserturm1 i'm not shure at the moment. That's why a asked about the ToW-Model.

As i wrote the map saves with BAT WAW at least and VPMedia. I'm sorry if it does'nt work with other installations, but i don't know where these objects are from and how to install them. But i still try to learn every day.

Greetings,
Nowekat 
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 12, 2018, 12:28:45 PM
... but i don't know where these objects are from and how to install them.

... exactly what I thought and wrote ...  ;)

For you, these objects can be considered as "stock", since they came with your game version ...  ;)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 12, 2018, 03:50:23 PM
@Nowekat.
Finally I obeyed your instructions and successfully installed both this and Kasserine map into VPnodpack:
missions save, hurrah! ;)
The stock towns textures populated by your method now do not see like the notes for drum, as it was on default maps, no fps problem was observed.
The only note: I made a mission for Bf-109 F2  taking off and landing and observed that plane flied by autopilot wanders randomly after laning on airfield .
Yhank you for nice maps. :)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 14, 2018, 06:49:35 AM
I'm glad to hear this. Do you know what is wrong with that airfield? Is there a general flaw with the airfields? I'm not shure if i realy understood how they work.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Uzin on July 14, 2018, 07:13:40 AM
I'm glad to hear this. Do you know what is wrong with that airfield? Is there a general flaw with the airfields? I'm not shure if i realy understood how they work.
There is nice rurorial about creating airfields, by spdr109 :

https://www.sas1946.com/main/index.php/topic,14115.0.html (https://www.sas1946.com/main/index.php/topic,14115.0.html)

https://www.sas1946.com/main/index.php/topic,14115.msg157120.html#msg157120 (https://www.sas1946.com/main/index.php/topic,14115.msg157120.html#msg157120)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Epervier on July 14, 2018, 04:56:13 PM
... same with me, not saving missions (4.09), so I suppose "RussiaRailStationB", "wasserturm1" and "UK_City_05" are missing in my game ...
... but where in hell can they be found ...?
For those who don't have VP and BAT packs!  ;)
Try this : https://www.mediafire.com/?0pceiohj92uj9ih
Title: Re: Monte Cassino/Anzio - new Towns
Post by: lowfighter on July 16, 2018, 01:10:35 AM
Very nice population of the towns!  8)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: bomberkiller on July 16, 2018, 02:09:21 AM
Quote
For those who don't have VP and BAT packs!

Thank you very much.

Best regards, Gerhard  :)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Hans-Joachim Marseille on July 16, 2018, 06:13:05 AM
@Epervier: Merci but it still don't work in my DBW. In FMB when hitting "Play" still nothing happens. What a pity - it looks a very nice map though.  :(
Title: Re: Monte Cassino/Anzio - new Towns
Post by: bomberkiller on July 16, 2018, 09:11:53 AM
Quote
In FMB when hitting "Play" still nothing happens.

Hi HJM,

1000 errors in logfile!  ;)

This mapmod is unusable in IL-2 4.10 and so for #DBW bld1.71 too. We're missing a lot of static objects.

Gruß, Gerhard  :)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Epervier on July 16, 2018, 11:40:26 AM
@Epervier: Merci but it still don't work in my DBW. In FMB when hitting "Play" still nothing happens. What a pity - it looks a very nice map though.
Chech Static file !
https://www.sas1946.com/main/index.php/topic,28459.msg303544.html#msg303544
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 16, 2018, 12:08:44 PM
... many THX for the missing objects, Epervier ...!  ;)

I added them to my game (4.09), but still no joy, so I ended up running the static.ini checker tool and found I still missed 4 other objects ...  :-X

Missing objects in your static.ini:

buildings.House$MongolyaTreeLine_Mongol
buildings.House$FurnitureTreeolive
buildings.House$FurnitureNTL_Tree
buildings.House$MongolyaTreeLine_Mongol1

... hope this will be useful for those still struggling ...  ;)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Piotrek1 on July 17, 2018, 12:36:45 AM
Beautiful map 8) Nowekat, Thank you very much.
... many THX for the missing objects, Epervier ...!  ;)

I added them to my game (4.09), but still no joy, so I ended up running the static.ini checker tool and found I still missed 4 other objects ...  :-X

Missing objects in your static.ini:

buildings.House$MongolyaTreeLine_Mongol
buildings.House$FurnitureTreeolive
buildings.House$FurnitureNTL_Tree
buildings.House$MongolyaTreeLine_Mongol1

... hope this will be useful for those still struggling ...  ;)
@ Mick
Another three can be found in the package of Darwin-Mongolya objects:
https://drive.google.com/file/d/1AiwWl5L75kv5qpkkFwKFPGjeDJNytHBi/view?usp=sharing
Best regards,
Piotrek
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 17, 2018, 05:41:07 AM
... many THX for these, Piotrek1, will give them a try ... ;)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Hans-Joachim Marseille on July 17, 2018, 06:15:01 AM
Yeah thx I will also try that. What also grinds my gears lately as well is that Berlin is not working for me anymore for some months now - no stock nor vpmedia's awesome Berlin. When I used the "checker-tool" it showed me several double entries and objects BUT not where the entries are and I could not see anything wron so far.  :-[ Anyone who is successful at " open Static.ini surgery" can you pls give me a hint or two. I hope not to be a noob anymore after all those years, but that issue is another very strange one (Berlin, like this Monte Cassino map can be loaded things be put on in FMB etc. but when "Play" - Nein!  o_O  What the deuce!?

And tried the new files for Monte Cassino: Still NONONO... :(
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Piotrek1 on July 17, 2018, 10:14:11 AM
You are welcome.  :)
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on December 02, 2018, 09:50:58 AM
After fixing the AI parking flaws at my Kasserine map i found the same issue at the MonteCassino_Anzi map: Some white banners blocked some taxi ways. This is fixed now.

I confused the topics, so here and in the "merged maps" thread the download link includes the whole map.

Nowekat.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: leforban on July 01, 2019, 01:14:17 PM
Hi NoweKat and everyone,
I can't load in IL2 DBW install this map.
There seems to be an error with one of the textures... Here is my log...
Loading map.ini defined airfields:
[19:09:12]   Detected Vertex Shaders 3.0.
[19:09:12]    *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[19:09:12]   Vertex texture units: 32
[19:09:12]   
[19:09:13]   INTERNAL ERROR: Invalid image type (need in 8 bit alpha).
[19:09:13]   WARNING: TPixelMap::Load('MAPS/_Tex/land/summer/montecassino_anzio/ij_formosa_field1.tree.tga')-Error
[1

Be very happy if someone could help :P :P :P
le forban
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Mick on July 01, 2019, 03:46:46 PM
... c'est bizarre, toutes les textures similaires sont en 512x512, et celle ci en 1024x1024 ...  o_O

Tiens, je l'ai ratatinée en 512, regarde si ça résout ton souci ...  ;)

https://www.mediafire.com/view/t4g8s8sta50n7vb/IJ_formosa_field1.tree.tga/file
Title: Re: Monte Cassino/Anzio - new Towns
Post by: Nowekat on July 02, 2019, 11:32:37 AM
I found some textures in an unusal format, changed these and uploaded them with the whole map. Especially the ij_formosa_field1.tree.tga file that is mentioned in the log was 1024 * 1024 indeed instead 512 * 512 and also indexed but greyscale. I shrinked that file and changed it to greyscale and hope the auto generated trees survived this. The link remains the same:

https://www.mediafire.com/file/473bpcgsndpeph4/MonteCassino_Anzio.7z/file

Try to exchange the maps tex folder (_tex/land/summer/Monte....) with the new one.

If it still doesn't work, you may also try to exchange the line "Road = land/summer/MonteCassino_Anzio/Road" with "Road = land/summer/Road" in the load.ini, as i don't know if the road texture in the MonteCassino_Anzio maps _tex folder is in the original format.

I hope this helps.
Title: Re: Monte Cassino/Anzio - new Towns
Post by: leforban on July 03, 2019, 03:22:31 PM
 :) Thank you very much... Had also to change the spelling of the IJ_formosa files to ij_formosa and now it works great... I also needed to add the NTL textures that I found in a generic textures pack for IL2 map building to the forest/summer/ folder.