Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => WIP => Topic started by: SAS~Storebror on August 26, 2012, 10:54:54 AM

Title: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on August 26, 2012, 10:54:54 AM
This Mod version is deprecated.
Please go to the Release Thread in the "Visuals" section:
High Resolution / True Color Textures Mod Release Thread (https://www.sas1946.com/main/index.php/topic,33239.0.html)
Title: Re: High Resolution / True Color Textures Mod
Post by: LuseKofte on August 26, 2012, 11:24:38 AM
I have been watching the growth and coopwork on this, it bring me big hopes and extreme plesure. Very well done Mike ,Carmaster and Glynn
Many thanks to everybody  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: JG54Spookie on August 26, 2012, 11:33:33 AM
Thank you carsmaster and aviator mod team!
Title: Re: High Resolution / True Color Textures Mod
Post by: mac1 on August 26, 2012, 11:50:16 AM
Congrats Boyos! A high quality release :)
Title: Re: High Resolution / True Color Textures Mod
Post by: juanmalapuente on August 26, 2012, 12:02:52 PM
A big thanks to all involved. This improvement brings our modded game much closer to Cliffs of Dover graphics. It means much more work for skinners and especially for modders that will need to finish their mods to a much finer detail, but I think it's worth it.  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: S.H. on August 26, 2012, 12:03:29 PM
Well done guys!  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: juanmalapuente on August 26, 2012, 12:24:46 PM
I don't know if it's a simple coincidence, but Norton notified me that blocked an attack of Blackhole toolkit website21 while downloading the manual.
Title: Re: High Resolution / True Color Textures Mod
Post by: Phas3e on August 26, 2012, 12:56:56 PM
Good stuff, :)

Took my 109F for its first spin, and the frame rates were terrible :(
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on August 26, 2012, 01:01:34 PM
WOW, well done all.

Makes the game look like a new one, tremendous work, and many thanks.

regards

slipper

ps  Does this just affect airplane skins, or will it also allow textures for maps, buildings etc to be made in high res?

cheers
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 26, 2012, 01:19:53 PM
Thanx!   :)
Have seen many examples at SAS, A&A and Dispersalfield.ru but never got a clue how to make it work or what is involved to make it work.
Question: I think it also works with 2048x2048 textures for mapmaking? And not just for skins?

One thing though.
I gave it a quick try to see if I installed it right and selected a 2048 skin in QMB.
In game it is visible so far so good but as soon as I go back to the QMB selector screen the high rez skins are plain white. Selecting another high rez skin turns out white too but when I press the FLY button everything is as it ought to be in game.
Maybe it has got something to do with my average XP system?

This is what happens.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/th_0180daf9.jpg) (http://i1217.photobucket.com/albums/dd389/Uufflakke10/0180daf9.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: LuseKofte on August 26, 2012, 01:44:41 PM
There was some with this problem in wip testing

I dont have any problems unless I set selector at 1024.  @ 512 its flawless.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on August 26, 2012, 01:49:46 PM
Norton notified me that blocked an attack of Blackhole toolkit website21 while downloading the manual.
Manual Virus scan report: http://www.virustotal.com/file/0bb4452f37a59b3c8fdd398dc4ed1ca2c00340677d58b4650bb10585d690cf37/analysis/1346010346/
Must have been something else.

I think it also works with 2048x2048 textures for mapmaking? And not just for skins?
That's right, the high res texture DLLs enable high resolution map textures as well.

In game it is visible so far so good but as soon as I go back to the QMB selector screen the high rez skins are plain white.
As mentioned before, lowering RAM usage in the IL-2 Selector might help.
Updating the Selector to the newest version (see https://www.sas1946.com/main/index.php/topic,16403.0.html) and giving the "heap only" mode a try might help as well.

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 26, 2012, 02:50:59 PM
As mentioned before, lowering RAM usage in the IL-2 Selector might help.
Updating the Selector to the newest version (see https://www.sas1946.com/main/index.php/topic,16403.0.html) and giving the "heap only" mode a try might help as well.

Best regards - Mike

I've already lowered RAM from 1024 to the recommended 512. So that can't be the case.
Didn't know there is a new Selector. Since 2 days.  ;)
The version I have in DBW1.71 is 2.6.0.157 and the one in the link is 2.3.0.
In my opinion a higher number is a more recent one?? Bit confused to be honest.
Title: Re: High Resolution / True Color Textures Mod
Post by: SloppyJoe on August 26, 2012, 04:42:53 PM
This is SO. AWESOME.
Thank you!!!!
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 26, 2012, 05:00:55 PM
Just a simple test I did with a 2048x2048 texture and it's corresponding BumpH file.  8)

(unedited screenshots by the way...)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/51da8ff8.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/661679d1.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/a56d4f14.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on August 26, 2012, 09:33:47 PM
We need to get Greif11 to put up his Fw190 and P47 skins up for testing.
Title: Re: High Resolution / True Color Textures Mod
Post by: Roger Smith on August 26, 2012, 10:46:56 PM
Too bad this didn't come out before I gave up on skinning.
Title: Re: High Resolution / True Color Textures Mod
Post by: Railer on August 26, 2012, 10:54:42 PM
 I want to thank everyone involved in creating this. I just flew my DBW career mission in the Crimea Dec 41 and the map & skins (VP JG77 F4) was the most incredible it ever looked in all of these years. Great job and it ran very well and I hava a low end system.
AMD 3700
Radeon X800XT.
2 Gigs of ram.
You get the picture.
Great job again guys.
Railer ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on August 27, 2012, 12:32:14 AM
The version I have in DBW1.71 is 2.6.0.157 and the one in the link is 2.3.0.
In my opinion a higher number is a more recent one?? Bit confused to be honest.
That's just to confuse the Russians  ;)
Joking aside, I even noticed that the previous version carried a future date (September 2012) when being released (January 2012).
It won't make me wonder if I mixed up the version info as well.

Best regards - Mike


Title: Re: High Resolution / True Color Textures Mod
Post by: Hemi on August 27, 2012, 02:37:25 AM
Wait

Your last screenshot ! It's a mark XVIII right ? Is he released ? Where ? Why ? Who ? What ?

Great mod :)

Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 27, 2012, 02:58:27 AM
So cool to experiment with new texture size...   :P :)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/50e6f45d.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/91a918e6.jpg)


EDIT:
For getting better textures we need more detailed aerial photo's or better satellite images.
Found this website http://www.flashearth.com/ (http://www.flashearth.com/)

In my opinion higher quality images than Google Earth has to offer.
Title: Re: High Resolution / True Color Textures Mod
Post by: crazyflak on August 27, 2012, 03:15:36 AM
Wow!

Now what we should carefully test is what happens on fps if a BIG bunch of planes are on 2048 skins on a map also full of 2048... :)   hopefully it can handle it nicely.
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 27, 2012, 03:32:27 AM
Many thanx for this pack.

But two questions.

Only to understand things right. Does this pack enhance the map textures that we already have in our game? I´m not sure but I see no notable difference in my game.

I have Carsmasters Light for IL-2 already in my install and his pack replaces 6 dll´s. can this leads to a possible conflicts?

Semor
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 27, 2012, 03:41:35 AM
.......I have Carsmasters Light for IL-2 already in my install and his pack replaces 6 dll´s. can this leads to a possible conflicts?
Semor
This mod is not compatible with Carsmasters Light for IL-2.
Delete all files and folders from Carsmasters Light for IL-2 before installing this mod.

Or use only the class files of this mod to the true colors of skins in 1024 pixels.

Functions Carsmasters Light for IL-2 will be added in the next version of this mod.
Title: Re: High Resolution / True Color Textures Mod
Post by: crazyflak on August 27, 2012, 03:54:36 AM
Does this pack enhance the map textures that we already have in our game?

Of course NOT, just as it does NOT enhance your skins. This mod is not a skinner that will redo your old textures  ;)

It simply allows for YOU to use NEW  2048x and color uncompressed textures, which you still have to make yourself and replace yourself... or wait for map modders and skinners to catch up.

(only a few aircraft skins samples on the new format are provided in jsgme for allow you to SEE that it works and the game reads them! SpitfireMkVc and SpitfireMkVIII used as sample)
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 27, 2012, 04:11:09 AM
Ok. Crazyflak/Carsmaster thanks for the enlightenment.  ;)

Regards.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on August 27, 2012, 05:33:35 AM
As Crazyflak said, this is a new mod that will require the new 2048x2048, 24 bit colour high resolution skins to get the full effect.

At the  moment there only a few suitable skins that have been created for testing and demonstration purposes. That said I fully expect the "serious"  ;) skinning community to dig out and rework their existing 1024x1024 templates to take full advantage of these great mods. In fact I would be surprised if they are not already on the case as this has been discussed for some while.

For me it has always been about the visual impact - and the increase in both "eye candy" and immersion is tremendous (and I really mean that). As a 3d guy I realize that there will also be some collateral damage - necessitating us guys to improve some models to keep up with the "look", but it will be well worth it.

Realistically we all know that this will not be achieved overnight and there is still some discussion/debate regarding the new optimum "standard" but, as I have said before, the genie is out of the bottle now and IMHO it will not be long before all new skins are produced in this new format.


G;
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 27, 2012, 07:06:36 AM
Just some brainstorming,
it means the larger size textures can be used for clouds also if I'm right.
I mean, almost every cloud mod consists of 16 cloud shapes in a 1024x1024 .tga.
With twice the size they look less fluffy and more detail can be added.
Interesting, interesting.  ::)
Title: Re: High Resolution / True Color Textures Mod
Post by: David603 on August 27, 2012, 09:16:09 AM
That last picture, the bubble canopy Spit XIV, where does that come from?  :D

or still WIP?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on August 27, 2012, 09:20:05 AM
That Dirty Bitch is such a tease............  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: David603 on August 27, 2012, 09:32:03 AM
heh, way to hide something in plain sight  :D :D
Title: Re: High Resolution / True Color Textures Mod
Post by: squiffy on August 27, 2012, 09:38:17 AM
That last picture, the bubble canopy Spit XIV, where does that come from?  :D

or still WIP?

I'm with David603, where does one get that?  It's not the spit mk.XVI found here... https://www.sas1946.com/main/index.php/topic,2772.0.html  those aren't griffon engines.

Also... 2048 looks splendid! Can't wait to mess around with that.     :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Silverback on August 27, 2012, 09:46:53 AM
Anoughter significant step to close the COD-IL-2 1946 gap
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 10:12:40 AM
First, thanks to all involved for offering this mod to everyone; it certainly opens some unique possibilities.

Just to clarify, although CrazyFlak and GJE52 alluded to it; Would it be correct to say that we are still awaiting additional aircraft to become 'HD-capable' within this mod, and the only ones which will currently work in this version (v0.90) are the included Spitfires?

Sorry, but I did not see anything about this, either in the manual or the included documentation; and I've been beating my brains out, trying to add the Avia B534 :P ;)

Thanks again ~ Rudi
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 27, 2012, 10:25:35 AM
Many new aircraft will be available soon to this game we all love. I can´t say who or what they are.
It´s a surprise... as the saying goes... 2 weeks!

Oh  :o ...wait a minute!... 3 new jets just arrived last night !  ;D
https://www.sas1946.com/main/index.php/topic,28123.msg294068/boardseen.html#new

These new skin sizes will work for ALL airplanes currently in the game (the Modded Game),
but all skins will need new templates re-worked and updated to this larger size 2048x2048 for them
to look proper on the airplanes.
Otherwise, it will not be good to just make the normal 1024x1024 skins larger in Photoshop and
then use them on the airplanes. NO. Do not do that.
The details will not look good like that. The little details will get distorted.

So, new templates and skins (in size 2048x2048) must be made and painted .
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on August 27, 2012, 10:48:49 AM
Yes as Max said - there is nothing (apart from the will/skill to do it) stopping skinners from working on any or all of the existing templates to upgrade them to 2048x2048.

 It is down to individuals to download and install the 2048 and 24 bit mods to be able to use them. The beauty of this is, is that existing skins will still work with this mod and will look the same as before (although markedly poorer by comparison ). Allowing the game to be played as before as more hi res skins become available. The skins you mention were only added in to allow immediate appreciation of the improvement - the mod is not limited just to the aircraft whose skins are included - high resolution skins can be applied to EVERY aircraft in the game.

I know how good your skins are Rudi so I am looking forward to your input into this....  ;)

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: crazyflak on August 27, 2012, 10:51:04 AM
Just to clarify, although CrazyFlak and GJE52 alluded to it; Would it be correct to say that we are still awaiting additional aircraft to become 'HD-capable' within this mod, and the only ones which will currently work in this version (v0.90) are the included Spitfires?

No, this affects the overall capability of the game to use the added formats. It is not a "plane by plane" thing. You can go right now, dig a template of your favourite (ANY) and convert template to 2048x, print a skin full color uncompressed, throw it into your paintscheme/skin folder, and the game will use it.

IN SHORT: NO PLANE LIMITATION, any plane even added afterwards is fully 2048 capable.

ALL PLANES are 2048x full color capable, *right now*.(I presume all maps are 2048x able too)

Shall I expect a beautifull Avia534 template re-vamp ? :D

Edit: lol, we posted at same time
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 11:15:38 AM
Thanks for your responses/compliments mates, and that's good news that we can currently add additional skins.

Apparently I did something wrong when I tried to add the B534 last night.. I added an upsized skin in the proper format and filename to a new folder next to the Spitfires, but it wouldn't show in the selection menu.. although the Spitfires remained visible.. strange.

I'll try again this evening after work. I'm anxious to get started on some hi-def Avias, but I'm not going to do anything until I can wrap the HD skins around the model, to allow precision adjustments to the new template. At that size, I only want to do this once :)

Thanks again mates! ~ Rudi
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on August 27, 2012, 11:38:12 AM
to a new folder next to the Spitfires
Just curios, you did care for the right folder name, didn't you?
AFAIR the folder should be called "AviaB534" for the B534.
Anyway, if it still doesn't work, let me point out that there's a relevant part in the manual of this mod concerning bug reports.

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 11:51:14 AM
Thanks Mike, but I'm not ready to call it a "bug" just yet. Nine times out of ten, if something doesn't work, it's usually because I overlooked something, so I'll test again tonight. For the folder name, I copied it straight off the folder in the stock Paintschemes/Skins directory, so no typo's there. Again, I'm pretty sure I did something silly; just gotta determine what it was. I'll be sure to report my findings if I reach a solution. Now that I know it's feasible, I'll try harder to figure out what I did wrong.

Thanks again ~ Rudi

Edit: as an afterthought, I think it's only fair to post what I've tried so far, even though it's not an official "bug report". I don't have the sim or the manual available at the moment, so I hope I can provide enough info. I won't provide a detailed system spec list, as I'm sure it has nothing to do with it, since the Spitfires are working just fine.

Here's what I tried last night:

1. Used my original B534 template to create a new skin, leaving it at full color (no bright process) and saving as a Windows OS2/bmp file, as I usually do in PSP7.

2. Re-opened the new 1024x1024 skin in PSP and resized to 2048x2048, saved with file name according to mod documentation instructions.

3. Created a new folder, AviaB534, in the mod's Paintschemes/Skins folder containing the hi-def Spitfire folders, and placed the new HD skin into it.

4. Started the sim and could not find the new skin in the selection menu, although the HD Spitfires were still visible and functional.

So first thing I'll do tonight, is compare the file properties of the HD Spitfires to the file I produced. It's probably something simple. Again, I'll report back if I discover something.
Title: Re: High Resolution / True Color Textures Mod
Post by: Boelcke on August 27, 2012, 12:23:39 PM
just a quick and dirty test with a template switched to 2048 and droped the skin into one of my Reich Defense missions, didn´t notice a fps drop at the first glance - but i think i need new stencils for the template :)

(http://i195.photobucket.com/albums/z55/Boelcke/2708201218-15-40.jpg)

(http://i195.photobucket.com/albums/z55/Boelcke/2708201218-16-29.jpg)

Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on August 27, 2012, 01:14:49 PM
Thanks Mike, but I'm not ready to call it a "bug" just yet. Nine times out of ten, if something doesn't work, it's usually because I overlooked something, so I'll test again tonight. For the folder name, I copied it straight off the folder in the stock Paintschemes/Skins directory, so no typo's there. Again, I'm pretty sure I did something silly; just gotta determine what it was. I'll be sure to report my findings if I reach a solution. Now that I know it's feasible, I'll try harder to figure out what I did wrong.

Thanks again ~ Rudi

Edit: as an afterthought, I think it's only fair to post what I've tried so far, even though it's not an official "bug report". I don't have the sim or the manual available at the moment, so I hope I can provide enough info. I won't provide a detailed system spec list, as I'm sure it has nothing to do with it, since the Spitfires are working just fine.

Here's what I tried last night:

1. Used my original B534 template to create a new skin, leaving it at full color (no bright process) and saving as a Windows OS2/bmp file, as I usually do in PSP7.

2. Re-opened the new 1024x1024 skin in PSP and resized to 2048x2048, saved with file name according to mod documentation instructions.

3. Created a new folder, AviaB534, in the mod's Paintschemes/Skins folder containing the hi-def Spitfire folders, and placed the new HD skin into it.

4. Started the sim and could not find the new skin in the selection menu, although the HD Spitfires were still visible and functional.

So first thing I'll do tonight, is compare the file properties of the HD Spitfires to the file I produced. It's probably something simple. Again, I'll report back if I discover something.

Make sure your skin is saved at 2048x2048 pixels,71 dpi,Bit Depth 24,Frame Count 1
Title: Re: High Resolution / True Color Textures Mod
Post by: Phas3e on August 27, 2012, 01:26:56 PM
if anyone wants my 109F WiP PM me and I can send over what I have done, to be finished I dont know if i will ever finish it.

It isnt some resized rehashed 1024 template, its a fresh start at 2048 and will require alot of work.

I have now started on a new Me262 template.
Title: Re: High Resolution / True Color Textures Mod
Post by: ggrewe on August 27, 2012, 01:47:26 PM
Wonderful news - thanks very much Storebor & co. for putting this package together. Looks like Carmasters initial work, will open up another epic era for IL2 – it’s amazing how much life this great game still has in it – exciting times ahead, but hard work for the poor skinners  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on August 27, 2012, 01:54:16 PM
saved with file name according to mod documentation instructions
(http://iproactive.com/uploads/scratch-head-smiley.gif)
Can't think of any instructions regarding the file name.
You should just save your file as 2048x2048 bitmap with 16mio colors (24bpp).
This should result in a file ending with ".bmp" with a size 12.582.968 bytes.
If that's the case, the skin should be listed. If it isn't, check your logfile (-> Mod Manual).

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 02:41:19 PM
Thanks Mike, Gumpy too; I'll see what happens when I get home. IIRC, I found the "file naming instructions" in the documentation folder within the "High Res True Color Sample Custom Skins" folder.

I'll let you know what I did wrong, soon as I find it. I'm sure it's something I failed to do, and nothing with the mod itself. I'm just tickled that we can include additional aircraft! :)

Thanks again ~ Rudi
Title: Re: High Resolution / True Color Textures Mod
Post by: Blumax on August 27, 2012, 02:45:56 PM
Thankyou to everybody invloved in this fantastic mod, it has the potential to change the entire look of the game, i have just changed every texture on my new take on the Aleutians map and that is every single texture slot to the new size 2048 x 2048 and taken 40 spitfire mkvIII 's using the test skins and pited them together in a dogfight with no frp hit what so ever, runs just as smoove as before using 1024 Ram in DBW1.7
Title: Re: High Resolution / True Color Textures Mod
Post by: SloppyJoe on August 27, 2012, 02:48:16 PM
saved with file name according to mod documentation instructions
(http://iproactive.com/uploads/scratch-head-smiley.gif)
Can't think of any instructions regarding the file name.
You should just save your file as 2048x2048 bitmap with 16mio colors (24bpp).
This should result in a file ending with ".bmp" with a size 12.582.968 bytes.
If that's the case, the skin should be listed. If it isn't, check your logfile (-> Mod Manual).

Best regards - Mike

You have to name it like this: "NameOfSkin (HD 2048)"
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 02:58:18 PM
You have to name it like this: "NameOfSkin (HD 2048)"

Already did that, it was in the "file naming instructions" I mentioned; but thanks just the same ;)

Hey Bluemax, that's great news about the multiple aircraft and no frame hit. Thanks for testing!
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 03:29:26 PM
You added the skin folder INSIDE jsgme/Hightextures/ etc, as I understand.

But then you did forget to deactivate THAT jsgme folder and RE-activate it BEFORE launching the game?

But of course! It never occurred to me to deactivate the mod in jsgme prior to adding the new B534 folder. I knew I must have done something silly.  You should get the 'Detective of the Week Award' for sure. Thank you so much mate! :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Rudi_Jaeger on August 27, 2012, 07:48:00 PM
(http://i50.tinypic.com/fc683d.jpg)

Its alive!!! Even Jero's wheel mod is working!

Lesson learned; always deactivate the mod folder in jsgme prior to adding any new skin folders.

Of course this is a 1024x1024 skin, resized to 2048x2048, but it works. I have a few more 1024x1024 WIP versions to finish, and then work begins on the big template.

Thanks again for all the assistance :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Verhängnis on August 28, 2012, 12:29:53 AM
In that screenie, I was almost tricked into thinking our old Il2 had self shadowing and ambient occlusion haha. But wow that looks amazing!  8)
Title: Re: High Resolution / True Color Textures Mod
Post by: barnesy12 on August 28, 2012, 12:39:04 AM
First off thank you all for an amazing improvement in the game an outstanding achievement salute
secondly do you think this would work for the pilot  folder or does the mod read only the skins folder? just curious is all because high res pilot skins selectable would be a major plus also thanks again

cheers Barnesy
Title: Re: High Resolution / True Color Textures Mod
Post by: Diving_Hawk on August 28, 2012, 02:47:41 AM
Planes appart I'm quite interested in the new possibilities for better map textures this mod opens.
Maybe for map textures 2048 X 2048 it would be better to use limited pallete to reduce size, but as it is demonstrated here il2 maps have a bright future with new size textures.

PS: Did I say thank you for this mod ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 28, 2012, 02:57:38 AM
Planes appart I'm quite interested in the new possibilities for better map textures this mod opens.
Maybe for map textures 2048 X 2048 it would be better to use limited pallete to reduce size, but as it is demonstrated here il2 maps have a bright future with new size textures.

+100  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Boelcke on August 28, 2012, 04:23:31 AM
Planes appart I'm quite interested in the new possibilities for better map textures this mod opens.
Maybe for map textures 2048 X 2048 it would be better to use limited pallete to reduce size, but as it is demonstrated here il2 maps have a bright future with new size textures.

PS: Did I say thank you for this mod ;)

i think this will be the most interesting part of this mod in the future

Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 28, 2012, 05:49:01 AM
Yep.totally agree!
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on August 28, 2012, 06:51:11 AM
Quote
Planes appart I'm quite interested in the new possibilities for better map textures this mod opens.
Maybe for map textures 2048 X 2048 it would be better to use limited pallete to reduce size, but as it is demonstrated here il2 maps have a bright future with new size textures.

yeah totally agree too.

Now if only there was some way to enable more texture slots to be used on maps, and get rid of the angled road/rail corners, then this would be perfect.

regards

slipper
Title: Re: High Resolution / True Color Textures Mod
Post by: Blumax on August 28, 2012, 07:03:09 AM
Already on it and they're looking just lovely

(http://i291.photobucket.com/albums/ll315/ziggy-22/test1-1.jpg)

(http://i291.photobucket.com/albums/ll315/ziggy-22/test3.jpg)

(http://i291.photobucket.com/albums/ll315/ziggy-22/test2.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on August 28, 2012, 07:08:36 AM
Awesome Max, the bigger the textures the better. Good times for IL-2 and for me once I get this mod working..!
 :)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 28, 2012, 08:56:41 AM


Rudi, that is one amazing looking airplane skin!  8) Superb!

Blumax, amazing ground and mountain textures. Realism reigns in those mountains!  8)

Too cool!!

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 28, 2012, 09:08:27 AM
I hope that I will have time to finish the next version with support for textures 4096 pixels.

Here's how it will look.

(https://www.sas1946.rocks/images/imageshit/img17/8896/flight200m.jpg) (https://www.sas1946.rocks/images/imageshit/download/17/flight200m.jpg)

Uploaded with ImageShack.us (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Title: Re: High Resolution / True Color Textures Mod
Post by: Blumax on August 28, 2012, 09:31:18 AM
Holly............! that is awsome, i want!  :o  bye bye CLOD i just found me a new game!
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 28, 2012, 09:48:54 AM
..woahaha....this is too brutal.  8) :D

next question,how well can the 12 year old game engine handle this texture size??
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on August 28, 2012, 09:53:36 AM
That looks so real  :o
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 28, 2012, 09:56:06 AM
next question,how well can the 12 year old game engine handle this texture size??
Temporary version works fine, but I have to finish the job and do the testing.
Everything is in the hands of God.

When?

I do not know...
 
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 28, 2012, 10:09:09 AM


Carmaster good friend... All I can say is... THANK YOU !  8)

GOOD BYE Cliffs of Dover and whatever else is out there. The IL-2-1946 is KING !!

(http://i1212.photobucket.com/albums/cc450/erodyte/applausegif.gif)

Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 28, 2012, 11:16:38 AM
I hope that I will have time to finish the next version with support for textures 4096 pixels.

I've watched those screenshots quite a few times at Dispersalfield.ru.  8)
The first time I thought the plane was shopped in the photo.  ;D

Another problem arises then with 4096x4096 pixels textures: where can we find such a detailed aerial photo's/satellite images for mapmaking?
I think Google Earth is not an option anymore in most cases.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 28, 2012, 11:30:03 AM
.....Another problem arises then with 4096x4096 pixels textures: where can we find such a detailed aerial photo's/satellite images for mapmaking?
I think Google Earth is not an option anymore in most cases.

Yes I agree with you.
I think I have to ask all of our friends to collect HIGH-QUALITY photographs of the Earth.

Or ask all who love the game IL-2 collect and send high quality photographs of the Earth.
You can create a separate section in the forum where everyone can send high-quality land.
Title: Re: High Resolution / True Color Textures Mod
Post by: Diving_Hawk on August 28, 2012, 12:05:04 PM
Well for start one can pic the textures from smaller area detailed photos I guess and combine them.
Then we have enough members around the world so if a texture is wrong they surely will be able to give a better example.
I mean it can't possibly be worse than some of the maps il2 has now,

For example when I look in the area were I live in Italy Afrika Greece UP3 map I can't even recognise it!
( Not to mention some Greek islands are at wrong places if you see real map proportions, I guess it's because the maker wanted distances short! ::) )

The point is it will surely be better than the maps we're used to so far.

Carsmaster is right though.If someone has a good camera and finds a characteristic landscape of his region on a trip let's say It could be nice texture reference
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 28, 2012, 12:56:43 PM
.....Another problem arises then with 4096x4096 pixels textures: where can we find such a detailed aerial photo's/satellite images for mapmaking?
I think Google Earth is not an option anymore in most cases.

Yes I agree with you.
I think I have to ask all of our friends to collect HIGH-QUALITY photographs of the Earth.

Or ask all who love the game IL-2 collect and send high quality photographs of the Earth.
You can create a separate section in the forum where everyone can send high-quality land.


I will look into my computer files for large images of the Earth and textures for you.

Title: Re: High Resolution / True Color Textures Mod
Post by: CzechTexan on August 28, 2012, 01:43:36 PM
I just now read about this new mod.  Looks very promising for the future.  I guess this is the way things will go from now on (maps/skins).

http://www.flashearth.com/  IMO is still the best option we have at this moment.  And I think it was mentioned earlier in this discussion. 

EDIT:  I'm also curious about the effects this might have on memory issues with large maps.  I am currently revising the large BurmaLower map.  Texturing is 90% done. 
How might 2048x2048 textures impact a map such as this?

of course it would look much better but would performance and frame rates take a hit?
Title: Re: High Resolution / True Color Textures Mod
Post by: Texx on August 28, 2012, 09:56:26 PM
Thanks Storebror, carsmaster and all involved!! Great work, and a whole new breath for skinning!!

I missed this a lot when I was skinning nose art paintings in bombers. I will surely give it a try, thanks again!! ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: crazyflak on August 29, 2012, 01:11:05 AM

How might 2048x2048 textures impact a map such as this?

of course it would look much better but would performance and frame rates take a hit?

Only way to find out is to have a fully retextured 2048x map and test it hardly with a demanding (already available) campaign
Title: Re: High Resolution / True Color Textures Mod
Post by: LW/JG10_Luny on August 29, 2012, 03:58:10 AM
For example when I look in the area were I live in Italy Afrika Greece UP3 map I can't even recognise it!
( Not to mention some Greek islands are at wrong places if you see real map proportions, I guess it's because the maker wanted distances short! ::) )


This map is not 1:1 scale as yourself noticed. Not sure how much its scaled down but I believe is 1/3 smaller.

Great work on the skins and map textures.


Thank you.
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on August 29, 2012, 06:35:29 AM
Not sure how much its scaled down but I believe is 1/3 smaller.

Not that it has much to do with the topic, but I can't not point out that the phrasing you use can be rather confusing.

1/3 smaller is a comparative; it means you reduce 1/3 of the full size, and the result is "smaller by third". 1 - 1/3 = 2/3, so this means that it is scaled by factor of 2/3. 100 kilometres becomes about 67 km.

Do you mean that it is scaled by factor of 1:3 instead? That would mean 100 km in reality would be 33 km on the map. This means one third the size of the original.
Title: Re: High Resolution / True Color Textures Mod
Post by: MANYSH on August 29, 2012, 01:09:01 PM
the Idea is very good but there is problem with map making
where to find 2048 textures ?
www.flashearth.com this is good texture source but is only 800X600 in some areas
so stretching this up to 2048 is wasting a game performance because there is no quality of 2048 textures
so how ?

Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 29, 2012, 01:48:24 PM
the Idea is very good but there is problem with map making
where to find 2048 textures ?
www.flashearth.com this is good texture source but is only 800X600 in some areas
so stretching this up to 2048 is wasting a game performance because there is no quality of 2048 textures
so how ?

Not really.
Zoom into the landscape and choose a height .
Take a few screenshots on that area, all around it.
Then open up Photoshop and stitch all screenshots into one LARGE image.
And you have a Hi-Resolution image for maps!  It is that easy.

Put together a few 800x600 screenshots taken at a certain height and you
have a large 2048x2048 or Bigger photo.
 
Now I am speaking to everyone and specially the new members who would like to
help out in making a new hi-resolution map. Yes... YOU !!!
I WANT YOU TO JOIN THE SAS Air Force !
Yes, it does take some minutes to create such images, but what to expect?
You expect to have everything done for you already, and just push a button? No.
You have to spent some time to create these things.
That is how maps and skins are painted and created. People spend time making it.
I also want YOU to help us out and join the team.  8)
When the job is done , the final result, is that you will feel very happy and satisfied having done
something amazing and great.
Because it is also for you that this is for.
Title: Re: High Resolution / True Color Textures Mod
Post by: TICI on August 29, 2012, 02:41:39 PM
Hi, I just want make sure I installed it correctly. I have HSFX 6.012.
Installed in jsgmemods folder and activated via jsgme the following:
High Res true color samples custom skins
High res dll
True color texture HSFX
Everything works fine . I see a sharpening of images without any loss in fps.
Besides the above any other change in settings ?.
Thanks.
TICI
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on August 29, 2012, 03:44:33 PM
no, you have not understood what this mod does.

this mod does not sharpen anything, okay?
it does not CHANGE anything.
when you say your image is sharper, it is an illusion a psychological thing. Fake.

What this does is two things:

-can have 2048x2048 textures
-can have 24bit textures

-gives some demonstration spitfire skins to make you understand the diifference in plane textures.
No image sharpening magic trick
only enable to use bigger and better texture.
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 29, 2012, 04:05:02 PM
the Idea is very good but there is problem with map making
where to find 2048 textures ?
www.flashearth.com this is good texture source but is only 800X600 in some areas
so stretching this up to 2048 is wasting a game performance because there is no quality of 2048 textures
so how ?

Not really.
Zoom into the landscape and choose a height .
Take a few screenshots on that area, all around it.
Then open up Photoshop and stitch all screenshots into one LARGE image.
And you have a Hi-Resolution image for maps!  It is that easy.

Put together a few 800x600 screenshots taken at a certain height and you
have a large 2048x2048 or Bigger photo.
 

Not really.

With 2048x2048 textures you need to have highly detailed satellite images/aerial photo's as a base to start with.
Google/Bing/Flashearth images don't offer that in many cases. You just can zoom in to a certain extend. When zooming in further it gets blocky.
Which means a composition of several blocky 800x600 images won't create detailed 2048x2048 textures at all.

So the question stays, where to get good (ánd free) 2048x2048 textures?
Title: Re: High Resolution / True Color Textures Mod
Post by: TICI on August 29, 2012, 04:53:10 PM
no, you have not understood what this mod does.

this mod does not sharpen anything, okay?
it does not CHANGE anything.
when you say your image is sharper, it is an illusion a psychological thing. Fake.

What this does is two things:

-can have 2048x2048 textures
-can have 24bit textures

-gives some demonstration spitfire skins to make you understand the diifference in plane textures.
No image sharpening magic trick
only enable to use bigger and better texture.

So once this mod is installed what is next? How can you make what you call "Bigger" and "Better" textures for the planes as well as the ground?.
TICI
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on August 29, 2012, 05:08:45 PM
Quote
So once this mod is installed what is next? How can you make what you call "Bigger" and "Better" textures for the planes as well as the ground?.


If you have to ask this question you will not understand the answer .......  ::)

Suggest this request is moved to the "New member safety area"
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on August 29, 2012, 05:16:52 PM
in simple words, you have to create them. paint them, make them. :)
The job of this mod is to open the possibility to have such big and good textures.
 ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Blumax on August 30, 2012, 02:20:08 AM
Everything in this screenie is 2048 except the clouds and i've got in close for the shot and still get 30 FRP's as can be seen in the top left corner, so far all my testing with this mod is not affecting my FRP's and the only trouble that i'm finding is that i can't record NTRK without it becoming a slide show.

(http://i291.photobucket.com/albums/ll315/ziggy-22/2908201221-30-31.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: MANYSH on August 30, 2012, 02:29:17 AM
Not really.
Zoom into the landscape and choose a height .
Take a few screenshots on that area, all around it.
Then open up Photoshop and stitch all screenshots into one LARGE image.

Well if your LCD working in Hi-Resolution so 800X600 is stretched to screen size
If you have photo 800X600 and you will try to stretch to 1920X1080 is not good idea ?;)
In result of this photo losing quality, it is blurred

Put together a few 800x600 screenshots taken at a certain height and you
have a large 2048x2048 or Bigger photo.
no point to do this, better use 1024 textures and have the same result with better game performance and quality
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 30, 2012, 02:36:18 AM
...no point to do this, better use 1024 textures and have the same result with better game performance and quality
You are wrong, a good artist can add small detailed pictures into one large 2048.
I tried getting a good result, but I'm not an artist.
The specialist will do better.

P.S But everyone has a choice, or 1024 or 2048 texture.
You do not like 2048, please, this is your right.
Title: Re: High Resolution / True Color Textures Mod
Post by: MANYSH on August 30, 2012, 02:40:25 AM
Im not saying, I dont like
I just ask How ?

the same problem is with digital tv and people don't understand problem they thinking tv is crap :D but true is,you will get  HD ionly when imput signal is HD
Title: Re: High Resolution / True Color Textures Mod
Post by: Diving_Hawk on August 30, 2012, 02:44:34 AM
Well might not be used to it's full potential in the start, for example we may have a 2048 map which textures are not from 2048 photo but a composition from 1024 ones.
The quality won't be the same as when you have a 2048 photo to use but it will be a lot better than the current state.

So in other words if FPS does not drop too much it will already be an improvement and we are just talking about how big the improvement will be.

Just think of all those little details that turned to a series of dots and now the mapbuilder can see in his map like small rocks for example.

..Btw a question for those that are in mapbuilding, would it be possible to use air photogrphy shots even though the field of view is not 100% vertical in some cases?
Cause then there are aerial photos with more than 2048 resolution.
But I guess might be problematic due to non vertical field of view.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 30, 2012, 03:08:13 AM
I just ask How ?
Need a good painter.
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 30, 2012, 08:33:14 AM
As an experiment I created a 20408x2048 clouds4x4.tga and it looks so much better with this High Res Mod.  :)
Did not notice any FPS drop at all.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/8af6c0ba.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/15086d0f.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 30, 2012, 09:01:07 AM

WOW!!  8) Just yesterday I was watching the clouds at 19:30 hours and they looked like the
ones you have in your screenshots Uufflakke. Superb!
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 30, 2012, 09:03:13 AM
...no point to do this, better use 1024 textures and have the same result with better game performance and quality
You are wrong, a good artist can add small detailed pictures into one large 2048.
I tried getting a good result, but I'm not an artist.
The specialist will do better.

P.S But everyone has a choice, or 1024 or 2048 texture.
You do not like 2048, please, this is your right.

Yes, very well said Carmaster. I am glad we are thinking on the same ideas and looking at
all the available possibilities.
You see things that most people often don’t see. You are a true artist-modder.

Some of you newer guys that have never used a program like Photoshop are only looking at the "small picture"...
I say, look more towards the horizon, see the BIG picture and everything around you.
Open your eyes and see and create all the possibilities that can be created and not think small.
Nothing is impossible, even if it is "totally impossible", at least you have tried it and see if it
works. Otherwise, you will never know if it’s possible or impossible.
Saying the word "impossible" is like never believing in yourself and what you can really do in this life.
If a person with no legs and no arms swims and crosses the English Channel waters, then nothing is impossible in
this life.

Never wait for everything to be handed to you on a plate "already made". That is wrong.
That is the 21st century way of thinking and people always getting used to having and buying everything already
made for them. All I hear sometimes is “give me, give me, give me!”
Nothing happens without people working for it.
Sometimes you have to create things yourself for the real Magic to Happen.
Just like it took along time for the creation of this new Mod to be realized. Now that it is made, it is up to each of
us to get together and create things for it.
No man is an island and no one here is alone. If we work together, then our dreams will come true much better and
much faster.
Otherwise, we will have to wait another year or 2 years for the dreams to come true.

Like I said and suggested before,
using a collection of screenshots (even 800x600 screenshots) taken of the same map area at about 75 meters height
(taken from the website Flashearth) and then piecing each photo together in Photoshop (or other image program) and
slowly merge and blend each photo together, you can have a 2048x2048 hi-resolution ground texture to use for the
IL-2 game maps. I believe this might work great.
I am not a map-maker but I know very well what those cool map-making-Artists can be able to do using a few well
made images. They are Artists of the highest degree and I admire their artworks very much. Each map you fly over
in this game is a work of Art!
They piece the images together with other images to create magical landscapes never before seen in this game before or
any other flight-sim game .

Always Look at the BIG picture and all the possibilities that can be created.

Here is an example for you...
A few years back at the AAS forum there was a WW1 map in the works and I wanted to help out, but no one wanted to
listen to me. I really wanted to help out the guys create the most spectacular WW1 map ever for a flight-sim game.
Even better than RoF! Their airplanes are very good indeed , but the WW1 map they fly over is just embarrassing.

Later as the months passed, here at SAS and Ultrapack I was granted the wish to work out a WW1 “No Man’s Land” map
area to be used in UP~Boomer/AshesHouse/EasyRider new WW1-Somme map. I researched the trenches of WW1 from
aerial photos and Army manuals on how they were really like.
The image I created was pieced together from about 6 different image sources. The Sahara desert, southern Turkey ,
Iraq, the Moon and a few other bizarre places. I painted in the craters and trenches into that little map. Those trenches are exactly 1-pixel wide lines, with some effects I added to make them more realistic. After that map was blended into the
already made larger map by UP~Boomer , it became part of the overall landscape. It became the most original and
realistic looking WW1 map ever created.
UP~Boomer is a true master Artist at creating those realistic looking maps. Its Art and great eye-candy . So nothing is
impossible. Even small 1-pixel-wide-lines on a map can become
believable WW1 trenches and a “No Man´s Land” area.

Now imagine the possibilities on a larger scale 2048x2048 image?
Imagine for a minute,
that you can put different images together to create one larger sized picture, paint in a few blown-up tanks and
battlefield debris… place in it a few dead horses and dead cows… place randomly a few dead soldiers around the map.
Use your imagination!
The possibilities to creating a hi-resolution map is tremendous.
And when you fly over that countryside, you will notice what is down below your airplane.
You will want to circle back around and investigate that battlefield. To see up close the blown-up tank parts on
that battlefield, the dead horses and cannons destroyed.
Use your imagination and create those dreams that you have inside your mind to come true.

Make the dreams come true…because in this life it is difficult to buy everything already made, some times you
have to make them yourself for those dreams to come true.

So, never say nothing is impossible... until you have tried.
ANYTHING is possible, you just have to use your imagination and the artistic abilities you have and create them.

Make those dreams come true!


Title: Re: High Resolution / True Color Textures Mod
Post by: Blumax on August 30, 2012, 11:00:34 AM
Wow Max what a recruitment statement! i can see you on a Kitchiner poster.......YOUR COMMUNITY NEEDS YOU!...... very well said my friend!  ;)

Uufflakke your clouds are super fantastic and you keep pushing this sim to new levels of visual enjoyment.......i'm pleased to hear that they're not having an impact on FRP's........this turning into one COOL mod!  8)
Title: Re: High Resolution / True Color Textures Mod
Post by: shardana on August 30, 2012, 11:18:18 AM
i'd love to see posted in this thread links to clouds tgas ac skins maps etc, or better why not start with a new topic for downloads all together? just an idea... ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 30, 2012, 11:44:29 AM
i'd love to see posted in this thread links to clouds tgas ac skins maps etc, or better why not start with a new topic for downloads all together? just an idea... ;)

It wouldn't surprise me if this thread will get it's own board with Technical  Help, Download Section, WIP section, Requests etc when things evolve some more.
Who knows...

About the clouds in the shown screenies: simpy said it is based on an existing cloudmod (probably Flushy's one from good ole AAA?) and a .tga from Bender's cloudmod.
Bender's mod (which is basically extracted from another game) did have some annoying issues (blocky textures in the far distance)  when flying in weather conditions like Poor, Blind, Rain/Snow or Thunder.
With "my" version the above mentioned issues don't occur anymore fortunately. I need to experiment a bit more and when satisfied I will release it.
I also changed the data.cld file to get bigger and more clouds. But that's a bit more demanding on the system.

EDIT
With edited data.cld file clouds (Blind Weather) looks like this.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/72043054.jpg)

Title: Re: High Resolution / True Color Textures Mod
Post by: shardana on August 30, 2012, 11:54:09 AM
Great!
Title: Re: High Resolution / True Color Textures Mod
Post by: psychobobicus on August 30, 2012, 12:26:35 PM
THANK YOU! This mod absolutely rocks. However, I'm unhappy to report that colors are still completely off exporting from GIMP 2.8 (blues are shifted to green, greens shifted to purple, etc.). It works perfectly with 2.6 though. Skinning is exciting again!
Title: Re: High Resolution / True Color Textures Mod
Post by: MANYSH on August 30, 2012, 01:51:45 PM

Yes, very well said Carmaster. I am glad we are thinking on the same ideas and looking at
all the available possibilities.
You see things that most people often don’t see. You are a true artist-modder.

Some of you newer guys that have never used a program like Photoshop are only looking at the "small picture"...
I say, look more towards the horizon, see the BIG picture and everything around you.
Open your eyes and see and create all the possibilities that can be created and not think small.
Nothing is impossible, even if it is "totally impossible", at least you have tried it and see if it
works. Otherwise, you will never know if it’s possible or impossible.
Saying the word "impossible" is like never believing in yourself and what you can really do in this life.
If a person with no legs and no arms swims and crosses the English Channel waters, then nothing is impossible in
this life.

Never wait for everything to be handed to you on a plate "already made". That is wrong.
That is the 21st century way of thinking and people always getting used to having and buying everything already
made for them. All I hear sometimes is “give me, give me, give me!”
Nothing happens without people working for it.
Sometimes you have to create things yourself for the real Magic to Happen.
Just like it took along time for the creation of this new Mod to be realized. Now that it is made, it is up to each of
us to get together and create things for it.
No man is an island and no one here is alone. If we work together, then our dreams will come true much better and
much faster.
Otherwise, we will have to wait another year or 2 years for the dreams to come true.

Like I said and suggested before,
using a collection of screenshots (even 800x600 screenshots) taken of the same map area at about 75 meters height
(taken from the website Flashearth) and then piecing each photo together in Photoshop (or other image program) and
slowly merge and blend each photo together, you can have a 2048x2048 hi-resolution ground texture to use for the
IL-2 game maps. I believe this might work great.
I am not a map-maker but I know very well what those cool map-making-Artists can be able to do using a few well
made images. They are Artists of the highest degree and I admire their artworks very much. Each map you fly over
in this game is a work of Art!
They piece the images together with other images to create magical landscapes never before seen in this game before or
any other flight-sim game .

Always Look at the BIG picture and all the possibilities that can be created.

Here is an example for you...
A few years back at the AAS forum there was a WW1 map in the works and I wanted to help out, but no one wanted to
listen to me. I really wanted to help out the guys create the most spectacular WW1 map ever for a flight-sim game.
Even better than RoF! Their airplanes are very good indeed , but the WW1 map they fly over is just embarrassing.

Later as the months passed, here at SAS and Ultrapack I was granted the wish to work out a WW1 “No Man’s Land” map
area to be used in UP~Boomer/AshesHouse/EasyRider new WW1-Somme map. I researched the trenches of WW1 from
aerial photos and Army manuals on how they were really like.
The image I created was pieced together from about 6 different image sources. The Sahara desert, southern Turkey ,
Iraq, the Moon and a few other bizarre places. I painted in the craters and trenches into that little map. Those trenches are exactly 1-pixel wide lines, with some effects I added to make them more realistic. After that map was blended into the
already made larger map by UP~Boomer , it became part of the overall landscape. It became the most original and
realistic looking WW1 map ever created.
UP~Boomer is a true master Artist at creating those realistic looking maps. Its Art and great eye-candy . So nothing is
impossible. Even small 1-pixel-wide-lines on a map can become
believable WW1 trenches and a “No Man´s Land” area.

Now imagine the possibilities on a larger scale 2048x2048 image?
Imagine for a minute,
that you can put different images together to create one larger sized picture, paint in a few blown-up tanks and
battlefield debris… place in it a few dead horses and dead cows… place randomly a few dead soldiers around the map.
Use your imagination!
The possibilities to creating a hi-resolution map is tremendous.
And when you fly over that countryside, you will notice what is down below your airplane.
You will want to circle back around and investigate that battlefield. To see up close the blown-up tank parts on
that battlefield, the dead horses and cannons destroyed.
Use your imagination and create those dreams that you have inside your mind to come true.

Make the dreams come true…because in this life it is difficult to buy everything already made, some times you
have to make them yourself for those dreams to come true.

So, never say nothing is impossible... until you have tried.
ANYTHING is possible, you just have to use your imagination and the artistic abilities you have and create them.

Make those dreams come true!

Nice preach Max :) but you don't understand what I try to say ,  it seems that only Uufflakke have the same definition of quality, and quality do not come with size, and  not come  by pressing printscreen button to shot 800x600  texture from 1920X1020 screen size, cut down to 1024 and put four of them to 2048, but it seems this is what you mean
honestly we have lots of map with 1024 texture size at the moment  and only few of them is in good quality ...
like i say, I love the idea but is lack of good texture source. 800x600 NASA photos are free, they charge for beter quality, and not all area is for sale...
Many people ask "can you reduce smoke,fire ? I have lag" what about 16mb Tga render every sec ?

It is big step forward, no doubt, but it have to be done wisely
This is only my opinion, no offense
Love and Peace
 ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 30, 2012, 02:07:15 PM
I used http://www.flashearth.com/, I put 4 small screenshots into one larger 2048 × 2048 pixels.
Here's what it looks like in the game.
I think this is a good thing
I added files to 2048 pixels BumpH.

Of course the professional artist will come out better.

(https://www.sas1946.rocks/images/imageshit/img7/8577/grab000014.jpg) (https://www.sas1946.rocks/images/imageshit/download/7/grab000014.jpg)

(https://www.sas1946.rocks/images/imageshit/img823/7581/grab000114.jpg) (https://www.sas1946.rocks/images/imageshit/download/823/grab000114.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 30, 2012, 03:00:18 PM
Wow..........Holy shit......AMAZING!!  ??? :o

This is what I called "High resolution"
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on August 30, 2012, 03:04:33 PM
Thanks MANYSH, but
The way you wrote and explained about doing the large size image is not what I have in mind.
I don´t work that way.
Doing it the way you have explained will not get you results.


Would everyone stop  saying " it´s impossible ... it´s impossible ".
We put a man walking on the moon, so ANYTHING is possible.
IL-2-1946 has helicopters and modern jets flying around. ANYTHING is possible!

Thank you Carmaster for the cool screenshots.
You have the vision to see things that others don´t see.
You know exactly what I am talking about.
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on August 30, 2012, 03:06:49 PM
Yes. and it screams "2005"...
Fields were not as big back then as they are today.
The whole landscape was different...

that does not make Carsmasters Demo shot bad... :)
It shows the technique and quality that can be achieved.

But it clearly shows, that using modern day Google and satelite techniques/map textures gives you no better Il-2 1946.
it gives you FSX scenery.
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 30, 2012, 04:08:56 PM
I think it doesn't matter.

FSX scenery? maybe..but who cares? Ground textures like this and with this resolutions is far away better in compare to actually most of the maps in the game.

my two cents...

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 30, 2012, 04:13:26 PM
 1. used skin test LA-5 in 2048 x 2048 pixels.
 2. used your own textures 4096 x 4096 pixels for the trees.
 3. used seamless texture fields resolution 4096 x 4096 pixels.
 4. used files BumpH resolution 4096 x 4096 pixels.
 5. used files tree.tga  resolution 512 x 512 pixels.


(https://www.sas1946.rocks/images/imageshit/img36/2168/grab00004096.jpg) (https://www.sas1946.rocks/images/imageshit/download/36/grab00004096.jpg)

(https://www.sas1946.rocks/images/imageshit/img856/8306/grab00014096.jpg) (https://www.sas1946.rocks/images/imageshit/download/856/grab00014096.jpg)

(https://www.sas1946.rocks/images/imageshit/img259/8870/grab00024096.jpg) (https://www.sas1946.rocks/images/imageshit/download/259/grab00024096.jpg)



I'm sure there are good artists in the world who can do a good beautiful MAPS.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 30, 2012, 04:23:16 PM
I wish I could make maps.. they be beautiful in 2048+ sizes..

for now just skins for me & my 4.11+ effects mod :)

(http://i1224.photobucket.com/albums/ee380/ASYLUM_thirteen/Rosemarie/3008201221-06-25.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on August 30, 2012, 04:30:55 PM
Beautiful shots guys. Really impressive...love the 109 cammo.

...but carsmasters map shots are the complete overburner!  8)
I must totally agree, everything is possible now.

Keep on the good work.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on August 30, 2012, 05:35:30 PM
Wow ....  ???  never thought I would see that in IL2

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: g_sajer on August 30, 2012, 08:03:37 PM
 :)

Had mixed results.  This is in no way a criticism.  I think the benefit might be huge.  I followed the installation to the letter for DBW 1.71.  But soon after, I discovered that many of my basic included missions
ceased to function.  They would load alright, but then became stuck at a cloud screen panorama.  Many of the others continued to load and function normally.  Don't know what to make of it but
thank God I have IL2 backups.  I'll hold off on this one until I figure out what is going on.  Others I know seem to have no problem with it.

****  POST-SCRIPT  *****

Turns out my reported anomalie had nothing at all to do with True Color v0.90.  The issure was caused by another mod which I am correcting.   :-[ 
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on August 30, 2012, 08:17:15 PM
I was told this mod has no influence on a cloud mod, guess my stupid question was answered. again. Thanks Uufflakke.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 30, 2012, 08:25:53 PM
I should have mentioned that I have the 2048 .dll & classfiles working in 4.11 also.. no problems what-so-ever.
In case anybody was wondering.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on August 31, 2012, 12:54:07 AM
it screams "2005"...
Fields were not as big back then as they are today.
Dunno what area you're living in 110G. Where I'm coming from, google maps data is being updated frequently, appr. 2 times per year and current dataset is from 2012.
But that's just a sidenote, remember we're in a WIP thread for a mod here, not in a "choose this or that religion" discussion loop.

I was told this mod has no influence on a cloud mod
Wasn't that me? :D
But I think back then the question was whether there could be incompatibilities between this mod and cloud mods. That at least was what my answer was aimed at.

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 31, 2012, 01:46:19 AM
@Carsmaster: it took quite a while before I finally found the plane in the 3rd screenshot.  ;D

Now you mention the higher rez tree files, you and Greif11 did a great job on creating better trees.
Looks like real!  8)

http://dispersalfield.ru/main/index.php/topic,705.0.html (http://dispersalfield.ru/main/index.php/topic,705.0.html)

(http://dispersalfield.ru/main/index.php?action=dlattach;topic=705.0;attach=2591;image)

(http://dispersalfield.ru/main/index.php?action=dlattach;topic=705.0;attach=2616;image)
Title: Re: High Resolution / True Color Textures Mod
Post by: MANYSH on August 31, 2012, 02:15:57 AM
ok ok that is convincing  ;D but visible distance must be increased

Good job

(https://www.sas1946.rocks/images/imageshit/img259/8870/grab00024096.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on August 31, 2012, 02:24:36 AM
Woah....
Owoowowoooooaaaaa
f*** me!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 03:01:13 AM
@Carsmaster: it took quite a while before I finally found the plane in the 3rd screenshot.  ;D

Now you mention the higher rez tree files, you and Greif11 did a great job on creating better trees.
Looks like real!  8)
Yes, it's our work with master Grei11.
I increased them in 4096pix  and edited the contrast and sharpness.
Title: Re: High Resolution / True Color Textures Mod
Post by: S.H. on August 31, 2012, 03:16:00 AM
I don't recognize the old Il 2 in the screenshots. Very nice job  :).

Just a thought : I live in France and in the countryside, the landscape often drastically changed : the fields are way bigger now than in the 30s/40s when they were small with lots of hedgerows between them. It is probably the same in other countries. So building directly a texture from a french 2012 photo will look good, but not that realistic for the Il2 time period.

But then again, very nice job :) .
Title: Re: High Resolution / True Color Textures Mod
Post by: Phas3e on August 31, 2012, 03:28:21 AM
Heres a sample screen for an Me262 wing at 2048

Single pixel rivets with a single light grey stroke, thinner lines than before (just basic lines so far nothing finished) and some basic wing root chipping.
Some grundge and dirt layers resized from FBS template are in use for now and show up quite pixelated

(http://img.photobucket.com/albums/v164/Phas3e/me262_2048_1.jpg)

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 03:32:03 AM
Heres a sample screen for an Me262 wing at 2048

Single pixel rivets with a single light grey stroke, thinner lines than before (just basic lines so far nothing finished) and some basic wing root chipping.
Some grundge and dirt layers resized from FBS template are in use for now and show up quite pixelated

Very good job !
Title: Re: High Resolution / True Color Textures Mod
Post by: S.H. on August 31, 2012, 03:36:20 AM
This will looks good from the cockpit.
Title: Re: High Resolution / True Color Textures Mod
Post by: Gattobuono on August 31, 2012, 03:53:29 AM
These are exciting developments. But the problem for me with IL-2 is not so much in terms resolution, although it does have a big impact, but ambient lighting. When I come back to IL-2 from games like BF3 which I play a lot, IL-2 just looks so flat and 2 dimensional. Let's hope that those of you who believe that nothing is impossible with this game will be able to solve the lighting problem and give the environment some real depth. :-)
Title: Re: High Resolution / True Color Textures Mod
Post by: Hawker17 on August 31, 2012, 04:04:05 AM
These are exciting developments. But the problem for me with IL-2 is not so much in terms resolution, although it does have a big impact, but ambient lighting. When I come back to IL-2 from games like BF3 which I play a lot, IL-2 just looks so flat and 2 dimensional. Let's hope that those of you who believe that nothing is impossible with this game will be able to solve the lighting problem and give the environment some real depth. :-)

Good post, definitely agree on the lighting issue. Compliments for the resolution achievements so far!  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 31, 2012, 04:41:55 AM
Are these mountains taken from Google Maps, Bing, FlashEarth?
No.
It is close-up of a 10 inch stone.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/7a465bbe.jpg)


For this texture I did not use an aerial photo of illegal cutdown trees of a tropical rainforest but it is a close-up of a thatched roof overgrown with moss.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/ff677a05.jpg)


I think in several cases Google Earth etc. won't be helpfull because you canot zoom in very closely for getting high res textures or for certain parts to be used for 2048x2048 textures.
A suggestion is to use close-ups of rocks, stones, barks of tree trunks. Possibilities are infinite.
Maybe mapmakers will be inspired by it?

Sometimes you need to think out of the box.

Use your i m a g i n a t i o n.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Boelcke on August 31, 2012, 06:09:01 AM
that´s more than cool Uufflakke :)
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on August 31, 2012, 06:29:01 AM
Mike its none the less very exiting for IL2, "Your Mod", and all the good which will become of it. I thank you very much for this achievement. ;) :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 08:11:59 AM
@Carsmaster: it took quite a while before I finally found the plane in the 3rd screenshot.  ;D

Now you mention the higher rez tree files, you and Greif11 did a great job on creating better trees.
Looks like real!  8)

I install the 2048x2048 Carsmaster/Greif11 AlteredBush8a.tga, maps load fine (qmb & fmb) but I'm just not seeing them.. still looks default. Its in my mapmods-tex folder. I have the 2048 dll's and classes. Something I'm doing wrong? Or are they only in specific maps?

@ Pha3se, awesome quality work as always!
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on August 31, 2012, 08:21:13 AM
the mod names have CMR Bessarabia... in them.
Try that map, Ice... ?
at work, cannot play.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 08:53:03 AM
Sadly no..

Bessarabia
(http://i1224.photobucket.com/albums/ee380/ASYLUM_thirteen/3108201214-24-28.jpg)

Kursk using same too.

But now I'm spoiled and need to have new trees!  :P
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 31, 2012, 08:56:31 AM
@Ice~Eagle,
Drop the AlteredBush8a.tga in Mapmods/Maps/_Tex/Trees/

I tested it on BalatonSummer and Kursk and it works fine.  8)
Take note that these trees only show up on maps which have Tree0 = Trees\AlteredBush8a.tga in their load.ini.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/142a4df7.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 09:16:04 AM
Yes. For example Kursk map:
Code: [Select]
[APPENDIX]
  HighClouds = Clouds267.tga
  HighCloudsNoise = CloudsNoise.tga
  Moon = Moon\Moon0000.tga
//  CloudsMap = CloudMap4x4km.tga
  ShadeNoise = land/Noise.tga
  WaterNoise = water/WaterNoise.tga
  WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
  ForestNoise = forest/summer/ListForestNoise.tga
  BeachFoam  = water/PacificFoam_.tga
  BeachSurf  = water/PacificBeachSurf.tga
  BeachLand  = water/RiverLand.tga

  Tree0 = Trees\AlteredBush8a.tga
  TreeLightMask = Trees\LightM256.tga

I do notice I'm missing some tree objects in FMB. The object IS there, it just dosn't show on map.
Do you know the object number off hand? Should be between object 513-588. Thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on August 31, 2012, 09:22:35 AM
I do notice I'm missing some tree objects in FMB. The object IS there, it just dosn't show on map.
Do you know the object number off hand? Should be between object 513-588. Thanks.

It is not an object in the FMB object list.
Yo need to zoom in on the map in 3D mode and search for the so called random trees.
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on August 31, 2012, 10:39:53 AM
Little problem here I get loading error for every map which uses carsmaster bessarabia textures I have those .dll files enabled which came with this high res mod
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 10:44:01 AM
Little problem here I get loading error for every map which uses carsmaster bessarabia textures I have those .dll files enabled which came with this high res mod
Maybe you downloaded corrupted archives?
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on August 31, 2012, 10:53:29 AM
Where can I found uncorrupted files if that is the problem
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 11:19:09 AM
Where can I found uncorrupted files if that is the problem
I will check the links to the archives.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 11:32:50 AM
I do notice I'm missing some tree objects in FMB. The object IS there, it just dosn't show on map.
Do you know the object number off hand? Should be between object 513-588. Thanks.

It is not an object in the FMB object list.
Yo need to zoom in on the map in 3D mode and search for the so called random trees.
searched for an hour and a half.. nothing.. perplexing.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 12:08:41 PM
My computer's configuration:
motherboard: ASUS P5ND
Processor: INTEL Core 2 Duo E8400 3000Mgz-overclock to 3960Mgz
video card: Palit NVIDIA GTX 460
memory: DDR2-3072 Mb
OS: Windows XP SP3 32 bit

in my conf.ini  ProcessAffinityMask=2

When using textures 2048 pixels necessarily include the conf.ini

TexCompress=2

TexFlags.TexCompressARBExt=1



This is a temporary version of the DLL supports texture 4096 pixels.

 1. used your own textures 4096 x 4096 pixels for the trees.
 2. used seamless texture fields resolution 4096 x 4096 pixels.
 3. used files BumpH resolution 4096 x 4096 pixels.
 4. used files tree.tga resolution 512 x 512 pixels.
 5. used  texture CLOUDS resolution 4096 x 4096 pixels.
 6. used as a template with very good textures cockpit Bf-110 g

    Author textures cockpit Bf-110 g Bolox.    Many thanks to him.
 
    Increased all textures to 2048 pixels, edited by filters in the GIMP.

Of course I understand that different people have different computers.

The slideshow can be in many people..

I'm very sorry, but I'm not a magician. ... :)

(https://www.sas1946.rocks/images/imageshit/img841/9013/0000wz.jpg) (https://www.sas1946.rocks/images/imageshit/download/841/0000wz.jpg)

(https://www.sas1946.rocks/images/imageshit/img833/4298/0001lm.jpg) (https://www.sas1946.rocks/images/imageshit/download/833/0001lm.jpg)

(https://www.sas1946.rocks/images/imageshit/img35/8696/0002oh.jpg) (https://www.sas1946.rocks/images/imageshit/download/35/0002oh.jpg)

(https://www.sas1946.rocks/images/imageshit/img405/9020/0003ko.jpg) (https://www.sas1946.rocks/images/imageshit/download/405/0003ko.jpg)

(https://www.sas1946.rocks/images/imageshit/img805/4174/0004pm.jpg) (https://www.sas1946.rocks/images/imageshit/download/805/0004pm.jpg)

(https://www.sas1946.rocks/images/imageshit/img822/401/0005je.jpg) (https://www.sas1946.rocks/images/imageshit/download/822/0005je.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Cloyd on August 31, 2012, 12:24:40 PM

I'm very sorry, but I'm not a magician. ... :)


I disagree. You ARE a magician ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on August 31, 2012, 12:32:48 PM
Quote
I disagree. You ARE a magician

I'll second that.     :D

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on August 31, 2012, 12:52:47 PM
When using textures 2048 pixels necessarily include the conf.ini

TexCompress=2

TexFlags.TexCompressARBExt=1


I know S3TC texture compression reduces the memory footprint of the textures significantly, and normally I think compressed textures are a perfectly valid method of increasing resolution while keeping VRAM consumption within limits.

However, as far as I know, the S3TC compression algorithm that compresses the files "on-the-fly" is inferior in quality compared to pre-compressed files.

Is there any chance at all to make IL-2 support DXT compressed DDS files, in addition to BMP/TGA files? It would be a very exciting addition. It would, essentially, offer the memory savings of using S3TC compression, but since you would be able to process the file with higher quality compression utility, it would not have such a high effect on the general quality of the textures.


The thing is: S3TC is the same thing as DXT compression. The data format is the same. However, the DDS (or Direct Draw Surface) file format is a container format that has the ability to store uncompressed bitmaps, compressed bitmaps (with various options), and even MIP maps to reduce shimmering effects.

DXT compression itself exists in multiple varieties, but of those, two are of highest interest: DXT1c, and DXT5.

DXT1c stores an RGB image in a compressed format, while DXT5 stores RGB similar to DXT1, and an alpha channel in addition. The quality of the compression can be significantly affected. High quality conversion takes more time, while fast conversion usually results in reduced quality. The S3TC algorithm in IL-2 is, as far as I know, optimized for speed to reduce the overhead loading time from converting bitmaps into compressed format. While all DXT compression formats are lossy, the quality setting can make a significant difference; unfortunately it seems like IL-2 1946 is only capable of reading BMP or TGA files.

However, the graphics/i] part of the engine obviously can utilize compressed textures, as evidenced by the TexCompress=2 setting. Would it be within any realm of possibility to tweak the game into accepting already compressed files, and passing them directly to the GPU instead of re-compressing them beforehand?

I'm just thinking - if using the compressed texture override is necessary for use of this mod, why not look into ways of making the game make the most of it...
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 01:18:00 PM
I think not be offended at me BOLOX.
Thanks again to him.

Here's my version of cockpit BOLOX 2048.

Put in MODS folder  00_bolox110v1-CMR-2048

If you wish, you can spend tests.

Is Supplied "As Is"   ;D ;D ;D ;D ;D ;D

Link: https://www.mediafire.com/?n2nyi4oyoah2yrd
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 01:18:42 PM
Newer ATI's 3Dc compression algorithm automatically does compression in normal maps, no? So if one uses ATI cards, no need for game to compress. For me with texcompress=2 and TexFlags.TexCompressARBExt=1, I get unwanted artifacts. Most notible on a/c skin. Both set to 0, and true colour on my 2048 skin returns. Just thought I'd mention that. But please correct if I'm wrong.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 01:24:31 PM
Newer ATI's 3Dc compression algorithm automatically does compression in normal maps, no? So if one uses ATI cards, no need for game to compress. For me with texcompress=2 and TexFlags.TexCompressARBExt=1, I get unwanted artifacts. Most notible on a/c skin. Both set to 0, and true colour on my 2048 skin returns. Just thought I'd mention that. But please correct if I'm wrong.
Unfortunately I don't know the properties of the cards ATI !!!!!
I have always had the NVIDIA cards.
I like NVIDIA cards for the game IL-2.
Title: Re: High Resolution / True Color Textures Mod
Post by: Flying H on August 31, 2012, 03:02:17 PM
Carsmaster you ARE a magician!! And I know what is impossible! I cannot step into a Tiffie or Spit or any other AC and physically fly them over these maps! I have to reluctantly fly the skies of the sim BUT I do admire the developement made to keep this sim going! Think of what we got int he beginning and look at it now!
There´s no way we can be enough thankful to the modding community for what they are giving us!
I can only say THANK YOU ALL!
Title: Re: High Resolution / True Color Textures Mod
Post by: Dauntless1 on August 31, 2012, 03:26:48 PM
Carsmaster you ARE a magician!! And I know what is impossible! I cannot step into a Tiffie or Spit or any other AC and physically fly them over these maps! I have to reluctantly fly the skies of the sim BUT I do admire the developement made to keep this sim going! Think of what we got int he beginning and look at it now!
There´s no way we can be enough thankful to the modding community for what they are giving us!
I can only say THANK YOU ALL!

What he said!! 8)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 04:02:41 PM
.......I'm just thinking - if using the compressed texture override is necessary for use of this mod, why not look into ways of making the game make the most of it...
It's very difficult.   No source code.

For 2048 pixel textures, I spent almost 2 years ... ... ... ....
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on August 31, 2012, 04:05:54 PM
.......I'm just thinking - if using the compressed texture override is necessary for use of this mod, why not look into ways of making the game make the most of it...
It's very difficult.   No source code.

Yeah, I suspected as much. It's a shame - I think it would be very beneficial for 1C/Maddox Games to follow the example set by Volition, and simply publish the source code but retain the IP rights... this would essentially enable the modding community much more freedom while still keeping profit coming in from the game.

Newer ATI's 3Dc compression algorithm automatically does compression in normal maps, no? So if one uses ATI cards, no need for game to compress.

It doesn't work that way.

3DC compression is based on DXT5, but instead of storing RGB and Alpha, it stores two channels with individual compression. This makes it ideal for (tangent space) normal maps which only utilize two channels.

However, the fact that a GPU supports a new format does not mean that it will somehow know to convert arbitrary texture data to that format before using it. The texture compression needs to happen before the texture is sent to GPU; if it's non-compressed, the GPU treats it as a bitmap, if it's compressed and the GPU recognizes the format, then it can use it directly.

IL-2 is an old game from time when DXT compression was a new technology. That's why it is referred to by its old/original name - S3 Texture Compression, or S3TC. If that is enabled, the game applies compression algorithm to all (appropriate) textures, and sends the compressed textures to the GPU for rendering.

If texture compression is not enabled, it just sends the textures as their datatype defines them. Depending on how wisely the program is coded, it might even change the texture type for 8-bit textures when it encounters them. It can also decrease colour depth to 16-bit (actually 12-bit RGB, 4-bit alpha) and that probably does affect the memory footprint as well, but S3TC / DXT compression is more memory efficient.


However, it is sheer impossibility for a GPU to independently determine that some texture is a normal map, and based on that diagnosis apply an advanced, normal-map specific compression type. It would require a level of communication between the software and the graphics API and GPU driver that IL-2 most likely does not have. There would need to be some sort of identification flag that tells the graphics API that this texture is intended to be used as a normal map, and request it to compress it on-the-fly - which is another thing that GPU's themselves don't do! - before loading it into VRAM.


Quote
For me with texcompress=2 and TexFlags.TexCompressARBExt=1, I get unwanted artifacts. Most notible on a/c skin. Both set to 0, and true colour on my 2048 skin returns. Just thought I'd mention that. But please correct if I'm wrong.

I am not surprised that texture compression causes artefacts; that is by design, although like I said in earlier post the settings of the on-the-fly compression algorithm is probably optimized for compression speed rather than quality. Remember, though, that increasing resolution decreases the apparent size of the artefacts and masks them more effectively into the other details of the texture.

Most likely TexCompress=2 is only necessary if you are exceeding your GPU's VRAM capacity; when it needs to swap the content on the memory several times per frame, you start getting slowdowns. Activating TexCompress and TexCompressARBExt can reduce memory by 75-83%. If you can manage without compression, I don't think it's strictly necessary for functionality.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 04:17:03 PM
........Most likely TexCompress=2 is only necessary if you are exceeding your GPU's VRAM capacity; when it needs to swap the content on the memory several times per frame, you start getting slowdowns. Activating TexCompress and TexCompressARBExt can reduce memory by 75-83%. If you can manage without compression, I don't think it's strictly necessary for functionality.
I agree with you.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 04:26:16 PM
...........Remember, though, that increasing resolution decreases the apparent size of the artefacts and masks them more effectively into the other details of the texture.
And it's also true!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on August 31, 2012, 04:30:27 PM
.....- I think it would be very beneficial for 1C/Maddox Games to follow the example set by Volition, and simply publish the source code but retain the IP rights....

 It is fantastic!!!  ;D ;D ;D ;D ;D ;D

 It's like the recipe Coca-Cola ... ;D ;D :D :D :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 05:20:29 PM
Thanks you for the details Herra Tohtori. Wouldn't all aspects of IL2 benifit if it could utilize the advantage of DX9/10/11, and not be so dpendant on DX8? Or this another 'Holy Grail' to unlock?
Title: Re: High Resolution / True Color Textures Mod
Post by: bomberkiller on August 31, 2012, 05:30:11 PM
Quote
in my conf.ini  ProcessAffinityMask=2

Hi Carsmaster,

I'ved tested it over years with Intel multicores and Win XP/ Win7, please believe me...!

Please try: ProcessAffinityMask=3

regards, Gerhard  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on August 31, 2012, 05:44:00 PM
Thanks you for the details Herra Tohtori. Wouldn't all aspects of IL2 benifit if it could utilize the advantage of DX9/10/11, and not be so dpendant on DX8? Or this another 'Holy Grail' to unlock?


IL-2 1946 is primarily OpenGL application as far as graphics go. All the newest and best features (shader-based water, terrain and trees, along with some other stuff under the hood most likely) have been added exclusively for OpenGL API, and while Direct3D rendering functionality is still there, it is encouraged that people use OpenGL instead, for obvious reasons.

I'm not sure which version of DirectX IL-2's original D3D rendering was coded for; I would guess DirectX 8.1 based on the time frame. Adding support for DirectX 10/11 features would be a massive undertaking, and would absolutely require access to the source code. It is also a step that I would absolutely heavily advocate against, because you would be starting from much older rendering code than the current OpenGL code.

Instead, it would be far better to upgrade the OpenGL rendering engine to OpenGL 3 or 4 standard; whichever is more feasible. Inclusion of GLSL support would be a wonderful asset and it would make a lot of amazing things possible.


It is my personal suspicion that a lot of the problems with IL-2 Cliffs of Dover are related or directly caused by the use of Direct3D as the graphics API. It might be just a personal preference or the fact that I heavily prefer open source projects to closed, proprietary stuff, but in my view OpenGL is by far superior to Direct3D - especially as it is a true, cross-platform programming API, while Microsoft's DirectX is limited on platforms which have proprietary support for it. Windows PC's obviously have it (but even there I prefer OpenGL), XBox has it, PlayStation usually has a version that lags behind the latest by at least one increment, and obviously MacOS and Linux don't get any support.

If the source code was ever made publicly available, it would probably be "fairly" simple to create a native Linux/Mac version of the game as long as it stays on OpenGL mode. But this is obviously a pipe dream that we can all hope for, but personally I suspect any involvement with Ubisoft renders the probability of a source release close to nil. Ubisoft is not exactly the most enlightened of game publishing houses, after all.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on August 31, 2012, 07:56:44 PM
We have to agree to disagree on the OpenGL vs DirectX. Sorry to clutter this brilliant thread with unnessesary questions.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 12:18:43 AM
...I'm not sure which version of DirectX IL-2's original D3D rendering was coded for; I would guess DirectX 8.1 based on the time frame. Adding support for DirectX 10/11 features would be a massive undertaking, and would absolutely require access to the source code. It is also a step that I would absolutely heavily advocate against, because you would be starting from much older rendering code than the current OpenGL code....

Totally agree with you!

It is my personal suspicion that a lot of the problems with IL-2 Cliffs of Dover are related or directly caused by the use of Direct3D as the graphics API. It might be just a personal preference or the fact that I heavily prefer open source projects to closed, proprietary stuff, but in my view OpenGL is by far superior to Direct3D - especially as it is a true, cross-platform programming API, while Microsoft's DirectX is limited on platforms which have proprietary support for it. Windows PC's obviously have it (but even there I prefer OpenGL), XBox has it, PlayStation usually has a version that lags behind the latest by at least one increment, and obviously MacOS and Linux don't get any support.
Totally agree with you!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 12:58:08 AM
Hi Carsmaster,

I'ved tested it over years with Intel multicores and Win XP/ Win7, please believe me...!

Please try: ProcessAffinityMask=3

regards, Gerhard  ;D

IL-2 old game. She does not know how to use multiprocessors.
Although much depends on the particular hardware.

I better ProcessAffinityMask = 2 on my hardware.
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 01, 2012, 01:43:10 AM
Here's the error what I get with Bf-110 cockpit

(http://i1192.photobucket.com/albums/aa322/Hangman195/il2fb2012-09-0110-37-52-05.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: OberstDanjeje on September 01, 2012, 01:46:47 AM
Quote
in my conf.ini  ProcessAffinityMask=2

Hi Carsmaster,

I'ved tested it over years with Intel multicores and Win XP/ Win7, please believe me...!

Please try: ProcessAffinityMask=3

regards, Gerhard  ;D
Man, every computer is different, I'm using ProcessAffinityMask=12 but I found little difference from a single core or all the cores.
Title: Re: High Resolution / True Color Textures Mod
Post by: nonaiansia on September 01, 2012, 05:32:31 AM
Fantastic !
my astonishment grows by the minute
Really does not seem the same simulator
Thanks to everyone involved!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 06:31:28 AM
Sorry, but was forced to recall.

    All of the text can be read here:
http://dispersalfield.ru/main/index.php/topic,705.120.html

In connection with certain events and related to my understanding of these events, there are four
restrictions on the use of my data development:

1. I am totally against any commercial exploitation of any of my developments, including these.

2. I am strongly against any use of any of my development team Daidalos Team in their work, in their development and their   inclusion in any they officially released additions to the game,
Without the consent of me.

 
3. I am strongly against any use of my development team of developers package additions Ultrapaka (UP)
      http://ultrapack.tuttovola.org from the site and the inclusion of development in any of my issued by them freely available packages and assembly
      Without coordination with me.

4. I am strongly against any use of my development package development team additions
      https://www.sas1946.com from the site and the inclusion of development in any of my issued by them freely available packages and assembly

      Without coordination with me.

      Use inside this mod, I support !


Personal use of my development is not restricted, except for commercial use!

Anyone can use independently for their own personal goals of my development in all versions of the game, including any amendments assemblies and packages.

By downloading and using these dll for a game you automatically agree with the above conditions and agree to the obligations of a gentleman  perform and does not violate the above restrictions.

Thank you for your attention.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 10:15:53 AM
There was a post with questions. now it is deleted.
I will answer.
All my words only please.
You can do as you wish.

Every single person can use my design in their private purposes in any cases, without any restrictions!
Commercial use is prohibited.

The inclusion of my mods in the Assembly:
Daidalos Team
https://www.sas1946.com
http://ultrapack.tuttovola.org
have to agree with me.

Using my DLL in High Resolution / True Color Textures Mod
I fully endorse and support only as a separate package.

Yes, the old version is Light in the IL2 (beta) is included in the Ultrapack.
So mote it be.

Further we have failed to cooperate.
The cooperation is finished.
This is a bad thing.


DT officially disavowed cooperation.


If I have offended anyone, I apologize.

Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 01, 2012, 10:42:38 AM
I am still confused, because there is a languange barreir between

your language--> english
and
engliyh--> my language.

i will try to make it shorter.
The purpose is to understand your desire, your position.

1)
Team Daidalos does not want to cooperate with you.
You do not want Team daidalos to use your mod. (NOT. NEVER. NOTHING)

2)
Modders can use this mods for their own purposes. No problem. They can take your files, and use them, learn from your work and change what you have done. Total Freedom for intelligent understanding and progress, but no making Money!

3)
Your Mods is a cooperation between ultrapack and Sas.

4)
when people have problems with this mod, you can answer questions about your mod.
when people have problems with this mod + have other mods, you can not always know the answer to the question.

5)
I do not understand this part

Quote
Further we have failed to cooperate.
The cooperation is finished.
This is a bad thing.

Further we failed to cooperate ( we = carsmaster and team Daidalos?)
The cooperation is finished ( cooperation to Carsmaster and Team daidalos?)
This is a Bad thing (No. Your Mod Rocks. Not a Bad thing at all. :)) )

Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 01, 2012, 10:48:58 AM
Your Mod Rocks. Not a Bad thing at all. :))
+ 1000000

No need for carsmaster to appologize! Case in point... using .dll's & classfiles I improve 109 cockpit a little:

'Normal' 1024px cockpit, notice writing, screws.
(http://i1224.photobucket.com/albums/ee380/ASYLUM_thirteen/Rosemarie/0109201216-37-00.jpg)

'Hi-Rez' 2048px cockpit, notice writing, screws.
(http://i1224.photobucket.com/albums/ee380/ASYLUM_thirteen/Rosemarie/0109201216-36-53.jpg)

This is just the begining!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 10:59:27 AM
1)Team Daidalos does not want to cooperate with you.
You do not want Team daidalos to use your mod. (NOT. NEVER. NOTHING)
Team Daidalos doesn't want to cooperate.
They say it's bad.

I do not !!!!!  want Team daidalos to use my mod. NOT USE !!!!!!!

2)Modders can use this mods for their own purposes. No problem. They can take your files, and use them, learn from your work and change what you have done. Total Freedom for intelligent understanding and progress, but no making Money!
Total Freedom for intelligent understanding and progress, but no making Money!


3)Your Mods is a cooperation between ultrapack and Sas.
DLL, my development.
Pack  High Resolution / True Color Textures Mod ---a cooperation between  I and Sas.
Many thanks SAS~Storebror
4)when people have problems with this mod, you can answer questions about your mod.
YES.

Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 01, 2012, 11:12:42 AM
(http://caribflyer.com/carib/wp-content/uploads/thumbs-up.png)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 11:15:08 AM
Further we failed to cooperate ( we = carsmaster and team Daidalos?)
The cooperation is finished ( cooperation to Carsmaster and Team daidalos?)
End cooperation with http://ultrapack.tuttovola.org

I am opposed to the inclusion of my new!!! Development package Ultrapack Developer package.
 
The old !!!    Light in the IL2 version (beta) let will be in Ultrapack.
Title: Re: High Resolution / True Color Textures Mod
Post by: benitomuso on September 01, 2012, 11:39:19 AM
People,

                   now many are developing high-res skins. May I suggest that we adopt a common convention to identify which skins are high-res? (apart of their size that is not seen in-game).

  Because all of them probably would go to the same folder, it would be important to have them differentiated.

  I can think about a prefix like HD-, HD2048-, HD1024-, etc. This will make all the HD skins appear grouped in the list of skins of a plane and will be very easy to understand which one is which one in game (and out of the game in File System too).


  Who agrees with this criteria?

  Regars,
                           Pablo
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 11:58:15 AM
.... I can think about a prefix like HD-, HD2048-, HD1024-, etc. This will make all the HD skins appear grouped in the list of skins of a plane and will be very easy to understand which one is which one in game (and out of the game in File System too).
Yes. very good.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on September 01, 2012, 12:47:23 PM
....
Can I ask something?  :(
Whats the highest possible resolution for textures without mods?

-Ghost129er
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 12:51:41 PM
Whats the highest possible resolution for textures without mods?

1024 x 1024 pix
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 01, 2012, 12:57:09 PM
There are several ways to determine filesize, that do not need "2048" or "24bit" or "hires" marked in the skin name.

A)
the skin is larger in filesize
this can be achieved in windows explorer.
(http://im.bilderkiste.org/5134652542763/1.JPG)

b)
A quick check of the skin in woindows imager or image preview will reveal the size, as well as the color quality of the skin.

One more reason to think about, when asking a painter to do something.
And i consider myself to be a painter.

The painter paints.
The Hoster Hosts.

They both provide a service to the user.

And i think it is toime to define that a user of a mod, should, and is supposed to, do a little bit of looking , using of brains and reading.
Instead of Voting, forcing standards and other bullshit...

That take small freedoms away from those that give.

Let the USER  be a USER.
Let The USER... USE his brains.

For once.
Title: Re: High Resolution / True Color Textures Mod
Post by: shardana on September 01, 2012, 12:58:18 PM
Hi all, what an improvement!! thanks carmaster! unfortunately I have a problem with the bf110g cockpit, when i start a mission everything is fine, and i can enjoy this marvell of a hi res cockpit, but if i push F2 and i chanhe to external visual when i go back to F1 my instruments in the cockpit disappear, actually most of them not all, and the magic is gone. sometimes the game crashes to desktop....
4.09m sony vayo intel core duo 2 processor T8100 ndvidia geforce 8400m memory 4gb/go ddr2 sdram

I'd love to be able to see this mod in my game... any suggestion? thanks
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 01:02:23 PM
...4.09m sony vayo intel core duo 2 processor T8100 ndvidia geforce 8400m memory 4gb/go ddr2 sdram
I'd love to be able to see this mod in my game... any suggestion? thanks
I think ndvidia geforce 8400m weak point.
 I'm sorry, but for texture in 2048 need a more powerful card.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 01, 2012, 01:05:21 PM
  Who agrees with this criteria?

+ 1. Standardizes skins are a must, no labeling will make for very difficult times.

~ HD-, HD2048-, HD1024- are very good choises. Example, for quick reference I will use 'HD2048_Bf109G10_Rosemarie' for HD2048, HD1024_Bf109G10_Rosemarie' for HD1024, & Bf109G10_Rosemarie for normal 1024, for cockpits, HD_Bf109G10_cockpit and such.

IF I release a pack with both sizes in, I be sure to label as such and detailed readme. Less confusing for the less informed who just want to copy-paste-fly without any problems.

Title: Re: High Resolution / True Color Textures Mod
Post by: shardana on September 01, 2012, 02:10:57 PM
Thanks carmaster..... :(
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 01, 2012, 02:54:04 PM
....Thier mod, their rules.. I don't have a problem with that, and I respect their wishes.

 No rules are set.
 This is just a wish.
 An attempt to optimize.

 If someone wants to call your own skin "jhgvcbsfdk.befjkghjkhgk / / / / @", then so called
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on September 01, 2012, 07:15:17 PM
Time for a weeding session I think.  ;)

Come on guys, you know this is not the place to discuss/debate "artistic freedoms" .  ::)

What would be very welcome is more feedback on the technical/visual effects and problems associated with this mod, to allow it to be further developed and hence achieve its obvious potential to seriously enhance the IL2 experience.   8)

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: LuseKofte on September 01, 2012, 08:14:26 PM
Thank you, Mate  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on September 02, 2012, 02:26:39 AM
People,

 now many are developing high-res skins. May I suggest that we adopt a common convention to identify which skins are high-res? (apart of their size that is not seen in-game).

  Because all of them probably would go to the same folder, it would be important to have them differentiated.

  I can think about a prefix like HD-, HD2048-, HD1024-, etc. This will make all the HD skins appear grouped in the list of skins of a plane and will be very easy to understand which one is which one in game (and out of the game in File System too).

  Who agrees with this criteria?

  Regars,
                           Pablo

I think it is a good idea.
So you don't have to try out each skin in game before you finally got that high rez skin you want to fly with.
A prefix like you mentioned or something like SIZE1024/SIZE2048/SIZE4096 will help a lot.
By the way, maybe it is not necessary to use a 1024 prefix as most skins are already that size.
Title: Re: High Resolution / True Color Textures Mod
Post by: LuseKofte on September 02, 2012, 04:34:17 AM
Well I should clean out this tread but I wont at the moment.
This is a wip topic and I refere to everybody from now on to follow Glynns exelent advice

 
Time for a weeding session I think.  ;)

Come on guys, you know this is not the place to discuss/debate "artistic freedoms" .  ::)

What would be very welcome is more feedback on the technical/visual effects and problems associated with this mod, to allow it to be further developed and hence achieve its obvious potential to seriously enhance the IL2 experience.   8)

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 02, 2012, 04:51:36 AM
Is there some conf.ini entries what I should add to get these textures work in my DBW

My conf.ini

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=1
localPort=21000
remotePort=21000
SkinDownload=1
serverName=lento
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6923828,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.6692708
mapPadY=-0.047222223
viewSet=56
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.5
deltaZ=20.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[Mods]
SmokeEffect=1
PALQMBLinesMap=20
PALQMBLinesPl0=18
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
PALMODsColor=0
AirShowSmokeEnhanced=1
AirShowSmoke=2
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1
ShowSIToo=1
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50
WepEffect=0
FlybyFov=70.0

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=3
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=3
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=2.0
SensitivityY=2.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=3
TexLandQual=3
TexLandLarge=1

VideoSetupId=15
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=2
Water=4
Effects=2
ForceShaders1x=1

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 05:08:22 AM
Is there some conf.ini entries what I should add to get these textures work in my DBW
My conf.ini

Full specs of your computer  ? ? ?    !!!!
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 02, 2012, 05:16:05 AM
CPU Intel Core i5-2500K 3.30 GHz
GPU Nvidia GeForce GTX 570
RAM 8 GB DDR 3
Motherboard Asus P8Z68-V LX
750 w Power
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 05:18:32 AM
CPU Intel Core i5-2500K 3.30 GHz
GPU Nvidia GeForce GTX 570
RAM 8 GB DDR 3
Motherboard Asus P8Z68-V LX
750 w Power

Monitor ? ? ? 
Title: Re: High Resolution / True Color Textures Mod
Post by: Gamekeeper on September 02, 2012, 05:24:56 AM
I've been reading this thread and am excited by the possibilities this mod offers. The idea of having a standard naming system is a good one, it should be encouraged as much as possible, but in reality only a few skinners will stick to it.

What is necessary is a readme with such detail included in whatever way the author decides.

M4T will provide download space for these files, there will be dedicated sections for hires textures which will help avoid confusion, skin downloads will be side by side with standard resolution so it will be up to the authors and our admin to ensure correct details are in place. Telling a standard skin from a hires 24 bit is a case of 1.5MB V 12MB, not that difficult ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 02, 2012, 05:34:05 AM
Monitor: HP 2311gt 3D screen
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 06:03:34 AM
Is there some conf.ini entries what I should add to get these textures work in my DBW
My conf.ini
Do you have a good computer.
I recommend you try  this conf.ini
Is important to correctly configure the 3D NVIDIA.
I recommend this.
 But you have to experiment.
All computers are different from each other.
Sorry, but I've been using Russian Windows XP SP3 32 bit
NVIDIA GeForce GTX 460
driver version: 296.10
You can try other video driver.
Need to experiment.

On screeshots

ON
(https://www.sas1946.rocks/images/imageshit/img823/3710/on1h.jpg) (https://www.sas1946.rocks/images/imageshit/download/823/on1h.jpg)

(https://www.sas1946.rocks/images/imageshit/img217/6960/on2p.jpg) (https://www.sas1946.rocks/images/imageshit/download/217/on2p.jpg)

 OFF

(https://www.sas1946.rocks/images/imageshit/img528/5610/offza.jpg) (https://www.sas1946.rocks/images/imageshit/download/528/offza.jpg)



[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=1
localPort=21000
remotePort=21000
SkinDownload=1
serverName=lento
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6923828,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.6692708
mapPadY=-0.047222223
viewSet=56
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1
SubTitlesLines=5
HakenAllowed=1
ClearCache=0
TypeClouds=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.5
deltaZ=20.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[Mods]
SmokeEffect=1
PALQMBLinesMap=20
PALQMBLinesPl0=18
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
PALMODsColor=0
AirShowSmokeEnhanced=1
AirShowSmoke=2
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1
ShowSIToo=1
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50
WepEffect=0
FlybyFov=70.0

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=3
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=3
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0
ProcessAffinityMask=3

[rts_mouse]
SensitivityX=2.0
SensitivityY=2.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0
1U=0 100 100 100 100 100 100 100 100 100 100 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=3
TexLandQual=3
TexLandLarge=1

VideoSetupId=15
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=2
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[DGen]
MissionDistance=40
RandomFlights=1
MaxFLAK=5
AirIntensity=Medium
GroundIntensity=Medium
Maxbomberskill=1
CampaignMissions=Normal
CampaignAI=Normal
CampaignLength=VeryLong
SlowFire=1
PromotionRate=1.0


(https://www.sas1946.rocks/images/imageshit/img31/9808/1111pg.jpg) (https://www.sas1946.rocks/images/imageshit/download/31/1111pg.jpg)

(https://www.sas1946.rocks/images/imageshit/img84/962/2222ara.jpg) (https://www.sas1946.rocks/images/imageshit/download/84/2222ara.jpg)

Title: Re: High Resolution / True Color Textures Mod
Post by: Königstiger on September 02, 2012, 07:59:57 AM
Got an idea..... would it support 2048x2048 hd damadgelayers  8)
*restart Photoshop*
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 08:05:55 AM
Got an idea..... would it support 2048x2048 hd damadgelayers  8)
*restart Photoshop*
Supports all textures formats:  BMP 24 bit(in folder PainSheme)   or TGA (24 bit or 32 bit)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 08:26:01 AM
That will NEVER substitute for proper 3d damage.
YES :(
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 08:33:32 AM
I checked. On this page there is a working link to the test map of Bessarabia in  textures.
2048 Pix.

http://dispersalfield.ru/main/index.php/topic,705.120.html

Map replaces the default maps.  Includes texture trees 2048 pixels.
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on September 02, 2012, 10:07:05 AM
I checked. On this page there is a working link to the test map of Bessarabia in  textures.
2048 Pix.

http://dispersalfield.ru/main/index.php/topic,705.120.html

Map replaces the default maps.  Includes texture trees 2048 pixels.

One tiny minor little thing I "missed" is the 2048 sized tree trunk.  ;)
They still seem to be default.
I created them today.
You can get the birch trunk, pineapple trunk and the 2 other trunks here:

https://www.mediafire.com/?8ivemplgx1u45ml (https://www.mediafire.com/?8ivemplgx1u45ml)


Drop the extracted texture in: Your modded install/Mapmods/Maps/_Tex/Trees/

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/7a46ed6d.jpg)



Sorry if you can not discover any caterpillar or ladybug on the leaves or a butterfly on the tree trunk but maybe that will be possible when Carsmaster has released his 4096 version of this mod.  ;D  :D

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 10:23:07 AM
...One tiny minor little thing I "missed" is the 2048 sized tree trunk.  ;)
They still seem to be default....

Yes I know it.
But unfortunately I have only two hands. ;D
Great work, thank you.
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 02, 2012, 11:33:52 AM
Doesn't work skins doesn't show up it shows only default skin maps with better textures doesn't load and that Bf-110 cockpit doesn't show. This is really shame :( This is not my DBW fault because this doesn't work in my UP3 either
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on September 02, 2012, 12:05:08 PM
*Scratch head* I think I remember I've been writing some lines in TFM about reporting bugs... didn't I?

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: boberm on September 02, 2012, 01:33:26 PM
Hi All
In first words - sorry for my very bad english.
Instalation - OK
Copy with DBW - starts ... but i don't have possibility to use textures 2048 . When i choose one - i see white picture  - like in Uufflakke post above.
Maybe i have some problematic notation  in config.ini?
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1366
height=768
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=1
EnableClose=0
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.6691069
mapPadY=-0.046875
viewSet=58
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=10
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=1
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=14
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=2
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=en
JoyProfile=2

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=1
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=8 29 41 52 61 72 80 86 88 96 100 30 0
1Y=0 25 34 42 50 57 65 77 88 97 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0
1RZ=0 21 32 44 56 67 76 82 89 95 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=2
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[DeviceLink]
port=1711
IPS=85.221.223.52

[DGen]
RandomFlights=3
;UseParkedPlanes=0
HistoricalRanks=1
NoAirfieldHighlight=1
MaxFLAK=40
MissionDistance=75
MaxBomberSkill=0

[Mods]
FOV=105
PALQMBLinesMap=24
PALQMBLinesPl0=24
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=17
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=24
PALQMBLinesPl7=24


 or .. maybe my grafic card is too old ? Radeon 4650

Greetings
Bober
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 02, 2012, 02:00:01 PM


Those are some very sexy trees. I think I will go out an hug a tree today.  8)

Beautiful details, on that test map of Bessarabia !
SUPER GOOD eye-candy!
Thank you for the link Carsmaster


.... On this page there is a working link to the test map of Bessarabia in  textures.
2048 Pix.

http://dispersalfield.ru/main/index.php/topic,705.120.html

Map replaces the default maps.  Includes texture trees 2048 pixels.

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 02:03:05 PM
or .. maybe my grafic card is too old ? Radeon 4650
1. I'm not an expert on assemblies DBW, UltraPack, HSFX
2. I am working on the clean version of the game.
3. I'm not an expert on ATI cards.
4. I think if you don't give your log.lst, then you will not help even the SAS ~ Storebror
Title: Re: High Resolution / True Color Textures Mod
Post by: boberm on September 02, 2012, 02:09:53 PM
Dear Carsmaster and Crazyflak
 About memory - i tried with 512 and 256 with this same effect.
 About log-

Code: [Select]
[02.09.2012 19:11:39] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 4800 Series         
  Version: 3.3.10600 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer 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_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1366x768
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
INTERNAL ERROR: Can't open file 'gui/game/hud/hudG.tga'
WARNING: object 'gui/game/hud/hudG.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object 'gui/game/hud/hudg.mat' of class 'TMaterial' not loaded
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-1sas.fmd
s = FlightModels/Bf-109B-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109c-1sas.fmd
s = FlightModels/Bf-109C-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-1sas.fmd
s = FlightModels/Bf-109D-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-3.fmd
s = FlightModels/Bf-109E-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4b.fmd
s = FlightModels/Bf-109E-4B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4n.fmd
s = FlightModels/Bf-109E-4N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7.fmd
s = FlightModels/Bf-109E-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7nz.fmd
s = FlightModels/Bf-109E-7NZ.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7n.fmd
s = FlightModels/Bf-109E-7N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2_mod.fmd
s = FlightModels/Bf-109F-2_Mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2.fmd
s = FlightModels/Bf-109F-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4.fmd
s = FlightModels/Bf-109F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4z.fmd
s = FlightModels/Bf-109F-4Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-1.fmd
s = FlightModels/Bf-109G-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2trop.fmd
s = FlightModels/Bf-109G-2trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-3.fmd
s = FlightModels/Bf-109G-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-4.fmd
s = FlightModels/Bf-109G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-5.fmd
s = FlightModels/Bf-109G-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6asn.fmd
s = FlightModels/Bf-109G-6ASN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6early.fmd
s = FlightModels/Bf-109G-6Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6erla.fmd
s = FlightModels/Bf-109G-6Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6mid.fmd
s = FlightModels/Bf-109G-6Mid.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6late.fmd
s = FlightModels/Bf-109G-6Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10.fmd
s = FlightModels/Bf-109G-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10erla.fmd
s = FlightModels/Bf-109G-10Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10c3.fmd
s = FlightModels/Bf-109G-10C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14.fmd
s = FlightModels/Bf-109G-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14as.fmd
s = FlightModels/Bf-109G-14AS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4.fmd
s = FlightModels/Bf-109K-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4-c3.fmd
s = FlightModels/Bf-109K-4-C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109z.fmd
s = FlightModels/Bf-109Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109t-4.fmd
s = FlightModels/Bf-109T-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110cvroeg.fmd
s = FlightModels/Bf-110Cvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4.fmd
s = FlightModels/Bf-110C-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4b.fmd
s = FlightModels/Bf-110C-4b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110evroeg.fmd
s = FlightModels/Bf-110Evroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110fvroeg.fmd
s = FlightModels/Bf-110Fvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-2.fmd
s = FlightModels/Bf-110G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-4.fmd
s = FlightModels/Bf-110G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-196a-3.fmd
s = FlightModels/Ar-196A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = do17_fm
s1 = flightmodels/do17z0.fmd
s = FlightModels/Do17Z0.fmd:Do17_FM
m_lastFMFile = gui/game/buttons
opening new fm file do17_fm
sFMDir = do17_fm
s1 = flightmodels/do17z2.fmd
s = FlightModels/Do17Z2.fmd:Do17_FM
m_lastFMFile = do17_fm
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = do17_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-2.fmd
s = FlightModels/Do217K-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335.fmd
s = FlightModels/Do-335.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335v-13.fmd
s = FlightModels/Do-335V-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fi-156b-2.fmd
s = FlightModels/Fi-156B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-189a-2.fmd
s = FlightModels/Fw-189A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-2.fmd
s = FlightModels/Fw-190A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3.fmd
s = FlightModels/Fw-190A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5-165.fmd
s = FlightModels/Fw-190A-5-165.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7.fmd
s = FlightModels/Fw-190A-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7sturm.fmd
s = FlightModels/Fw-190A-7sturm.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8.fmd
s = FlightModels/Fw-190A-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9.fmd
s = FlightModels/Fw-190A-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9late.fmd
s = FlightModels/Fw-190D-9Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-11.fmd
s = FlightModels/Fw-190D-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-13.fmd
s = FlightModels/Fw-190D-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h-1.fmd
s = FlightModels/Ta-152H-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c.fmd
s = FlightModels/Ta-152C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-8.fmd
s = FlightModels/Fw-190F-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-200c-3u4.fmd
s = FlightModels/FW-200C-3U4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229.fmd
s = FlightModels/Ho-229.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he45.fmd
s = FlightModels/He45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he51c.fmd
s = FlightModels/He51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111p2.fmd
s = FlightModels/He-111P2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-2.fmd
s = FlightModels/He-111H-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
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sFMDir = gui/game/buttons
s1 = flightmodels/p-47d-27_late.fmd
s = FlightModels/P-47D-27_late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51a.fmd
s = FlightModels/P-51A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b-10na.fmd
s = FlightModels/P-51B-10NA.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b.fmd
s = FlightModels/P-51B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51c.fmd
s = FlightModels/P-51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-20.fmd
s = FlightModels/P-51D-20.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-25.fmd
s = FlightModels/P-51D-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-30.fmd
s = FlightModels/P-51D-30.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51cm.fmd
s = FlightModels/P-51CM.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-63c.fmd
s = FlightModels/P-63C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pbn-1.fmd
s = FlightModels/PBN-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/t-6texan.fmd
s = FlightModels/T-6Texan.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-3.fmd
s = FlightModels/SBD-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-5.fmd
s = FlightModels/SBD-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbf-1c.fmd
s = FlightModels/TBF-1C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbm-3.fmd
s = FlightModels/TBM-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-80a.fmd
s = FlightModels/P-80A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a5m4.fmd
s = FlightModels/A5M4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2.fmd
s = FlightModels/A6M2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2-21.fmd
s = FlightModels/A6M2-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2-21_late.fmd
s = FlightModels/A6M2-21_Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m3-22.fmd
s = FlightModels/A6M3-22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m2n.fmd
s = FlightModels/A6M2N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m3-32.fmd
s = FlightModels/A6M3-32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5a.fmd
s = FlightModels/A6M5a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m8.fmd
s = FlightModels/A6M8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5b.fmd
s = FlightModels/A6M5b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m5c.fmd
s = FlightModels/A6M5c.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model62.fmd
s = FlightModels/A6M7_Model62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m7_model63.fmd
s = FlightModels/A6M7_Model63.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b5n2.fmd
s = FlightModels/B5N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b6n2.fmd
s = FlightModels/B6N2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a1.fmd
s = FlightModels/D3A1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/d3a2.fmd
s = FlightModels/D3A2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g4m1-11.fmd
s = FlightModels/G4M1-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/h8k1.fmd
s = FlightModels/H8K1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m3_mod.fmd
s = FlightModels/J2M3_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m5_mod.fmd
s = FlightModels/J2M5_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-i.fmd
s = FlightModels/Ki-21-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-21-ii.fmd
s = FlightModels/Ki-21-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-27.fmd
s = FlightModels/Ki-27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ia.fmd
s = FlightModels/Ki-43-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-ii.fmd
s = FlightModels/Ki-43-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-43-iii.fmd
s = FlightModels/Ki-43-III.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-44-iiko.fmd
s = FlightModels/Ki-44-IIko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiikai.fmd
s = FlightModels/Ki-46-IIIKai.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-46-iiirecce.fmd
s = FlightModels/Ki-46-IIIRecce.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iko.fmd
s = FlightModels/Ki-61-IKo.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-ihei.fmd
s = FlightModels/Ki-61-IHei.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-61-iotsu.fmd
s = FlightModels/Ki-61-IOtsu.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-84-ia.fmd
s = FlightModels/Ki-84-Ia.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-100-i.fmd
s = FlightModels/Ki-100-I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mxy-7-11.fmd
s = FlightModels/MXY-7-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k1-j.fmd
s = FlightModels/N1K1-J.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1ks.fmd
s = FlightModels/N1Ks.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/n1k2-ja_mod.fmd
s = FlightModels/N1K2-Ja_mod.fmd
m_lastF
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 02:26:49 PM
About log-
  I repeat
1. I'm not an expert on assemblies DBW, UltraPack, HSFX
2. I am working on the clean version of the game.
3. I'm not an expert on ATI cards.

But try this conf.ini: 
https://www.mediafire.com/?tjka5tb6seabffa
Title: Re: High Resolution / True Color Textures Mod
Post by: boberm on September 02, 2012, 02:30:53 PM
THX for reply - i will try.Bober
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on September 02, 2012, 02:31:22 PM
Wow I think the options for future textures, skins, clouds and 3D models seem newly mixxed.
Can't wait to see the future of IL-2, one more argue why this is the best sim to me.
Thanks to all involved, hope one day all that fancy stuff runs on my rig. Only looking at those trees gave me a Harrelson. 
 :o
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on September 02, 2012, 04:45:15 PM


Those are some very sexy trees. I think I will go out an hug a tree today.  8)

Beautiful details, on that test map of Bessarabia !
SUPER GOOD eye-candy!
Thank you for the link Carsmaster


.... On this page there is a working link to the test map of Bessarabia in  textures.
2048 Pix.

http://dispersalfield.ru/main/index.php/topic,705.120.html

Map replaces the default maps.  Includes texture trees 2048 pixels.

I agree High Resolution Bessarabia is a beautiful map.  (http://i697.photobucket.com/albums/vv340/Bingo1957/0209201214-17-24.jpg) The new tree textures are amazing to  (http://i697.photobucket.com/albums/vv340/Bingo1957/0209201215-54-48.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: mac1 on September 02, 2012, 04:58:33 PM
Beautiful :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 02, 2012, 07:44:24 PM
Hello,

I get this:

(http://i1224.photobucket.com/albums/ee380/ASYLUM_thirteen/broke.jpg)

I use 7-zip. Solution? Thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: norm on September 02, 2012, 08:33:58 PM
(http://i730.photobucket.com/albums/ww310/GJE52/002-1.jpg) Erm, was it standard for RAF pilots to have cleavage like that?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 02, 2012, 09:54:12 PM
Hello,
I get this:
I use 7-zip. Solution? Thanks.
I downloaded now :
on mediafire
PART 1 https://www.mediafire.com/?tpd8fghgubixb6r
PART 2 https://www.mediafire.com/?nc29d9rwi119461

WinRaR v.3.80 test -good.
Unpack files WinRaR v 3.80-good.

7-Zip v. 4.65 test-good.
Unpack files 7-Zip v. 4.65 -good.

Try to download the files again.
Title: Re: High Resolution / True Color Textures Mod
Post by: Spinnetti on September 02, 2012, 10:31:49 PM
Hello,

I get this:

I use 7-zip. Solution? Thanks.

Same for me.. did twice. Maybe have to use different tool?
Title: Re: High Resolution / True Color Textures Mod
Post by: panzerkeil on September 03, 2012, 01:29:40 AM
I had the same issue. Lucky enough the corrupted tgb file is in both part 1 and part 2. So if you re-extract that file from part 1 after you added part 2 it will be fine.
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 03, 2012, 07:38:01 AM


This is really strange. I downloaded the files and installed in my pc with no problems.
Everything is working for me.

There must be something or some other mod interfering with your install.

Did you guys put this skin-mod "High Resolution Texture DLLs" and the "True Color Textures for Dark Blue World" folders
into the Generic Mod Enabler and activated those mods?

Title: Re: High Resolution / True Color Textures Mod
Post by: Korrigan on September 03, 2012, 07:54:32 AM
This is really strange. I downloaded the files and installed in my pc with no problems.
Same thing for me.
As stated by panzerkeil here:
I had the same issue. Lucky enough the corrupted tgb file is in both part 1 and part 2. So if you re-extract that file from part 1 after you added part 2 it will be fine.
there is a corrupted tgb file (CMR_rom_fields_LowLand1.tgb) in the "CMR BESSARABIA 2048.part2.rar" archive but this file is also present and valid in "CMR BESSARABIA 2048.part1.rar".
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 03, 2012, 09:54:58 AM
Error with skin

[code][03.09.2012 15:47:33] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 570/PCIe/SSE2
  Version: 4.2.0
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer 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_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 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_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range 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_provoking_vertex 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_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine 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_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_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_format_BGRA8888 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_texture_type_2_10_10_10_REV 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_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives 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_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_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_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

*** Looking for Advanced CPU Instructions...


Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1.8 -> 0.95 (delta = -0.85) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 10 -> 0.95 (delta = -9.05) to Range 0..0.95
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
ERROR loading sound control sample.339_idle_x4.wav.rpm
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-14.fmd
s = FlightModels/Fw-190D-14.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
sFMDir = gui/game/buttons
s1 = flightmodels/f8f-2.fmd
s = FlightModels/F8F-2.fmd
m_lastFMFile = gui/game/buttons
F8F-2 Loading FMD: FlightModels/F8F-2.fmd
F8F2 Wepon Loading List:default
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
F8F2 Wepon Loading List:4xhvar2
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR2(1)
    No.15:RocketGunHVAR2(1)
    No.16:RocketGunHVAR2(1)
    No.17:RocketGunHVAR2(1)
F8F2 Wepon Loading List:4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
F8F2 Wepon Loading List:1x150dt4xhvar2
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR2(1)
    No.15:RocketGunHVAR2(1)
    No.16:RocketGunHVAR2(1)
    No.17:RocketGunHVAR2(1)
F8F2 Wepon Loading List:1x150dt4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x150dt4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
F8F2 Wepon Loading List:2x100_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x100_4xhvargp1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x100_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100_4xhvarap1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x100_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGunFAB50(1)
    No.9:BombGunFAB50(1)
F8F2 Wepon Loading List:2x250
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
F8F2 Wepon Loading List:2x250_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x250_4xhvargp1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x250_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x250_4xhvarap1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x250_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun250lbs(1)
    No.9:BombGun250lbs(1)
F8F2 Wepon Loading List:1x500
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun500lbs(1)
F8F2 Wepon Loading List:1x500_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun500lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x500_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun500lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x500
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
F8F2 Wepon Loading List:2x500_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:2x500_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:2x500_1x150dt
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.6:FuelTankGun_Tank150galF8F(1)
    No.8:BombGun500lbs(1)
    No.9:BombGun500lbs(1)
F8F2 Wepon Loading List:1x1000
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
F8F2 Wepon Loading List:1x1000_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x1000_4xhvargp
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
    No.14:RocketGunHVAR5(1)
    No.15:RocketGunHVAR5(1)
    No.16:RocketGunHVAR5(1)
    No.17:RocketGunHVAR5(1)
F8F2 Wepon Loading List:1x1000_4xhvarap
    No.1:MGunHispanoMkIkWF(205)
    No.2:MGunHispanoMkIkWF(205)
    No.3:MGunHispanoMkIkWF(205)
    No.4:MGunHispanoMkIkWF(205)
    No.5:PylonF8F(1)
    No.7:BombGun1000lbs(1)
    No.14:RocketGunHVAR5AP(1)
    No.15:RocketGunHVAR5AP(1)
    No.16:RocketGunHVAR5AP(1)
    No.17:RocketGunHVAR5AP(1)
F8F2 Wepon Loading List:none
Tank: Parameter [CrusaderII]:<PanzerSubtype> not found
Can't set property
java.lang.RuntimeException: Can't set property
   at com.maddox.il2.objects.vehicles.tanks.TankGeneric$SPAWN.getF(TankGeneric.java:139)
   at com.maddox.il2.objects.vehicles.tanks.TankGeneric$SPAWN.LoadTankProperties(TankGeneric.java:176)
   at com.maddox.il2.objects.vehicles.tanks.TankGeneric$SPAWN.<init>(TankGeneric.java:326)
   at com.maddox.il2.objects.vehicles.tanks.TankWFly.<clinit>(TankWFly.java:237)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in tank spawn: com.maddox.il2.objects.vehicles.tanks.TankWFly$CrusaderII
Tank: Parameter [ValentineIII]:<PanzerSubtype> not found
Can't set property
java.lang.RuntimeException: Can't set property
   at com.maddox.il2.objects.vehicles.tanks.TankGeneric$SPAWN.getF(TankGeneric.java:139)
   at com.maddox.il2.objects.vehicles.tanks.TankGeneric$SPAWN.LoadTankProperties(TankGeneric.java:176)
   at com.maddox.il2.objects.vehicles.tanks.TankGeneric$SPAWN.<init>(TankGeneric.java:326)
   at com.maddox.il2.objects.vehicles.tanks.TankWFly.<clinit>(TankWFly.java:240)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
   at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
   at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:420)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in tank spawn: com.maddox.il2.objects.vehicles.tanks.TankWFly$ValentineIII
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-196a-3.fmd
s = FlightModels/Ar-196A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-1sas.fmd
s = FlightModels/Bf-109B-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109b-2sas.fmd
s = FlightModels/Bf-109B-2SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109c-1sas.fmd
s = FlightModels/Bf-109C-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109d-1sas.fmd
s = FlightModels/Bf-109D-1SAS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-3.fmd
s = FlightModels/Bf-109E-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4.fmd
s = FlightModels/Bf-109E-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4b.fmd
s = FlightModels/Bf-109E-4B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-4n.fmd
s = FlightModels/Bf-109E-4N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7.fmd
s = FlightModels/Bf-109E-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7nz.fmd
s = FlightModels/Bf-109E-7NZ.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-7n.fmd
s = FlightModels/Bf-109E-7N.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2_mod.fmd
s = FlightModels/Bf-109F-2_Mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-2.fmd
s = FlightModels/Bf-109F-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4.fmd
s = FlightModels/Bf-109F-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109f-4z.fmd
s = FlightModels/Bf-109F-4Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-1.fmd
s = FlightModels/Bf-109G-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-2trop.fmd
s = FlightModels/Bf-109G-2trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-3.fmd
s = FlightModels/Bf-109G-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-4.fmd
s = FlightModels/Bf-109G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-5.fmd
s = FlightModels/Bf-109G-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6asn.fmd
s = FlightModels/Bf-109G-6ASN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6early.fmd
s = FlightModels/Bf-109G-6Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6erla.fmd
s = FlightModels/Bf-109G-6Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6mid.fmd
s = FlightModels/Bf-109G-6Mid.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6late.fmd
s = FlightModels/Bf-109G-6Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10.fmd
s = FlightModels/Bf-109G-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10erla.fmd
s = FlightModels/Bf-109G-10Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10c3.fmd
s = FlightModels/Bf-109G-10C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14.fmd
s = FlightModels/Bf-109G-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14as.fmd
s = FlightModels/Bf-109G-14AS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4.fmd
s = FlightModels/Bf-109K-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4-c3.fmd
s = FlightModels/Bf-109K-4-C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-6.fmd
s = FlightModels/Bf-109K-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-14.fmd
s = FlightModels/Bf-109K-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109z.fmd
s = FlightModels/Bf-109Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109t-4.fmd
s = FlightModels/Bf-109T-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110cvroeg.fmd
s = FlightModels/Bf-110Cvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4.fmd
s = FlightModels/Bf-110C-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4b.fmd
s = FlightModels/Bf-110C-4b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110evroeg.fmd
s = FlightModels/Bf-110Evroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110fvroeg.fmd
s = FlightModels/Bf-110Fvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-2.fmd
s = FlightModels/Bf-110G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-4.fmd
s = FlightModels/Bf-110G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = bu-181_fm
s1 = flightmodels/181.fmd
s = FlightModels/181.fmd:Bu-181_FM
m_lastFMFile = gui/game/buttons
opening new fm file bu-181_fm
sFMDir = do17_fm
s1 = flightmodels/do17z0.fmd
s = FlightModels/Do17Z0.fmd:Do17_FM
m_lastFMFile = bu-181_fm
opening new fm file do17_fm
sFMDir = do17_fm
s1 = flightmodels/do17z2.fmd
s = FlightModels/Do17Z2.fmd:Do17_FM
m_lastFMFile = do17_fm
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = do17_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-2.fmd
s = FlightModels/Do217K-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335.fmd
s = FlightModels/Do-335.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335v-13.fmd
s = FlightModels/Do-335V-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fi-156b-2.fmd
s = FlightModels/Fi-156B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-189a-2.fmd
s = FlightModels/Fw-189A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-2.fmd
s = FlightModels/Fw-190A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3.fmd
s = FlightModels/Fw-190A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3sani.fmd
s = FlightModels/Fw-190A-3Sani.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3sani1.fmd
s = FlightModels/Fw-190A-3Sani1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4_1.42.fmd
s = FlightModels/fw-190a-4_1.42.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a5_1_42ata.fmd
s = FlightModels/fw-190a5_1_42Ata.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a5-1_58ata.fmd
s = FlightModels/fw-190a5-1_58Ata.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5-165.fmd
s = FlightModels/Fw-190A-5-165.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a6_rlp.fmd
s = FlightModels/fw-190a6_RLP.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7.fmd
s = FlightModels/Fw-190A-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7sturm.fmd
s = FlightModels/Fw-190A-7sturm.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8.fmd
s = FlightModels/Fw-190A-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8_1_65ata.fmd
s = FlightModels/fw-190a-8_1_65Ata.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9.fmd
s = FlightModels/Fw-190A-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9_1_65ata.fmd
s = FlightModels/fw-190a-9_1_65Ata.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9_1_7ata.fmd
s = FlightModels/fw-190d-9_1_7Ata.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d9early.fmd
s = FlightModels/Fw-190D9early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d9r5.fmd
s = FlightModels/Fw-190D9r5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9_1_8ata.fmd
s = FlightModels/fw-190d-9_1_8Ata.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9late.fmd
s = FlightModels/Fw-190D-9Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-11.fmd
s = FlightModels/Fw-190D-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-13.fmd
s = FlightModels/Fw-190D-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-15.fmd
s = FlightModels/Fw-190D-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-1.fmd
s = FlightModels/Fw-190F-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-2.fmd
s = FlightModels/Fw-190F-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-3.fmd
s = FlightModels/Fw-190F-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-8.fmd
s = FlightModels/Fw-190F-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = bu-181_fm
s1 = flightmodels/mk6.fmd
s = FlightModels/Mk6.fmd:Bu-181_FM
m_lastFMFile = gui/game/buttons
getting fm file bu-181_fm
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152b.fmd
s = FlightModels/Ta-152B.fmd
m_lastFMFile = bu-181_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c.fmd
s = FlightModels/Ta-152C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c0.fmd
s = FlightModels/Ta-152C0.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c1.fmd
s = FlightModels/Ta-152C1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c3.fmd
s = FlightModels/Ta-152C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h.fmd
s = FlightModels/Ta-152H.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h-1.fmd
s = FlightModels/Ta-152H-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-200c-3u4.fmd
s = FlightModels/FW-200C-3U4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229.fmd
s = FlightModels/Ho-229.fmd
m_lastFMFile = gui/game/buttons
sFMDir = horten-229
s1 = flightmodels/ho-229a2.fmd
s = FlightModels/Ho-229A2.fmd:HORTEN-229
m_lastFMFile = gui/game/buttons
opening new fm file horten-229
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229nj.fmd
s = FlightModels/Ho-229NJ.fmd
m_lastFMFile = horten-229
getting fm file gui/game/buttons
sFMDir = ho-229a3_fm
s1 = flightmodels/ho-229a3.fmd
s = FlightModels/Ho-229A3.fmd:Ho-229A3_FM
m_lastFMFile = gui/game/buttons
opening new fm file ho-229a3_fm
sFMDir = ho-229a3nj_fm
s1 = flightmodels/ho-229a3nj.fmd
s = FlightModels/Ho-229A3NJ.fmd:Ho-229A3NJ_FM
m_lastFMFile = ho-229a3_fm
opening new fm file ho-229a3nj_fm
sFMDir = he45_fm
s1 = flightmodels/he45.fmd
s = FlightModels/He45.fmd:He45_FM
m_lastFMFile = ho-229a3nj_fm
opening new fm file he45_fm
sFMDir = he46_fm
s1 = flightmodels/he46.fmd
s = FlightModels/He46.fmd:He46_FM
m_lastFMFile = he45_fm
opening new fm file he46_fm
sFMDir = he51c_fm
s1 = flightmodels/he51c.fmd
s = FlightModels/He51C.fmd:He51C_FM
m_lastFMFile = he46_fm
opening new fm file he51c_fm
sFMDir = gui/game/buttons
s1 = flightmodels/he-111p2.fmd
s = FlightModels/He-111P2.fmd
m_lastFMFile = he51c_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-2.fmd
s = FlightModels/He-111H-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-6.fmd
s = FlightModels/He-111H-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-12.fmd
s = FlightModels/He-111H-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-21.fmd
s = FlightModels/He-111H-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111z.fmd
s = FlightModels/He-111Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162a-2.fmd
s = FlightModels/He-162A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162c.fmd
s = FlightModels/He-162C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162b.fmd
s = FlightModels/He-162B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-219.fmd
s = FlightModels/He-219.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-lercheiiib2.fmd
s = FlightModels/He-LercheIIIB2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs123.fmd
s = FlightModels/HS123.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-2.fmd
s = FlightModels/Hs-129B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-3.fmd
s = FlightModels/Hs-129B-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg4e.fmd
s = FlightModels/Ju-52_3mg4e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg5e.fmd
s = FlightModels/Ju-52_3mg5e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-1.fmd
s = FlightModels/Ju-87B-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-2m.fmd
s = FlightModels/Ju-87B-2m.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-3j.fmd
s = FlightModels/Ju-87D-3j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-5j.fmd
s = FlightModels/Ju-87D-5j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-7.fmd
s = FlightModels/Ju-87D-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-8.fmd
s = FlightModels/Ju-87D-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-1j.fmd
s = FlightModels/Ju-87G-1j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2.fmd
s = FlightModels/Ju-87G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87c.fmd
s = FlightModels/Ju-87C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4.fmd
s = FlightModels/Ju-88A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4mistel.fmd
s = FlightModels/Ju-88A-4Mistel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-17.fmd
s = FlightModels/Ju-88A-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4torp.fmd
s = FlightModels/Ju-88A-4torp.fmd
m_lastFMFile = gui/game/buttons
sFMDir = ju88c6
s1 = flightmodels/ju-88c-6mod.fmd
s = FlightModels/Ju-88C-6mod.fmd:JU88C6
m_lastFMFile = gui/game/buttons
opening new fm file ju88c6
sFMDir = gui/game/buttons
s1 = flightmodels/me-163b-1a.fmd
s = FlightModels/Me-163B-1a.fmd
m_lastFMFile = ju88c6
getting fm file gui/game/buttons
sFMDir = ju188a2_fm
s1 = flightmodels/ju-188a-2.fmd
s = FlightModels/Ju-188A-2.fmd:JU188A2_FM
m_lastFMFile = gui/game/buttons
opening new fm file ju188a2_fm
sFMDir = me210410_fm
s1 = flightmodels/me-210ca-1.fmd
s = FlightModels/Me-210Ca-1.fmd:ME210410_FM
m_lastFMFile = ju188a2_fm
opening new fm file me210410_fm
sFMDir = ju_388k_fm
s1 = flightmodels/ju_388k.fmd
s = FlightModels/JU_388K.fmd:JU_388K_FM
m_lastFMFile = me210410_fm
opening new fm file ju_388k_fm
sFMDir = me210410_fm
s1 = flightmodels/me-410a.fmd
s = FlightModels/Me-410A.fmd:ME210410_FM
m_lastFMFile = ju_388k_fm
getting fm file me210410_fm
sFMDir = me210410_fm
s1 = flightmodels/me-410b.fmd
s = FlightModels/Me-410B.fmd:ME210410_FM
m_lastFMFile = me210410_fm
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1a.fmd
s = FlightModels/Me-262A-1a.fmd
m_lastFMFile = me210410_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1au4.fmd
s = FlightModels/Me-262A-1aU4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262b-1a.fmd
s = FlightModels/Me-262B-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = me-262c
s1 = flightmodels/me-262c-1a.fmd
s = FlightModels/Me-262C-1a.fmd:Me-262C
m_lastFMFile = gui/game/buttons
opening new fm file me-262c
sFMDir = me-262c
s1 = flightmodels/me-262c-3a.fmd
s = FlightModels/Me-262C-3a.fmd:Me-262C
m_lastFMFile = me-262c
sFMDir = gui/game/buttons
s1 = flightmodels/me-262hg-ii.fmd
s = FlightModels/Me-262HG-II.fmd
m_lastFMFile = me-262c
getting fm file gui/game/buttons
sFMDir = me-262sb
s1 = flightmodels/me-262sb1a.fmd
s = FlightModels/Me-262SB1a.fmd:Me-262SB
m_lastFMFile = gui/game/buttons
opening new fm file me-262sb
sFMDir = gui/game/buttons
s1 = flightmodels/me-321.fmd
s = FlightModels/Me-321.fmd
m_lastFMFile = me-262sb
getting fm file gui/game/buttons
sFMDir = 323
s1 = flightmodels/me-323.fmd
s = FlightModels/Me-323.fmd:323
m_lastFMFile = gui/game/buttons
opening new fm file 323
sFMDir = gui/game/buttons
s1 = flightmodels/ta-183.fmd
s = FlightModels/Ta-183.fmd
m_lastFMFile = 323
getting fm file gui/game/buttons
sFMDir = fokkercxp_fm
s1 = flightmodels/fokkercxp.fmd
s = FlightModels/FokkerCXP.fmd:FokkerCXP_FM
m_lastFMFile = gui/game/buttons
opening new fm file fokkercxp_fm
sFMDir = hartm_fm
s1 = flightmodels/hartm.fmd
s = FlightModels/HartM.fmd:HartM_FM
m_lastFMFile = fokkercxp_fm
opening new fm file hartm_fm
sFMDir = gui/game/buttons
s1 = flightmodels/ms406.fmd
s = FlightModels/MS406.fmd
m_lastFMFile = hartm_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ms410.fmd
s = FlightModels/MS410.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/msmorko.fmd
s = FlightModels/MSMorko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f2a-1.fmd
s = FlightModels/F2A-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormki.fmd
s = FlightModels/GladiatorMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3early.fmd
s = FlightModels/FokkerS3Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers3late.fmd
s = FlightModels/FokkerS3LATE.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fokkers4.fmd
s = FlightModels/FokkerS4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-153-m62.fmd
s = FlightModels/I-153-M62.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g50.fmd
s = FlightModels/G50.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mki.fmd
s = FlightModels/Blenheim_MkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemki.fmd
s = FlightModels/HurricaneMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = bulldog_iv_fm
s1 = flightmodels/bulldog_iv.fmd
s = FlightModels/Bulldog_IV.fmd:Bulldog_IV_FM
m_lastFMFile = gui/game/buttons
opening new fm file bulldog_iv_fm
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-103.fmd
s = FlightModels/SB-2M-103.fmd
m_lastFMFile = bulldog_iv_fm
getting fm file gui/game/buttons
sFMDir = oka38
s1 = flightmodels/oka38.fmd
s = FlightModels/OKA38.fmd:OKA38
m_lastFMFile = gui/game/buttons
opening new fm file oka38
sFMDir = gui/game/buttons
s1 = flightmodels/db-3b.fmd
s = FlightModels/DB-3B.fmd
m_lastFMFile = oka38
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3m.fmd
s = FlightModels/DB-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3t.fmd
s = FlightModels/DB-3T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/db-3f.fmd
s = FlightModels/DB-3F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-1.fmd
s = FlightModels/BI-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bi-6.fmd
s = FlightModels/BI-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/g-11.fmd
s = FlightModels/G-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15bis.fmd
s = FlightModels/I-15bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15-m22.fmd
s = FlightModels/I-15-M22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15-m25.fmd
s = FlightModels/I-15-M25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type15.fmd
s = FlightModels/I-16type15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5.fmd
s = FlightModels/I-16type5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type5skis.fmd
s = FlightModels/I-16type5Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6.fmd
s = FlightModels/I-16type6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type6skis.fmd
s = FlightModels/I-16type6Skis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10.fmd
s = FlightModels/I-16type10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10wc.fmd
s = FlightModels/I-16type10WC.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type17.fmd
s = FlightModels/I-16type17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type18.fmd
s = FlightModels/I-16type18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type24.fmd
s = FlightModels/I-16type24.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type27.fmd
s = FlightModels/I-16type27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type28.fmd
s = FlightModels/I-16type28.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type29.fmd
s = FlightModels/I-16type29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-71.fmd
s = FlightModels/I-185M-71.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-185m-82a.fmd
s = FlightModels/I-185M-82A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-250.fmd
s = FlightModels/I-250.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1940.fmd
s = FlightModels/Il-2-1940.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2-1941.fmd
s = FlightModels/Il-2-1941.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2i.fmd
s = FlightModels/Il-2I.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mearly.fmd
s = FlightModels/Il-2MEarly.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2mlate.fmd
s = FlightModels/Il-2MLate.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3.fmd
s = FlightModels/Il-2M3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-2m3ns.fmd
s = FlightModels/Il-2M3NS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-4.fmd
s = FlightModels/Il-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/il-10.fmd
s = FlightModels/Il-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = b-29kj1_fm
s1 = flightmodels/b-29kj1.fmd
s = FlightModels/B-29KJ1.fmd:B-29KJ1_FM
m_lastFMFile = gui/game/buttons
opening new fm file b-29kj1_fm
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series4.fmd
s = FlightModels/LaGG-3series4.fmd
m_lastFMFile = b-29kj1_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series29.fmd
s = FlightModels/LaGG-3series29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series35.fmd
s = FlightModels/LaGG-3series35.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3it.fmd
s = FlightModels/LaGG-3IT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3series66.fmd
s = FlightModels/LaGG-3series66.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lagg-3rd.fmd
s = FlightModels/LaGG-3RD.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5.fmd
s = FlightModels/La-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5f.fmd
s = FlightModels/La-5F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-5fn.fmd
s = FlightModels/La-5FN.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7.fmd
s = FlightModels/La-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/la-7r.fmd
s = FlightModels/La-7R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/li-2.fmd
s = FlightModels/Li-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mbr-2-am-34.fmd
s = FlightModels/MBR-2-AM-34.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3.fmd
s = FlightModels/MiG-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3ud.fmd
s = FlightModels/MiG-3ud.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3am-38.fmd
s = FlightModels/MiG-3AM-38.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-3u.fmd
s = FlightModels/MiG-3U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-9.fmd
s = FlightModels/MiG-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-40e-m-105.fmd
s = FlightModels/P-40E-M-105.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series1.fmd
s = FlightModels/Pe-2series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series32.fmd
s = FlightModels/Pe-2series32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series84.fmd
s = FlightModels/Pe-2series84.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series110.fmd
s = FlightModels/Pe-2series110.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series359.fmd
s = FlightModels/Pe-2series359.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3series1.fmd
s = FlightModels/Pe-3series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-3bis.fmd
s = FlightModels/Pe-3bis.fmd
m_lastFMFile = gui/game/buttons
sFMDir = pe8_fm
s1 = flightmodels/pe-8.fmd
s = FlightModels/Pe-8.fmd:Pe8_FM
m_lastFMFile = gui/game/buttons
opening new fm file pe8_fm
sFMDir = rz_fm
s1 = flightmodels/rz.fmd
s = FlightModels/RZ.fmd:RZ_FM
m_lastFMFile = pe8_fm
opening new fm file rz_fm
sFMDir = gui/game/buttons
s1 = flightmodels/r-5.fmd
s = FlightModels/R-5.fmd
m_lastFMFile = rz_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/r-10.fmd
s = FlightModels/R-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sb-2m-100a.fmd
s = FlightModels/SB-2M-100A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/su-2.fmd
s = FlightModels/Su-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-17.fmd
s = FlightModels/TB-3-4M-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tb-3-4m-34r.fmd
s = FlightModels/TB-3-4M-34R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = pe8_fm
s1 = flightmodels/pe-8m40.fmd
s = FlightModels/Pe-8M40.fmd:Pe8_FM
m_lastFMFile = gui/game/buttons
getting fm file pe8_fm
sFMDir = gui/game/buttons
s1 = flightmodels/tu-2s.fmd
s = FlightModels/Tu-2S.fmd
m_lastFMFile = pe8_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-29.fmd
s = FlightModels/B-29.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2vs.fmd
s = FlightModels/U-2VS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2nb.fmd
s = FlightModels/U-2NB.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2lsh.fmd
s = FlightModels/U-2LSH.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1.fmd
s = FlightModels/Yak-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-1b.fmd
s = FlightModels/Yak-1B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3.fmd
s = FlightModels/Yak-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3vk-107.fmd
s = FlightModels/Yak-3VK-107.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-3r.fmd
s = FlightModels/Yak-3R.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7a.fmd
s = FlightModels/Yak-7A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b.fmd
s = FlightModels/Yak-7B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7b_pf.fmd
s = FlightModels/Yak-7B_PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-7uti.fmd
s = FlightModels/Yak-7uti.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9.fmd
s = FlightModels/Yak-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9b.fmd
s = FlightModels/Yak-9B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9d.fmd
s = FlightModels/Yak-9D.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9m.fmd
s = FlightModels/Yak-9M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9k.fmd
s = FlightModels/Yak-9K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9t.fmd
s = FlightModels/Yak-9T.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9u.fmd
s = FlightModels/Yak-9U.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-9ut.fmd
s = FlightModels/Yak-9UT.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/yak-15.fmd
s = FlightModels/Yak-15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermk1.fmd
s = FlightModels/BeaufighterMk1.fm
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 03, 2012, 10:07:42 AM


This is really strange. I downloaded the files and installed in my pc with no problems.
Everything is working for me.

There must be something or some other mod interfering with your install.

Did you guys put this skin-mod "High Resolution Texture DLLs" and the "True Color Textures for Dark Blue World" folders
into the Generic Mod Enabler and activated those mods?
What card you have? I use bentimoso il2fbMODder to activate all. Trees only showed when I reduced to 1024x1024. Land shows load errors on bessarabia and other maps if greater then 2048. planes/cockpits/water/everything else (non land related) works perfect with 2048. Perplexing.
Code: [Select]
[03.09.2012 16:29:26] ------------ BEGIN log session -------------
[16:29:26] OpenGL provider: Opengl32.dll
[16:29:27] OpenGL library:
[16:29:27]   Vendor: ATI Technologies Inc.
[16:29:27]   Render: AMD Radeon HD 6570
[16:29:27]   Version: 4.1.10750 Compatibility Profile Context
[16:29:27]   Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 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_instanced_arrays GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[16:29:27] Size: 1680x1050
[16:29:27] ColorBits: 32
[16:29:27] DepthBits: 24
[16:29:27] StencilBits: 8
[16:29:27] isDoubleBuffered: true
[16:29:27]
[16:29:27] *** Looking for Advanced CPU Instructions...
[16:29:27] [x] PentiumPro
[16:29:27] [x] Multimedia (MMX)
[16:29:27] [x] 3D (SSE)
[16:29:27] [x] 3D (SSE2)
[16:29:27] [x] 3D (3DNow)
[16:29:27] ColourBits 32, ABits 8, ZBits 24
[16:29:27]
[16:29:27] *** Looking for Render API Extensions ...
[16:29:27] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[16:29:27] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[16:29:27] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[16:29:27] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[16:29:27] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[16:29:27] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[16:29:27] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[16:29:27] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[16:29:27] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[16:29:27] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[16:29:27] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[16:29:27] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[16:29:27] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[16:29:27]
[16:29:27] Maximum texture size : 16384
[16:29:27] Maximum simultaneous textures :8
[16:29:27] MaxAnisotropic (1.0 = none) : 16.000000
[16:29:28] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[16:29:28] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[16:29:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[16:29:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[16:29:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[16:29:28] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[16:29:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:29:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[16:29:38] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/s-199.fmd
[16:29:40] s = FlightModels/S-199.fmd
[16:29:40] m_lastFMFile = null
[16:29:40] opening new fm file gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/generic.fmd
[16:29:40] s = FlightModels/Generic.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109b-1sas.fmd
[16:29:40] s = FlightModels/Bf-109B-1SAS.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109b-2sas.fmd
[16:29:40] s = FlightModels/Bf-109B-2SAS.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109c-1sas.fmd
[16:29:40] s = FlightModels/Bf-109C-1SAS.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109d-1sas.fmd
[16:29:40] s = FlightModels/Bf-109D-1SAS.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-1.fmd
[16:29:40] s = FlightModels/Bf-109E-1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-3.fmd
[16:29:40] s = FlightModels/Bf-109E-3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-4.fmd
[16:29:40] s = FlightModels/Bf-109E-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-4b.fmd
[16:29:40] s = FlightModels/Bf-109E-4B.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-4n.fmd
[16:29:40] s = FlightModels/Bf-109E-4N.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-7.fmd
[16:29:40] s = FlightModels/Bf-109E-7.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-7nz.fmd
[16:29:40] s = FlightModels/Bf-109E-7NZ.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109e-7n.fmd
[16:29:40] s = FlightModels/Bf-109E-7N.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109f-2_mod.fmd
[16:29:40] s = FlightModels/Bf-109F-2_Mod.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109f-2.fmd
[16:29:40] s = FlightModels/Bf-109F-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109f-4.fmd
[16:29:40] s = FlightModels/Bf-109F-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109f-4z.fmd
[16:29:40] s = FlightModels/Bf-109F-4Z.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-1.fmd
[16:29:40] s = FlightModels/Bf-109G-1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-2trop.fmd
[16:29:40] s = FlightModels/Bf-109G-2trop.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-3.fmd
[16:29:40] s = FlightModels/Bf-109G-3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-4.fmd
[16:29:40] s = FlightModels/Bf-109G-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-5.fmd
[16:29:40] s = FlightModels/Bf-109G-5.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-6asn.fmd
[16:29:40] s = FlightModels/Bf-109G-6ASN.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-6early.fmd
[16:29:40] s = FlightModels/Bf-109G-6Early.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-6erla.fmd
[16:29:40] s = FlightModels/Bf-109G-6Erla.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-6mid.fmd
[16:29:40] s = FlightModels/Bf-109G-6Mid.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-6late.fmd
[16:29:40] s = FlightModels/Bf-109G-6Late.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-10.fmd
[16:29:40] s = FlightModels/Bf-109G-10.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-10erla.fmd
[16:29:40] s = FlightModels/Bf-109G-10Erla.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-10c3.fmd
[16:29:40] s = FlightModels/Bf-109G-10C3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-14.fmd
[16:29:40] s = FlightModels/Bf-109G-14.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109g-14as.fmd
[16:29:40] s = FlightModels/Bf-109G-14AS.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109k-4.fmd
[16:29:40] s = FlightModels/Bf-109K-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109k-4-c3.fmd
[16:29:40] s = FlightModels/Bf-109K-4-C3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109z.fmd
[16:29:40] s = FlightModels/Bf-109Z.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-109t-4.fmd
[16:29:40] s = FlightModels/Bf-109T-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110cvroeg.fmd
[16:29:40] s = FlightModels/Bf-110Cvroeg.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110c-4.fmd
[16:29:40] s = FlightModels/Bf-110C-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110c-4b.fmd
[16:29:40] s = FlightModels/Bf-110C-4b.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110evroeg.fmd
[16:29:40] s = FlightModels/Bf-110Evroeg.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110fvroeg.fmd
[16:29:40] s = FlightModels/Bf-110Fvroeg.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110g-2.fmd
[16:29:40] s = FlightModels/Bf-110G-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/bf-110g-4.fmd
[16:29:40] s = FlightModels/Bf-110G-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ar-196a-3.fmd
[16:29:40] s = FlightModels/Ar-196A-3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ar-234b-2.fmd
[16:29:40] s = FlightModels/Ar-234B-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ar-234c.fmd
[16:29:40] s = FlightModels/Ar-234C.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/do217k-1.fmd
[16:29:40] s = FlightModels/Do217K-1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/do217k-2.fmd
[16:29:40] s = FlightModels/Do217K-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/do-335.fmd
[16:29:40] s = FlightModels/Do-335.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/do-335v-13.fmd
[16:29:40] s = FlightModels/Do-335V-13.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fi-156b-2.fmd
[16:29:40] s = FlightModels/Fi-156B-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-189a-2.fmd
[16:29:40] s = FlightModels/Fw-189A-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-2.fmd
[16:29:40] s = FlightModels/Fw-190A-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-3.fmd
[16:29:40] s = FlightModels/Fw-190A-3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-4.fmd
[16:29:40] s = FlightModels/Fw-190A-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-5.fmd
[16:29:40] s = FlightModels/Fw-190A-5.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-5-165.fmd
[16:29:40] s = FlightModels/Fw-190A-5-165.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-7.fmd
[16:29:40] s = FlightModels/Fw-190A-7.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-7sturm.fmd
[16:29:40] s = FlightModels/Fw-190A-7sturm.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-8.fmd
[16:29:40] s = FlightModels/Fw-190A-8.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190a-9.fmd
[16:29:40] s = FlightModels/Fw-190A-9.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190d-9.fmd
[16:29:40] s = FlightModels/Fw-190D-9.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190d-9late.fmd
[16:29:40] s = FlightModels/Fw-190D-9Late.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190d-11.fmd
[16:29:40] s = FlightModels/Fw-190D-11.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190d-13.fmd
[16:29:40] s = FlightModels/Fw-190D-13.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ta-152h-1.fmd
[16:29:40] s = FlightModels/Ta-152H-1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ta-152c.fmd
[16:29:40] s = FlightModels/Ta-152C.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-190f-8.fmd
[16:29:40] s = FlightModels/Fw-190F-8.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fw-200c-3u4.fmd
[16:29:40] s = FlightModels/FW-200C-3U4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ho-229.fmd
[16:29:40] s = FlightModels/Ho-229.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he45.fmd
[16:29:40] s = FlightModels/He45.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he51c.fmd
[16:29:40] s = FlightModels/He51C.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-111p2.fmd
[16:29:40] s = FlightModels/He-111P2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-111h-2.fmd
[16:29:40] s = FlightModels/He-111H-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-111h-6.fmd
[16:29:40] s = FlightModels/He-111H-6.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-111h-12.fmd
[16:29:40] s = FlightModels/He-111H-12.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-111h-21.fmd
[16:29:40] s = FlightModels/He-111H-21.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-111z.fmd
[16:29:40] s = FlightModels/He-111Z.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-162a-2.fmd
[16:29:40] s = FlightModels/He-162A-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-162c.fmd
[16:29:40] s = FlightModels/He-162C.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-162b.fmd
[16:29:40] s = FlightModels/He-162B.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-219.fmd
[16:29:40] s = FlightModels/He-219.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/he-lercheiiib2.fmd
[16:29:40] s = FlightModels/He-LercheIIIB2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hs123.fmd
[16:29:40] s = FlightModels/HS123.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hs-129b-2.fmd
[16:29:40] s = FlightModels/Hs-129B-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hs-129b-3.fmd
[16:29:40] s = FlightModels/Hs-129B-3.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-52_3mg4e.fmd
[16:29:40] s = FlightModels/Ju-52_3mg4e.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-52_3mg5e.fmd
[16:29:40] s = FlightModels/Ju-52_3mg5e.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87b-1.fmd
[16:29:40] s = FlightModels/Ju-87B-1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87b-2m.fmd
[16:29:40] s = FlightModels/Ju-87B-2m.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87d-3j.fmd
[16:29:40] s = FlightModels/Ju-87D-3j.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87d-5j.fmd
[16:29:40] s = FlightModels/Ju-87D-5j.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87d-7.fmd
[16:29:40] s = FlightModels/Ju-87D-7.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87d-8.fmd
[16:29:40] s = FlightModels/Ju-87D-8.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87g-1j.fmd
[16:29:40] s = FlightModels/Ju-87G-1j.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87g-2.fmd
[16:29:40] s = FlightModels/Ju-87G-2.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-87c.fmd
[16:29:40] s = FlightModels/Ju-87C.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-88a-4.fmd
[16:29:40] s = FlightModels/Ju-88A-4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-88a-4mistel.fmd
[16:29:40] s = FlightModels/Ju-88A-4Mistel.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-88a-17.fmd
[16:29:40] s = FlightModels/Ju-88A-17.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-88a-4torp.fmd
[16:29:40] s = FlightModels/Ju-88A-4torp.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ju-88c-6.fmd
[16:29:40] s = FlightModels/Ju-88C-6.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = ju_388k_fm
[16:29:40] s1 = flightmodels/ju_388k.fmd
[16:29:40] s = FlightModels/JU_388K.fmd:JU_388K_FM
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] opening new fm file ju_388k_fm
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-163b-1a.fmd
[16:29:40] s = FlightModels/Me-163B-1a.fmd
[16:29:40] m_lastFMFile = ju_388k_fm
[16:29:40] getting fm file gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-210ca-1.fmd
[16:29:40] s = FlightModels/Me-210Ca-1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-410a.fmd
[16:29:40] s = FlightModels/Me-410A.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-410b.fmd
[16:29:40] s = FlightModels/Me-410B.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-262a-1a.fmd
[16:29:40] s = FlightModels/Me-262A-1a.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-262a-1au4.fmd
[16:29:40] s = FlightModels/Me-262A-1aU4.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-262b-1a.fmd
[16:29:40] s = FlightModels/Me-262B-1a.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-262hg-ii.fmd
[16:29:40] s = FlightModels/Me-262HG-II.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/me-321.fmd
[16:29:40] s = FlightModels/Me-321.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = 323
[16:29:40] s1 = flightmodels/me-323.fmd
[16:29:40] s = FlightModels/Me-323.fmd:323
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] opening new fm file 323
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/ta-183.fmd
[16:29:40] s = FlightModels/Ta-183.fmd
[16:29:40] m_lastFMFile = 323
[16:29:40] getting fm file gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/beaufightermk1.fmd
[16:29:40] s = FlightModels/BeaufighterMk1.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/beaufightermkx.fmd
[16:29:40] s = FlightModels/BeaufighterMkX.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/beaufightermk21.fmd
[16:29:40] s = FlightModels/BeaufighterMk21.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/blenheim_mki.fmd
[16:29:40] s = FlightModels/Blenheim_MkI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/blenheim_mkif.fmd
[16:29:40] s = FlightModels/Blenheim_MkIF.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/blenheim_mkiv.fmd
[16:29:40] s = FlightModels/Blenheim_MkIV.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/battlemkii.fmd
[16:29:40] s = FlightModels/BattleMkII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/fulmarmki.fmd
[16:29:40] s = FlightModels/FulmarMkI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seagladiatormkii.fmd
[16:29:40] s = FlightModels/SeaGladiatorMkII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/gladiatormki.fmd
[16:29:40] s = FlightModels/GladiatorMkI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/gladiatormkii.fmd
[16:29:40] s = FlightModels/GladiatorMkII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/halifaxbmkiii.fmd
[16:29:40] s = FlightModels/HalifaxBMkIII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seahurricanemki.fmd
[16:29:40] s = FlightModels/SeaHurricaneMkI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seahurricanemkii.fmd
[16:29:40] s = FlightModels/SeaHurricaneMkII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkivroeg.fmd
[16:29:40] s = FlightModels/HurricaneMkIvroeg.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemki.fmd
[16:29:40] s = FlightModels/HurricaneMkI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkia12lbs.fmd
[16:29:40] s = FlightModels/HurricaneMkIa12lbs.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkiia.fmd
[16:29:40] s = FlightModels/HurricaneMkIIa.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkii.fmd
[16:29:40] s = FlightModels/HurricaneMkII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkiid.fmd
[16:29:40] s = FlightModels/HurricaneMkIId.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkiimod.fmd
[16:29:40] s = FlightModels/HurricaneMkIIMod.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/hurricanemkiv.fmd
[16:29:40] s = FlightModels/HurricaneMkIV.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/lancaster.fmd
[16:29:40] s = FlightModels/Lancaster.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/magm14a.fmd
[16:29:40] s = FlightModels/MagM14A.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/mosquito-fbmkvi.fmd
[16:29:40] s = FlightModels/Mosquito-FBMkVI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/mosquito-bmkiv.fmd
[16:29:40] s = FlightModels/Mosquito-BMkIV.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/mosquito-bmkxvi.fmd
[16:29:40] s = FlightModels/Mosquito-BMkXVI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/mosquito-tsts.fmd
[16:29:40] s = FlightModels/Mosquito-tsts.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seafirei.fmd
[16:29:40] s = FlightModels/SeafireI.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seafireii.fmd
[16:29:40] s = FlightModels/SeafireII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seafire-lf-mkiii.fmd
[16:29:40] s = FlightModels/Seafire-LF-MkIII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seafire-f-mkiii.fmd
[16:29:40] s = FlightModels/Seafire-F-MkIII.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/seafirexv.fmd
[16:29:40] s = FlightModels/SeafireXV.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfireivroeg.fmd
[16:29:40] s = FlightModels/SpitfireIvroeg.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfireia.fmd
[16:29:40] s = FlightModels/SpitfireIa.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfireib.fmd
[16:29:40] s = FlightModels/SpitfireIb.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfireiia.fmd
[16:29:40] s = FlightModels/SpitfireIIa.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfireiib.fmd
[16:29:40] s = FlightModels/SpitfireIIb.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfireva.fmd
[16:29:40] s = FlightModels/SpitfireVa.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vb-m45-09.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vb-M45-09.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vb-m45-16-cw.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vb-M45-16-CW.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-lf-vb-m45m-18.fmd
[16:29:40] s = FlightModels/Spitfire-LF-Vb-M45M-18.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-lf-vb-m45m-18-cw.fmd
[16:29:40] s = FlightModels/Spitfire-LF-Vb-M45M-18-CW.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vb-m45-12.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vb-M45-12.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vb-m45-16.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vb-M45-16.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-hf-vb-m46-16.fmd
[16:29:40] s = FlightModels/Spitfire-HF-Vb-M46-16.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vc-2h-m45-16-trop.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vc-2H-M45-16-trop.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vc-2h-m45-12-trop.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vc-2H-M45-12-trop.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:40] sFMDir = gui/game/buttons
[16:29:40] s1 = flightmodels/spitfire-f-vc-4h-m45-12-trop.fmd
[16:29:40] s = FlightModels/Spitfire-F-Vc-4H-M45-12-trop.fmd
[16:29:40] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-viii-m66-18.fmd
[16:29:41] s = FlightModels/Spitfire-LF-VIII-M66-18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-viii-m66-18-cw.fmd
[16:29:41] s = FlightModels/Spitfire-LF-VIII-M66-18-CW.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-ixc-m66-18.fmd
[16:29:41] s = FlightModels/Spitfire-LF-IXc-M66-18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-ixc-m66-18-cw.fmd
[16:29:41] s = FlightModels/Spitfire-LF-IXc-M66-18-CW.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-hf-ixc-m70-18.fmd
[16:29:41] s = FlightModels/Spitfire-HF-IXc-M70-18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-f-ixc-m61-15.fmd
[16:29:41] s = FlightModels/Spitfire-F-IXc-M61-15.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-f-ixc-m63-18.fmd
[16:29:41] s = FlightModels/Spitfire-F-IXc-M63-18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-ixe-m66-18.fmd
[16:29:41] s = FlightModels/Spitfire-LF-IXe-M66-18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-ixe-m66-18-cw.fmd
[16:29:41] s = FlightModels/Spitfire-LF-IXe-M66-18-CW.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-hf-ixe-m70-18.fmd
[16:29:41] s = FlightModels/Spitfire-HF-IXe-M70-18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-ixc-m66-25.fmd
[16:29:41] s = FlightModels/Spitfire-LF-IXc-M66-25.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-lf-ixe-m66-25-cw.fmd
[16:29:41] s = FlightModels/Spitfire-LF-IXe-M66-25-CW.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-f-xii-g3-cw.fmd
[16:29:41] s = FlightModels/Spitfire-F-XII-G3-CW.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfire-f-xiv-g65-21.fmd
[16:29:41] s = FlightModels/Spitfire-F-XIV-G65-21.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = spitmk14crp_fm
[16:29:41] s1 = flightmodels/spitfire-mk14-crp.fmd
[16:29:41] s = FlightModels/Spitfire-MK14-CRP.fmd:SpitMK14CRP_FM
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] opening new fm file spitmk14crp_fm
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfirexviclp.fmd
[16:29:41] s = FlightModels/SpitfireXVICLP.fmd
[16:29:41] m_lastFMFile = spitmk14crp_fm
[16:29:41] getting fm file gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfirexvi25.fmd
[16:29:41] s = FlightModels/SpitfireXVI25.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/spitfirexviclp25.fmd
[16:29:41] s = FlightModels/SpitfireXVICLP25.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/swordfish.fmd
[16:29:41] s = FlightModels/Swordfish.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/u-2tm.fmd
[16:29:41] s = FlightModels/U-2TM.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/typhoon1b.fmd
[16:29:41] s = FlightModels/Typhoon1B.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/typhoon1blate.fmd
[16:29:41] s = FlightModels/Typhoon1BLate.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/tempestmkii.fmd
[16:29:41] s = FlightModels/TempestMkII.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/tempestmkv.fmd
[16:29:41] s = FlightModels/TempestMkV.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/seafurymki.fmd
[16:29:41] s = FlightModels/SeaFuryMkI.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/db-3b.fmd
[16:29:41] s = FlightModels/DB-3B.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/db-3m.fmd
[16:29:41] s = FlightModels/DB-3M.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/db-3t.fmd
[16:29:41] s = FlightModels/DB-3T.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/db-3f.fmd
[16:29:41] s = FlightModels/DB-3F.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/bi-1.fmd
[16:29:41] s = FlightModels/BI-1.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/bi-6.fmd
[16:29:41] s = FlightModels/BI-6.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/g-11.fmd
[16:29:41] s = FlightModels/G-11.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-15bis.fmd
[16:29:41] s = FlightModels/I-15bis.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-15-m22.fmd
[16:29:41] s = FlightModels/I-15-M22.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-15-m25.fmd
[16:29:41] s = FlightModels/I-15-M25.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-153-m62.fmd
[16:29:41] s = FlightModels/I-153-M62.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type15.fmd
[16:29:41] s = FlightModels/I-16type15.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type5.fmd
[16:29:41] s = FlightModels/I-16type5.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type5skis.fmd
[16:29:41] s = FlightModels/I-16type5Skis.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type6.fmd
[16:29:41] s = FlightModels/I-16type6.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type6skis.fmd
[16:29:41] s = FlightModels/I-16type6Skis.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type10.fmd
[16:29:41] s = FlightModels/I-16type10.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type10wc.fmd
[16:29:41] s = FlightModels/I-16type10WC.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type17.fmd
[16:29:41] s = FlightModels/I-16type17.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type18.fmd
[16:29:41] s = FlightModels/I-16type18.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type24.fmd
[16:29:41] s = FlightModels/I-16type24.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type27.fmd
[16:29:41] s = FlightModels/I-16type27.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type28.fmd
[16:29:41] s = FlightModels/I-16type28.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-16type29.fmd
[16:29:41] s = FlightModels/I-16type29.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-185m-71.fmd
[16:29:41] s = FlightModels/I-185M-71.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-185m-82a.fmd
[16:29:41] s = FlightModels/I-185M-82A.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/i-250.fmd
[16:29:41] s = FlightModels/I-250.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2-1940.fmd
[16:29:41] s = FlightModels/Il-2-1940.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2-1941.fmd
[16:29:41] s = FlightModels/Il-2-1941.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2i.fmd
[16:29:41] s = FlightModels/Il-2I.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2mearly.fmd
[16:29:41] s = FlightModels/Il-2MEarly.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2mlate.fmd
[16:29:41] s = FlightModels/Il-2MLate.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2m3.fmd
[16:29:41] s = FlightModels/Il-2M3.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-2m3ns.fmd
[16:29:41] s = FlightModels/Il-2M3NS.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-4.fmd
[16:29:41] s = FlightModels/Il-4.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/il-10.fmd
[16:29:41] s = FlightModels/Il-10.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/lagg-3series4.fmd
[16:29:41] s = FlightModels/LaGG-3series4.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/lagg-3series29.fmd
[16:29:41] s = FlightModels/LaGG-3series29.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/lagg-3series35.fmd
[16:29:41] s = FlightModels/LaGG-3series35.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/lagg-3it.fmd
[16:29:41] s = FlightModels/LaGG-3IT.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/lagg-3series66.fmd
[16:29:41] s = FlightModels/LaGG-3series66.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/lagg-3rd.fmd
[16:29:41] s = FlightModels/LaGG-3RD.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/la-5.fmd
[16:29:41] s = FlightModels/La-5.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/la-5f.fmd
[16:29:41] s = FlightModels/La-5F.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/la-5fn.fmd
[16:29:41] s = FlightModels/La-5FN.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/la-7.fmd
[16:29:41] s = FlightModels/La-7.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/la-7r.fmd
[16:29:41] s = FlightModels/La-7R.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/li-2.fmd
[16:29:41] s = FlightModels/Li-2.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/mbr-2-am-34.fmd
[16:29:41] s = FlightModels/MBR-2-AM-34.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/mig-3.fmd
[16:29:41] s = FlightModels/MiG-3.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/mig-3ud.fmd
[16:29:41] s = FlightModels/MiG-3ud.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/mig-3am-38.fmd
[16:29:41] s = FlightModels/MiG-3AM-38.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/mig-3u.fmd
[16:29:41] s = FlightModels/MiG-3U.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/mig-9.fmd
[16:29:41] s = FlightModels/MiG-9.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-2series1.fmd
[16:29:41] s = FlightModels/Pe-2series1.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-2series32.fmd
[16:29:41] s = FlightModels/Pe-2series32.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-2series84.fmd
[16:29:41] s = FlightModels/Pe-2series84.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-2series110.fmd
[16:29:41] s = FlightModels/Pe-2series110.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-2series359.fmd
[16:29:41] s = FlightModels/Pe-2series359.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-3series1.fmd
[16:29:41] s = FlightModels/Pe-3series1.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-3bis.fmd
[16:29:41] s = FlightModels/Pe-3bis.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/pe-8.fmd
[16:29:41] s = FlightModels/Pe-8.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/r-5.fmd
[16:29:41] s = FlightModels/R-5.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/r-10.fmd
[16:29:41] s = FlightModels/R-10.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/sb-2m-100a.fmd
[16:29:41] s = FlightModels/SB-2M-100A.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/sb-2m-103.fmd
[16:29:41] s = FlightModels/SB-2M-103.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/su-2.fmd
[16:29:41] s = FlightModels/Su-2.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/tb-3-4m-17.fmd
[16:29:41] s = FlightModels/TB-3-4M-17.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/tb-3-4m-34r.fmd
[16:29:41] s = FlightModels/TB-3-4M-34R.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/tu-2s.fmd
[16:29:41] s = FlightModels/Tu-2S.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-29.fmd
[16:29:41] s = FlightModels/B-29.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/u-2vs.fmd
[16:29:41] s = FlightModels/U-2VS.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/u-2nb.fmd
[16:29:41] s = FlightModels/U-2NB.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/u-2lsh.fmd
[16:29:41] s = FlightModels/U-2LSH.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-1.fmd
[16:29:41] s = FlightModels/Yak-1.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-1b.fmd
[16:29:41] s = FlightModels/Yak-1B.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-3.fmd
[16:29:41] s = FlightModels/Yak-3.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-3vk-107.fmd
[16:29:41] s = FlightModels/Yak-3VK-107.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-3r.fmd
[16:29:41] s = FlightModels/Yak-3R.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-7a.fmd
[16:29:41] s = FlightModels/Yak-7A.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-7b.fmd
[16:29:41] s = FlightModels/Yak-7B.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-7b_pf.fmd
[16:29:41] s = FlightModels/Yak-7B_PF.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-7uti.fmd
[16:29:41] s = FlightModels/Yak-7uti.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9.fmd
[16:29:41] s = FlightModels/Yak-9.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9b.fmd
[16:29:41] s = FlightModels/Yak-9B.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9d.fmd
[16:29:41] s = FlightModels/Yak-9D.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9m.fmd
[16:29:41] s = FlightModels/Yak-9M.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9k.fmd
[16:29:41] s = FlightModels/Yak-9K.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9t.fmd
[16:29:41] s = FlightModels/Yak-9T.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9u.fmd
[16:29:41] s = FlightModels/Yak-9U.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-9ut.fmd
[16:29:41] s = FlightModels/Yak-9UT.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/yak-15.fmd
[16:29:41] s = FlightModels/Yak-15.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/a-20b.fmd
[16:29:41] s = FlightModels/A-20B.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/a-20c.fmd
[16:29:41] s = FlightModels/A-20C.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/a-20b3s.fmd
[16:29:41] s = FlightModels/A-20B3S.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/a-20g.fmd
[16:29:41] s = FlightModels/A-20G.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/ad4.fmd
[16:29:41] s = FlightModels/AD4.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/a1h.fmd
[16:29:41] s = FlightModels/A1H.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/a1j.fmd
[16:29:41] s = FlightModels/A1J.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-17d.fmd
[16:29:41] s = FlightModels/B-17D.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-17e.fmd
[16:29:41] s = FlightModels/B-17E.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-17f.fmd
[16:29:41] s = FlightModels/B-17F.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-17g.fmd
[16:29:41] s = FlightModels/B-17G.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-24j.fmd
[16:29:41] s = FlightModels/B-24J.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-29sp.fmd
[16:29:41] s = FlightModels/B-29SP.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-25c.fmd
[16:29:41] s = FlightModels/B-25C.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-25d5-strafer.fmd
[16:29:41] s = FlightModels/B-25D5-Strafer.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-25d20-strafer.fmd
[16:29:41] s = FlightModels/B-25D20-Strafer.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-25g.fmd
[16:29:41] s = FlightModels/B-25G.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
[16:29:41] s1 = flightmodels/b-25h.fmd
[16:29:41] s = FlightModels/B-25H.fmd
[16:29:41] m_lastFMFile = gui/game/buttons
[16:29:41] sFMDir = gui/game/buttons
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 03, 2012, 10:15:26 AM
*** Looking for Advanced CPU Instructions...
  • PentiumPro
  • Multimedia (MMX)
3D (SSE4)

 3D (SSE4)

[-] 3D (3DNow)

ColourBits 32, ABits 0, ZBits 24


Before using 2048 pixel texture, remove from folder game all DLL files
and class files  Light in the IL2 mods (beta).

High Resolution/True Color Textures Mod does not support Light in the IL2 (beta)

You're work a DLL from the Light in the IL2 mods (beta).
Try to clean the game.
If you use the Ultrapack 3 can be conflicts.

In Ultrapack  3   old version Light in the IL2 (beta) is enabled by default.

Sorry my bad english :(
Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 03, 2012, 12:38:44 PM
So you mean I have to remove every single .dll file or only some
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 03, 2012, 01:29:03 PM
All the DLL files that come with  the other mod.
use the standard ones
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 03, 2012, 02:13:51 PM
list of .dll's to remove, Please.
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 03, 2012, 02:19:31 PM
to be found in the light mod by carsmaster?
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on September 03, 2012, 03:49:12 PM
For the guys and girls that are interested in my 2048x2048 Cloudmod, you can get it here:

https://www.sas1946.com/main/index.php/topic,28310.0.html (https://www.sas1946.com/main/index.php/topic,28310.0.html)



(http://i1217.photobucket.com/albums/dd389/Uufflakke10/1d009c7f.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Asís on September 03, 2012, 04:02:04 PM
The spity was sad and alone...so, now he has a new friend to play dogfights.  :D :D :D

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

https://www.mediafire.com/?4y75uollc0ub4r8 two skins plus one blank.

I used internals, machinery and cockpit by Revolver, which I thank him for.

Enjoy
Title: Re: High Resolution / True Color Textures Mod
Post by: juanmalapuente on September 03, 2012, 06:22:51 PM
So beautiful work. Thanks a lot.  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: juanmalapuente on September 03, 2012, 08:40:02 PM
Flying towards a new sunrise over Uuflake's clouds.

(https://www.sas1946.rocks/images/imageshit/img43/1071/0409201223243.jpg) (https://www.sas1946.rocks/images/imageshit/download/43/0409201223243.jpg)


Everything working smooth as silk so far.
Well only slight stuttering while flying between clouds in a storm and a couple of polygons, but nothing really bad.

Title: Re: High Resolution / True Color Textures Mod
Post by: Hangman on September 04, 2012, 09:06:57 AM
I'm really embarrased now I had searched 'Light in il2 beta' mod with wrong name and didn't find it and now I found it with name what I didn't remebered at all so I removed that mod and replaced .dll files and now this works. Damn I was stupid :-[

Everything is fine now and these textures are really nice looking thank's for your work
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 04, 2012, 09:10:14 AM
....Everything is fine now ....
very good.
Title: Re: High Resolution / True Color Textures Mod
Post by: gemgi on September 04, 2012, 12:39:03 PM
(http://i1157.photobucket.com/albums/p596/gemgi/grab0046.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 04, 2012, 12:53:12 PM
Ok, I may be the stupidest person here.. what exactly do I have to remove from my root game to get 2048 land textures to work?

If somebody has this 2048 land textures working with ATI card, could please post conf.ini .. Many thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on September 04, 2012, 01:02:43 PM
Hi all, just tried to get this to work and had no luck. I think i may have two problems.

Firstly i think i installed carsmaster light in the il2, some time ago not using jsgme but manually, therefore i believe i may have overwritten the default .dll's. I am running DBW 1.71 could someone please upload them for me?

Secondly i am using benitomuso's totalmodder, has any one installed the High Resolution / True Color Textues Mod through this? if so how did they go about it?

thanks for any help

regards

slipper
Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on September 04, 2012, 01:23:13 PM
@Slipper

Here are the DBW dll.´s from my backup folder. (always good to have one)

https://www.mediafire.com/?2j1048l1prls9k4

But I missed the il2_core.dll so,I take the original one from 4.11.Think it´s the same.

Hope this helps.

 :)

Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on September 04, 2012, 02:13:21 PM
Thanks Semor, really appreciate this mate, i'll make sure i keep these ones safe  ;)

regards

slipper
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 04, 2012, 02:48:27 PM
I just thought of something that might be interesting, but I have not tested it yet. I am
at work now and cannot use the IL-2 game.

Would this "Skin-Mod" also work for PILOT Skins ?

The pilot skins are very small to paint. If this also works for Pilot skins being doubled up in
size, we could see better pilots faces and uniforms.
Well, not perfect looking pilots, but at least better looking and better painted pilots than before.
.
Has ANYONE tried doing a test with pilots skins, yet?
.
.
AND if this really does work with pilot skins, it might also work on all vehicles and tanks!  8)
Houses and all objects... Animals... Trains and cars and trucks... all the small skins.

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on September 04, 2012, 06:59:51 PM
I have tried doing a straight swap in the Paintschemes/Pilots folder but they do not show up in game. It looks as if it might need another dll tweek to allow larger than 256x256 hi-res textures.

However, the cloudmod is another huge improvement, thanks Uufflakke   ;)

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 04, 2012, 07:31:39 PM

Oh sad news  :( It would really be something nice if those tiny skins could be made at 512x512.
No problem, perhaps one day it will be possible.
There is already this big breakthrough with these new aircraft skins, maps and clouds textures. Its just AMAZING!!

Also... Hurray for Uufflakke, and thanks for your cool clouds textures. This has become a new game all over again.

I am still testing out the new 2048 skins and checking all the little details and lettering. It´s so amazing how EVERYTHING
becomes just so clear and detailed.... My eyes are going to pop out !!   ???

I have to say it again... Thank you very much SAS~Storebror and Carsmaster !! HURRAY!! HURRAY!
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on September 04, 2012, 08:22:11 PM
I did some experimenting for barnesy12 trying to get the game to take larger pilot skins(I knew it wouldn't work but,had to try)There has been several discussions over the past 3 or 4 years on this subject,no one has gotten it to work yet as far as I know.I think GJE52 is right,it's going to take another dll tweak.
Title: Re: High Resolution / True Color Textures Mod
Post by: barnesy12 on September 04, 2012, 10:29:28 PM
ehem  :)

                                                                      (http://i1100.photobucket.com/albums/g410/rodeo222/070920114-24-38.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Willy on September 05, 2012, 12:08:09 AM
Well done Barnesy!
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~GJE52 on September 05, 2012, 04:43:26 AM
Well done Barnesy12, is this a new mod or just a tweak ?

G;
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 05, 2012, 05:30:36 AM
cuteness overload!!!

can u do Bieber? Justin Bieber? ::)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 05, 2012, 08:30:11 AM
Has somebody got this 2048 land textures working with ATI card?
...

Reason being is that when I get my Asus Crosshair V Formula-Z Mobo/ Radeon MATRIX HD 7970/ 6-core Intel Core i7-3960X.. it would be disheartning to know
these 2048 land textures are a Nvidea deal only.

But main reason is to run Berlin @ 60fps  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ranwers on September 05, 2012, 09:09:19 AM
IMHO - to big for external pilot
Title: Re: High Resolution / True Color Textures Mod
Post by: Schutze on September 05, 2012, 09:20:27 AM
Wtf that dude looks like me  :o
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on September 05, 2012, 10:51:27 AM
cuteness overload!!!

can u do Bieber? Justin Bieber? ::)

And I was like
Baby, baby, baby ooh
Like
Baby, baby, baby noo
Like
Baby, baby, baby ooh
I thought you'd always be mine (mine)
Baby, baby, baby ooh
Like
Baby, baby, baby noo
Like
Baby, baby, baby ooh
I thought you'd always be mine (mine)

If you want I can send the file (2048x2048) to ya if you are one of those  "beliebers".  ;D


(http://i1217.photobucket.com/albums/dd389/Uufflakke10/724ba260.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Batbomb on September 05, 2012, 11:18:52 AM
If I saw that behind me, I would ram my plane into the ground unsolicited :D :D :D Hell this is terrible :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Diving_Hawk on September 05, 2012, 11:30:45 AM
Not nearly as awful as B singing his so called songs
Title: Re: High Resolution / True Color Textures Mod
Post by: Jaypack44 on September 05, 2012, 11:46:30 AM
quick question: I'm working on a skin for Diving_Hawk's USS Iowa mod, and I've run into a problem. I've installed this mod, which seems to work fine for normal skins. However, when I try to save a high-res (2048x1024) version of the .tga for the hull (Hull512.tga), the ship doesn't show up in-game. Scaling the texture down to its original size of 1024x512 works fine. Any ideas on why it's not accepting the high-res version?
Title: Re: High Resolution / True Color Textures Mod
Post by: CzechTexan on September 05, 2012, 12:15:04 PM
Reading through all of this it looked like pilot skins in 2048 would be impossible.  But now I see it IS possible!  Pilot skins add to realism just as much as anything else.  Now we just need some skinners to make a bunch of pilots....maybe just a few for each country, to start with.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 05, 2012, 12:21:19 PM
....Any ideas on why it's not accepting the high-res version?
I have not tested the skins 2048 x 1024 pix. Skins 2048 x 2048 pix work on ships.
Probably have to redo skins the 3D mapping for 2048 pixels.
3D specialists know how to do it.

(https://www.sas1946.rocks/images/imageshit/img651/9059/ship2048.jpg) (https://www.sas1946.rocks/images/imageshit/download/651/ship2048.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 05, 2012, 12:36:23 PM


AH! Great news, it works with ship skins!  8) HURRAY... for Popeye the Sailor man! Toot-Toot!

Well done Barnesy12, is this a new mod or just a tweak ?
G;

Yes, Barnesy, what is the trick to making larger skins for pilots???

Personally I would not use such Huge skins for a pilot, but a smaller version 1024x1024
would be nice to use for some pilot-skins.
You have to take into account that there are not many Large sized
photos of famous pilots to use in such large skins. Even trying to find good large size image of
actors faces is sometimes dificult. They all have to be in a certain angle and with proper lighting
for them to fit best into a pilot-skin.

This is great news. If  ships can use these large skins, so can Tanks and vehicles.
I must do some tests and see if this works.

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 05, 2012, 12:45:38 PM
.. If  ships can use these large skins, so can Tanks and vehicles.
YES.
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 05, 2012, 12:48:40 PM

YES! ... DA !   8)

(http://i1018.photobucket.com/albums/af309/elanor12/emmarachelclap.gif)



Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 05, 2012, 01:39:03 PM
...If  ships can use these large skins, so can Tanks and vehicles.

Work master Greif11 in  my redaction in 2048 pix

(https://www.sas1946.rocks/images/imageshit/img255/7834/tankhd20481.jpg) (https://www.sas1946.rocks/images/imageshit/download/255/tankhd20481.jpg)

(https://www.sas1946.rocks/images/imageshit/img803/5352/tankhd20482.jpg) (https://www.sas1946.rocks/images/imageshit/download/803/tankhd20482.jpg)

Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 05, 2012, 01:51:05 PM


Spacibo Comrade Carsmaster!!  8)
Tanks and motor vehicles can now be better painted with bigger skins!!
FANTASTIC!!
Il-2-1946 still has many great surprises to see and enjoy.
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on September 05, 2012, 04:18:27 PM


AH! Great news, it works with ship skins!  8) HURRAY... for Popeye the Sailor man! Toot-Toot!

Well done Barnesy12, is this a new mod or just a tweak ?
G;

Yes, Barnesy, what is the trick to making larger skins for pilots???

Personally I would not use such Huge skins for a pilot, but a smaller version 1024x1024
would be nice to use for some pilot-skins.
You have to take into account that there are not many Large sized
photos of famous pilots to use in such large skins. Even trying to find good large size image of
actors faces is sometimes dificult. They all have to be in a certain angle and with proper lighting
for them to fit best into a pilot-skin.

This is great news. If  ships can use these large skins, so can Tanks and vehicles.
I must do some tests and see if this works.




I don't think there is a trick for making larger skins for pilots.
Search the net for good quality images and use your photo editing skills to create a 2048 texture.
Yes, finding large sized images of famous pilots is difficult and most of them are black/white but finding large sized images of actors faces is the easiest thing to find on the net.
Actors, singers etc. are so vain that it can't be a problem.  :D
Just like my screenshot on the previous page of that "singer" (who's name shall not be mentioned anymore) is a resized .tga of Barnesy Better Pilots Redux and I edited in a high rez image of that "singer".
Title: Re: High Resolution / True Color Textures Mod
Post by: ANDYTOTHED on September 05, 2012, 04:29:44 PM
I just found my DBW install...
Again temporary goodbye to my 4.11.1
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 05, 2012, 04:33:40 PM
Thanks Uuflakke  8)
The possibilities now are TREMENDOUS!!... HUGE!... STUPENDOUS!...
...MARVELLOUS! ... (insert any happy word here)

These game skins can now be painted to such a high degree of resolution and definition
that no other game can come close. Better than Cliffs of Normandy! (the follow up to that
 crappy game Cliffs of Dover
  ;D )

The revolution has only now begun for re-painting this game ... I can only just imagine how it
will be like in next years summer season at this exact date!
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 05, 2012, 06:11:10 PM
Round V:

2048 HD planes work no problem for me. 2048 land/water/air does NOT work for me. Some details:
Code: [Select]
[05.09.2012 23:57:38] ------------ BEGIN log session -------------
[23:57:38] OpenGL provider: Opengl32.dll
[23:57:39] OpenGL library:
[23:57:39]   Vendor: ATI Technologies Inc.
[23:57:39]   Render: AMD Radeon HD 6570
[23:57:39]   Version: 4.1.10750 Compatibility Profile Context
[23:57:39]   Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 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_instanced_arrays GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[23:57:39] Size: 1680x1050
[23:57:39] ColorBits: 32
[23:57:39] DepthBits: 24
[23:57:39] StencilBits: 8
[23:57:39] isDoubleBuffered: true
[23:57:39] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[23:57:39]
[23:57:39] *** Looking for Advanced CPU Instructions...
[23:57:39] [x] PentiumPro
[23:57:39] [x] Multimedia (MMX)
[23:57:39] [x] 3D (SSE)
[23:57:39] [x] 3D (SSE2)
[23:57:39] [x] 3D (3DNow)
[23:57:39] ColourBits 32, ABits 8, ZBits 24
[23:57:39]
[23:57:39] *** Looking for Render API Extensions ...
[23:57:39] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[23:57:39] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[23:57:39] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[23:57:39] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[23:57:39] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[23:57:39] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[23:57:39] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[23:57:39] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[23:57:39] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[23:57:39] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[23:57:39] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[23:57:39] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[23:57:39] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[23:57:39]
[23:57:39] Maximum texture size : 16384
[23:57:39] Maximum simultaneous textures :8
[23:57:39] MaxAnisotropic (1.0 = none) : 16.000000
[23:57:40] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[23:57:40] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[23:57:40] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[23:57:40] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[23:57:40] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[23:57:40] INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
[23:57:40] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[23:57:40] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[23:57:49] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'

conf.ini:
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=0
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.66875
mapPadY=-0.046666667
viewSet=34
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
Typeclouds=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=1
//ScreenshotType=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=3.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=1
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=3
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=6
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=1
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=3
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=us

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

Anisotropic=8

HardwareShaders=0

FogHaze=4
Shadows=3
Specular=3
SpecularLight=3
DiffuseLight=3
DynamicalLights=1
MeshDetail=5
VisibilityDistance=3

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

LandGeom=3
TexLarge=3
TexLandQual=3
TexLandLarge=3

VideoSetupId=10
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=3
DiffuseLight=3
DynamicalLights=3
MeshDetail=3
VisibilityDistance=3

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

LandGeom=3
TexLarge=3
TexLandQual=3
TexLandLarge=3

VideoSetupId=17
Water=2
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[DGen]
RandomFlights=3
;UseParkedPlanes=0
HistoricalRanks=1
NoAirfieldHighlight=1
MaxFLAK=40
MissionDistance=75
MaxBomberSkill=0

[Mods]
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50

Solution? Thanks

Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 05, 2012, 06:38:34 PM

 8)

yes please!
he is so... omygood!

put him in a zero. and unleash the Corsairs!!!!!! NOWWWWWWWWWWWWWWWWWWWWWWWWW!
Title: Re: High Resolution / True Color Textures Mod
Post by: SloppyJoe on September 05, 2012, 06:51:52 PM
My thoughts exactly, HundertzehnGustav!
Title: Re: High Resolution / True Color Textures Mod
Post by: Ribs on September 05, 2012, 07:23:00 PM
Dear God in Heaven! Bieber's face on pilot's skin! Another sure sign that the Apocalypse is near! Repent - Repent! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Diving_Hawk on September 06, 2012, 03:28:44 AM
@Jaypack

I will update Iowa's superstructure UVs to be better for the ship and easier to reskin in v1.
As a 2048 skin means doing a lot of work, I advise you wait till then to save yourself from double work.

S!
Title: Re: High Resolution / True Color Textures Mod
Post by: Riptide_One on September 06, 2012, 08:26:21 AM
Uufflakke,

In Rely #9 to this thread, you show a screen shot of a white plane. It seems that you tried (a) reducing the memory to 512, (b) using the new selector and (c) setting it to 'heap'. However, after going through all 23 pages of this thread, I can't find whether or not you found a solution to your problem. Did you?

Cheers,

Riptide
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 06, 2012, 10:44:14 AM
Just like my screenshot on the previous page of that "singer" (who's name shall not be mentioned anymore) is a resized .tga of Barnesy Better Pilots Redux and I edited in a high rez image of that "singer".

Voldemooooort...
has anybody contacted a man named "elephant" on this subject.
he might have fun with this, seeing all the Pilot skins he has done so far.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 06, 2012, 12:27:27 PM
..2048 HD planes work no problem for me. 2048 land/water/air does NOT work for me. Some details:

Try this conf.ini


Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=0
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=atioglxx.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.66875
mapPadY=-0.046666667
viewSet=34
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
Typeclouds=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=1
//ScreenshotType=1
SubTitlesLines=5
HakenAllowed=1
ClearCache=0

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=3.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=1
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=3
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=6
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=1
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=3
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=us

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 0 0 0 0 0 0 0 0 0 0 0
1Y=-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
1RZ=-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
1U=-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

Anisotropic=8

HardwareShaders=0

FogHaze=4
Shadows=3
Specular=3
SpecularLight=3
DiffuseLight=3
DynamicalLights=1
MeshDetail=5
VisibilityDistance=3

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

LandGeom=3
TexLarge=3
TexLandQual=3
TexLandLarge=3

VideoSetupId=10
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=1
DiffuseLight=1
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[DGen]
RandomFlights=3
;UseParkedPlanes=0
HistoricalRanks=1
NoAirfieldHighlight=1
MaxFLAK=40
MissionDistance=75
MaxBomberSkill=0
AirIntensity=Medium
GroundIntensity=Medium
CampaignMissions=Normal
CampaignAI=Normal
CampaignLength=VeryLong
SlowFire=1
PromotionRate=1.0

[Mods]
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 06, 2012, 12:54:17 PM
Hello carsmaster,

Thank you for taking the time and attention for my problem. I looked at your conf.ini, and I knew right away it will not work ( but I tried anyway). The problem is anisotropic=3 (TexMipFilter=3). My HD2048 skins will NOT load with this setting. I turn anisotropic off on my ATI HD 6570 card, same problem with tmf=3. Various setings all result in same with tmf=3.

Fresh install up3rc4/dbw 1.71/4.101.

I am perplexed as to the solution to this problem.

Kindest regards.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 06, 2012, 12:58:17 PM
..My HD2048 skins will NOT load with this setting...
Maybe, maybe.
I'm no expert ATI cards.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 06, 2012, 01:01:36 PM
..My HD2048 skins will NOT load with this setting...
Maybe, maybe.
I'm no expert ATI cards.
Thank you again. Perhaps you can look into it? If I may assist in anyway, I would be very happy too.

Kindest regards:

Edit: land textures work if reduced to 1024x1024 still only with anisotropic=2 (TexMipFilter=2)

(http://i1224.photobucket.com/albums/ee380/ASYLUM_thirteen/0609201220-42-55.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 06, 2012, 02:59:42 PM
...land textures work if reduced to 1024x1024 still only with anisotropic=2 (TexMipFilter=2)
I'm sorry. IL-2 was the game mostly for NVIDIA.
Perhaps you will help people who all work on ATI card.
Best regards, Carsmaster.
Title: Re: High Resolution / True Color Textures Mod
Post by: panzerkeil on September 07, 2012, 01:48:22 AM
I have an Ati card (ATI Mobility Radeon HD 4300/4500 Series), tex mip filter = 3 in conf.ini and no issues at all with 2048 textures.
Hi-res clouds, - plane skins, - trees and - Bessarabia map all load fine.

Maybe a driver issue or setting in Catalyst Control Centre?
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Willy on September 07, 2012, 03:27:00 AM
This game was programmed in OGL. In year 1999-2000, and nowadays too, in OGL Nvidia VGA,s are more eficient than ATI/AMD. Less problems forward.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on September 07, 2012, 03:27:24 AM
Yep, but NVidia sucks.  :)
Once I switched to Ati I never wanted to go back.
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Willy on September 07, 2012, 03:28:32 AM
Yep, but NVidia sucks.  :)

Yeah, that's a nice technical reason...  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on September 07, 2012, 03:39:54 AM
Lol, sorry, could not resist.  ;D
TBH I would not exclude the option to get an NVidia on another day.
Only ATM I like AMD (Ati in my case) better, especially my driver compared to the earlier, unintuitive NVidia drivers, but I would not start a religion on it.
Chrs

Tom
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 07, 2012, 07:24:29 AM
I have an Ati card (ATI Mobility Radeon HD 4300/4500 Series), tex mip filter = 3 in conf.ini and no issues at all with 2048 textures.
Hi-res clouds, - plane skins, - trees and - Bessarabia map all load fine.

Maybe a driver issue or setting in Catalyst Control Centre?
Care to post which driver version you have? along with what ccc settings you use & your conf.ini?
Thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on September 07, 2012, 07:33:03 AM
Well, I gave this another try as well, only for testing skins so far:

With [Render_OpenGL] ,TexQual]=2 -independent of tex compress, I can see the new hi res skins.
As soon as I set the value I use since 2010, TexQual=3- a nogo.

My system:
AMD Quadcore, 4x 2.85
Win XP 32 Bit
HD 5770
3 Gigs RAM
RAM setting (IL-2 Selector 2.2.2): 512 MB
Driver: Ati 10.9

Config

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=1
DiffuseLight=1
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 07, 2012, 09:49:05 AM
Thanks for taking time to respond, however 10.9 catalyst control not supported with my HD6570 card. Would you care to upload your atioglxx.dll? Right now I'm using the 6.14.10.10750 11.5 atioglxx.dll.
Thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: bomberkiller on September 07, 2012, 10:02:54 AM
Hi Ice~Eagle,

please check your PM's...
Title: Re: High Resolution / True Color Textures Mod
Post by: HundertzehnGustav on September 07, 2012, 10:19:03 AM
i bet it has a download link to a new ati DLL...
:D

good on ya, Bomber. Hope it works.
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on September 07, 2012, 11:40:16 AM
I'm glad to see that this great mod gets attention that it is deserving. Thank you Carsmaster and Storebror.  :)

I wonder does this mod affect also textures for water (like in: "maps\_Tex\water\animated")? If does, then we can have water even better than in Clod  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 07, 2012, 12:06:43 PM
I wonder does this mod affect also textures for water (like in: "maps\_Tex\water\animated")?
Unfortunately not yet affected.
Title: Re: High Resolution / True Color Textures Mod
Post by: panzerkeil on September 07, 2012, 01:03:56 PM
Care to post which driver version you have? along with what ccc settings you use & your conf.ini?
Thanks.
I hope Tom2's settings helped you; my conf settings are listed here: https://www.sas1946.com/main/index.php/topic,28301.0.html

Running catalyst 12.4 with atioglxx.dll (6.14.10.11259) 
CCC settings:
AA: override app. 2x, samples 2x filter: box
AF: override app. per pixel sample 2x
catalyst ai: disabled
Mipmap: performance
V-sync off
OpenGL: triple buffering enabled

Remember this is a laptop and has not the best of cards, but still manage to get an acceptable framerate on perfect settings with new hi-res textures. :)

hope this helps
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on September 07, 2012, 01:20:46 PM
Wow fellas, actually you misinterpreted my post a bit-sorry!
I was saying the settings I posted worked for the mod minus the follwoing setting:

(open GL)
...
TexQual=3

That-for me -does not work.
Could be my driver, my system, my OS...
As for the other settings, they seem to work.

Hope that helps.
Ice~Eagle: Please pm me if you still need an atioglxx.dII or however this sucker is called lol.
AFAIK most people have no issues with the atioglxx.dII from the 11.5 driver.
I don't know why, but never ever has inserting such a file into my main install worked-at all-always crash.

Cheers gents..
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on September 07, 2012, 01:30:01 PM
Yep. Texquality=3 works for me, texmipfilter=3 does not work. Must be the HD6570 card. Seems only the 11.5 dll works with my card too. Oh well, at least I have 2048px planes.

Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on September 07, 2012, 02:20:03 PM
I wonder does this mod affect also textures for water (like in: "maps\_Tex\water\animated")?
Unfortunately not yet affected.


If you enable large textures for water, is it also possible to increase the area that the texture covers on the surface?

The surface resolution is already fairly good; it would be a bigger advantage if we could have a larger texture that covers larger area of the water surface. This would mean that you could fly higher before the tiling becomes obvious, and the water would look better at wider range of conditions (increased altitude).

Increasing the water texture size without making the water texture tile size larger would only benefit the appearance of water at very low altitudes. While this would undoubtedly produce incredible screenshot, the advantages for in-game graphics would be too small to justify the likely effect on performance.

Additionally, if it's possible to edit the water material in such a way, ability to use more frames would be very much appreciated. Currently texture resolution is limited to 256^2 and the amount of frames for the water animation is limited to 16 frames only. With 32 frames, larger tile size (smaller tiling factor) and support for large textures we could do massive improvements for the water in IL-2 1946.

Not sure how viable such changes to the water material are, however.
Title: Re: High Resolution / True Color Textures Mod
Post by: PeterF on September 09, 2012, 03:43:04 PM
I'm trying to install the bessarabia map but I keep getting a loading error.
From the log file: java.lang.RuntimeException: Landscape 'Bessarabia/load_Odessa.ini' loading error

I downloaded it from here: http://dispersalfield.ru/main/index.php/topic,705.0.html but I can't read Russian and google translator makes it worse! Is it just the two parts from mediafire which you extract into each other and then put in DBW mapmods folder?
Title: Re: High Resolution / True Color Textures Mod
Post by: Mission_bug on September 11, 2012, 08:16:19 AM
Finally got around to installing this guys, I must say it certainly is a superb addition to the sim. 8)

The clarity of the detail and inscriptions is amazing.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Spit2048.jpg)

Wishing you all the very best, Pete. ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on September 11, 2012, 10:19:26 AM
Hi!

Just a question about indexed files!

In game the map load the ed_m01 in indexed or RGB?

I'm asking because by this mod I discovered that the indexed skins are 'rescaled' at RGB by the game engine when loading....I was wondering if the same is applied also at the ed_m files and so the works of resize them to indexed colors was thus unsefulness apart saving space....

Thanks in advance for your help!

walter
Title: Re: High Resolution / True Color Textures Mod
Post by: VF-51_Cobraj on September 12, 2012, 10:57:11 AM
Attention Carmaster. Issue with Bessarabia map download.


From the log file: java.lang.RuntimeException: Landscape 'Bessarabia/load_Odessa.ini' loading error is because a .tgb file has a 0kb size in _Tex folder.

I copied one of the same size map tgb files and over the 0kb file and it works now.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 12, 2012, 11:44:52 AM
Attention Carmaster. Issue with Bessarabia map download.
From the log file: java.lang.RuntimeException: Landscape 'Bessarabia/load_Odessa.ini' loading error is because a .tgb file has a 0kb size in _Tex folder.
I copied one of the same size map tgb files and over the 0kb file and it works now.

 You took here?

PART 1 https://www.mediafire.com/?tpd8fghgubixb6r
PART 2 https://www.mediafire.com/?nc29d9rwi119461

These files are bad??

EDIT:

I downloaded now 12.09.2012:

NEED TWO ARCHIVE!!!!!!!!!!!!

on mediafire

PART 1 https://www.mediafire.com/?tpd8fghgubixb6r
PART 2 https://www.mediafire.com/?nc29d9rwi119461

WinRaR v.3.80 test -good.
Unpack files WinRaR v 3.80-good.

7-Zip v. 4.65 test-good.
Unpack files 7-Zip v. 4.65 -good.

Try to download the files again. Your previos download corrupt
Title: Re: High Resolution / True Color Textures Mod
Post by: VF-51_Cobraj on September 12, 2012, 01:49:59 PM
Thank you sir. I believe these are different links. I will try them. Thank you and great work. Much appreciated.
Title: Re: High Resolution / True Color Textures Mod
Post by: VF-51_Cobraj on September 13, 2012, 12:00:17 PM
Carmaster,

When unzipping "CMR_BESSARABIA_2048.part1.rar" from the download link you posted I get an "Data Error" using 7zip at "CMR BESSARABIA 2048\maps\_Tex\land\summer\CMR_rom_fields_LowLand1.tgb". 

Properties for this file "CMR_rom_fields_LowLand1.tgb" are:
Size=7.95 MB (8,344,845 bytes)
Size on Disk=7.96 MB (8,347,648 bytes)
Modified on ?Tuesday, ?March ?27, ?2012, ??8:11:16 PM


This download is still not correct and should be:
Size=12.0 MB (12,582,956 bytes)
Size on Disk=12.0 MB (12,587,008 bytes)



When unzipping "CMR_BESSARABIA_2048.part2.rar" from the download link you posted I also get an "Data Error" using 7zip at "CMR BESSARABIA 2048\maps\_Tex\land\summer\CMR_rom_fields_LowLand1.tgb". 

Properties for this file "CMR_rom_fields_LowLand1.tgb" are:
Size=0 MB (0 bytes)
Size on Disk=0 MB (0 bytes)
Modified on Tuesday, ?March ?27, ?2012, ??8:11:16 PM


"CMR_BESSARABIA_2048.part2.rar" file has 0kb properties for  "CMR BESSARABIA 2048\maps\_Tex\land\summer\CMR_rom_fields_LowLand1.tgb" which overwrites the first one.

I still had to copy/paste and rename a "CMR_rom_fields_LowLand2.tgb" file and replace the original "CMR_rom_fields_LowLand1.tgb" with the "CMR_rom_fields_LowLand2.tgb" image to correct the load.ini error when starting the map IL-2.

Basiclly, I need a good "CMR_rom_fields_LowLand1.tgb" file to have the correct map plate now.

Thank you sir.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 13, 2012, 12:46:01 PM
..Basiclly, I need a good "CMR_rom_fields_LowLand1.tgb" file to have the correct map plate now.

Thank you sir.
https://www.mediafire.com/?g59hbu2un2bhx6o    ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: VF-51_Cobraj on September 13, 2012, 01:43:48 PM
Thank you sir! Again thank you for this great mod! Everyone I know is very much looking forward to the progress of your outstanding work sir.
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Jeronimo on September 14, 2012, 04:32:44 AM
Hi, first I would like to thank all who have made this Mod, it really opens up a new world of possibilities in the simulator :P . Thanks a lot.

I tried to make it work in HSFX 6 and DBW but I can not see the skins in the device selection screen, I get always the default skin. :-[


Any idea that I can be doing wrong?

thanks again.
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on September 14, 2012, 07:18:01 AM
Hi!

Just a question about indexed files!

In game the map load the ed_m01 in indexed or RGB?

I'm asking because by this mod I discovered that the indexed skins are 'rescaled' at RGB by the game engine when loading....I was wondering if the same is applied also at the ed_m files and so the works of resize them to indexed colors was thus unsefulness apart saving space....

Thanks in advance for your help!

walter

bump!
Title: Re: High Resolution / True Color Textures Mod
Post by: VF-51_Cobraj on September 14, 2012, 09:22:01 AM
Read the "Read Me" on this first page. This mod does not support "True Color" for skin located in "Paintschemes" folder. I believe this is why the La5FN that is give as an example changes you "default" skin for La5FN just to show you an example.

Could be wrong but Carmaster or someone else can confirm.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 14, 2012, 09:34:56 AM
Read the "Read Me" on this first page. This mod does not support "True Color" for skin located in "Paintschemes" folder. I believe this is why the La5FN that is give as an example changes you "default" skin for La5FN just to show you an example.
Could be wrong but Carmaster or someone else can confirm.

This mod SUPPORT !!!!!!!!! :o

1. Skins in folder Paintschemes in format BMP 8 bit(index color) rezolution 1024 x 1024 pix.

2. Skins in folder Paintschemes in format BMP 24 bit(True Color) rezolution 1024 x 1024 pix.

3. Skins in folder Paintschemes in format BMP 8 bit(index color) rezolution 2048 x 2048 pix.

4. Skins in folder Paintschemes in format BMP 24 bit(True Color) rezolution 2048 x 2048 pix.

5. Default skins in format TGA 32 bit + alpha channel rezolution 1024 x 1024 pix.

6. Default skins in format TGA 32 bit + alpha channel rezolution 2048 x 2048 pix.

7. Ohter( object and  maps) texture in format TGA 32 bit + alpha channel .
rezolution 1024 x 1024 pix  and 2048 x 2048 pix.
Title: Re: High Resolution / True Color Textures Mod
Post by: David603 on September 15, 2012, 11:39:42 AM
I'm having trouble getting this mod to work...

DBW 1.71, sample custom skins, texture DLLs, and DBW texture pack enabled in JSGME, memory usage set to 512mb in the selector, and although the sample skins appear in the skin selection, only the original 1024x1024 default skin is shown when these are selected. Attempts to get other 2048 skins working either as default skins or in the skins folder either cause the aircraft to become invisible or show the original default skin.

Any help appreciated.
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 15, 2012, 12:11:42 PM
I'm having trouble getting this mod to work...Any help appreciated.
I have no expertise on DBW and HSFX and other packages.
Let your LOG.lst
I'll try to look up the error.
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Jeronimo on September 17, 2012, 08:41:35 AM
I'm having trouble getting this mod to work...Any help appreciated.
I have no expertise on DBW and HSFX and other packages.
Let your LOG.lst
I'll try to look up the error.


Quote
[16.09.2012 14:38:26] Mission: Quick/Kuban/KubanRedNoneN00.mis is Playing
12:00:00 Mission BEGIN
12:00:00 gb01000(0) seat occupied by Player at 97366.77 100707.92
12:00:00 gb01000 loaded weapons 'default' fuel 100%
12:00:01 gb01000 in flight at 97266.414 100746.37
12:00:12 Mission END

(http://i50.tinypic.com/2vs0l7q.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on September 17, 2012, 06:57:53 PM
If you use ATI Video Card try setting your conf.ini, and if it works for you, thank Ice~Eagle, he pointed that out, which works for me. Thanks Mike and Carsmaster. Thanks Ice.

[Render_OpenGL]
TexMipFilter=2
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on September 17, 2012, 07:05:57 PM
With    TexMipFilter=3
(http://i163.photobucket.com/albums/t283/BravoFxTrt/Clip1_zpsf3d0fed8.jpg)

With   TexMipFilter=2
(http://i163.photobucket.com/albums/t283/BravoFxTrt/Clip2_zps3faedf25.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 17, 2012, 07:49:51 PM

This mod SUPPORT !!!!!!!!!  8)

1. Skins in folder Paintschemes in format BMP 8 bit(index color) rezolution 1024 x 1024 pix.

2. Skins in folder Paintschemes in format BMP 24 bit(True Color) rezolution 1024 x 1024 pix.

3. Skins in folder Paintschemes in format BMP 8 bit(index color) rezolution 2048 x 2048 pix.

4. Skins in folder Paintschemes in format BMP 24 bit(True Color) rezolution 2048 x 2048 pix.

5. Default skins in format TGA 32 bit + alpha channel rezolution 1024 x 1024 pix.

6. Default skins in format TGA 32 bit + alpha channel rezolution 2048 x 2048 pix.

7. Ohter( object and  maps) texture in format TGA 32 bit + alpha channel .
rezolution 1024 x 1024 pix  and 2048 x 2048 pix.

Thank you Carsmaster.

Could you or some moderator PLEASE POST this on the First post.

It seems some folks in other forums are still asking me this question in PMs, and I am tired of writing the same thing
all over again to tell people.
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Jeronimo on September 18, 2012, 12:29:16 AM
If you use ATI Video Card try setting your conf.ini, and if it works for you, thank Ice~Eagle, he pointed that out, which works for me. Thanks Mike and Carsmaster. Thanks Ice.

[Render_OpenGL]
TexMipFilter=2

 :o Thank you Bravo, that was the problem. He had a few days trying but had not seen the detail of the ATI cards.

Again, many, many, many thanks.  8)
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on September 18, 2012, 12:42:04 AM
No problem Jero glad you got it sorted M8. I had the same problem until Ice~Eagle showed me the light.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ectoflyer on September 21, 2012, 04:56:18 PM
Please make sticky this great mod, it deserves to be  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: X-Raptor on September 21, 2012, 06:51:45 PM
 ;)  + 1,0000!..
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on September 22, 2012, 12:58:12 AM
Hi!

Just a question about indexed files!

In game the map load the ed_m01 in indexed or RGB?

I'm asking because by this mod I discovered that the indexed skins are 'rescaled' at RGB by the game engine when loading....I was wondering if the same is applied also at the ed_m files and so the works of resize them to indexed colors was thus unsefulness apart saving space....

Thanks in advance for your help!

walter

bump!

Bumpity bump....

None can tell me if the 2d of a map is shown in true colors or in indexed colors?

Just to know if edit all map ed01 and ed02 could be useful only for save space and not for speed up the rig performance....

I'm trying to update all DBW maps and release a patch but I need t know if give an option for a indexed can be useful or not....

All the best!

walter
Title: Re: High Resolution / True Color Textures Mod
Post by: Dauntless1 on September 22, 2012, 11:41:29 AM
 8)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on September 23, 2012, 02:12:19 AM
None can tell me if the 2d of a map is shown in true colors or in indexed colors?
Just to know if edit all map ed01 and ed02 could be useful only for save space and not for speed up the rig performance....
I'm trying to update all DBW maps and release a patch but I need t know if give an option for a indexed can be useful or not....

I do know that if a map is released with rgb ed maps, then you can be certain that members are invariably going to point out that rgb is wasteful because it is larger in size and takes more time to load. I've tried both rgb and indexed colors on ed maps and frankly I've not really seen any noticeable difference. Maybe with a chronometer you could tell, but why go to all the trouble in the first place ...

How the ed map is ultimately shown I have no idea though, but it would be quite the joke if it is rendered in rgb anyway ...
Title: Re: High Resolution / True Color Textures Mod
Post by: Yeager_1946 on September 24, 2012, 04:35:37 AM


This is one of those mods that is sure to revolutionize IL-2 and breathe new life into our beloved sim!

Thank you, Mike and Carsmaster for your excellent work!  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: volare on September 24, 2012, 06:05:05 AM
Hi all, fantastic Mod, thanks a lot.

I tried to make it work with UP3, but there is no way. I can see only the grey default skin.
I have a NVIDIA video card and i try different settings on my conf.ini, but no way.  :'(

Any help appreciated
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on September 24, 2012, 06:10:22 AM
Hi all, fantastic Mod, thanks a lot.

I tried to make it work with UP3, but there is no way. I can see only the grey default skin.
I have a NVIDIA video card and i try different settings on my conf.ini, but no way.  :'(

Any help appreciated

Please - Read the instructions on how to install it properly.
If it still is not working you are doing something wrong, and should read all the other posts. take your time to
read everything.

 Here is a good tip - When you install anything new on your computer or mod-game , do a re-start of it.
You will see things are there after you restart the machine.  ;)  Computers need to read stuff properly when its a
new installation on the disc or the game.
I have no problems with this Skin-Mod and I have Nvidia.


Title: Re: High Resolution / True Color Textures Mod
Post by: volare on September 24, 2012, 06:17:18 AM
Thank you for your tip. I will reinstall this Mod, maybe i really doing something wrong!  ???
Title: Re: High Resolution / True Color Textures Mod
Post by: GGM on September 27, 2012, 02:09:25 PM
So has anyone revealed the secret of making the pilot skins in bigger resolution as well? They don't seem to work for me as the game refuses to read pilot skins bigger than 256x256 (Also... only indexed colors). They just do not show up in the selection menu for some peculiar reason. Share some knowledge and shed light on the matter fine gentlemen. Also +1 on sticky (when ready), this is a must.

(http://i148.photobucket.com/albums/s35/gargoyle_05/2709201219-57-16.jpg)

Regards,
Gargoyle
Title: Re: High Resolution / True Color Textures Mod
Post by: grumpf44 on October 04, 2012, 09:50:42 AM
Not a complain, it is a big thank because I can at least partially enjoy the HQ…

DBW 1.71 + Total MODder.

Dell Latitude D830, 4 years old
XP Pro SP3
CPU Intel Mobile Core 2 Duo T7700  @ 2.40GHz
RAM 4.0GB Dual-Channel DDR2 @ 332MHz
Video Card Nvidia Quadro NVS140M 512MB
Laptop Screen 1280x800, but use in fact external Screen 1680x1050
DirectX 9.0c (Not used for Il-2)
OpenGL 3.3
Small video card, dedicated for a laptop, but I have been able to play IL-2 on 42” TV! Next week I will try again with this wonderful HQ Mod…

I cannot use the sample 2048² skins: I see the names in the QMB list, but once selected the game load only the default skin. I never experienced the pink skin bug except sometimes in the small QMB window.

I can now use 1024²/24bits skins, but of course when I reduce the 2048² skins I lost some quality and details.

Until now I have only one HQ aircraft in the game, and I got in-flight pink skin: the Mave https://www.sas1946.com/main/index.php/topic,27629.0.html . After resizing the tgb to 1024²/24b it’s ok. (But I don’t see the cockpit details, just a few lights. Any Idea? I will also ask in the dedicated thread)

(I have not yet tried any HQ map, so I can say nothing about).

Conclusion: don’t need to have a huge computer to enjoy visual improvements! 1024²/24b files don’t offer more details than current skins, but at least more colors and hues.

Now the requests/questions…
-   May I suggest the skinners to think about 1024²/24b, because I think a lot of gamers have just average computers.
-   If someone has some suggestions to improve my config https://www.mediafire.com/download.php?1detx0101fypmui. The NVIDIA control panel is just setted on (general) best quality, I don’t understand how to tailorise the Il-2 exe…


Many many thanks.

BIG EDIT

I got the 2048² skins!

I am using the Total MODder, and was activating the folders according to the PDF How-To, but thru Total MODder.
After a lot of test, activating or not some or all the folders, I finally copied the 2 dll in the main Il-2 folder, and activate only the folder "True Color Textures for Dark Blue World" thru Total MODder.

Problem solved.
(But I have now to manage lags...)
Title: Re: High Resolution / True Color Textures Mod
Post by: Crash_MX06 on October 06, 2012, 12:35:00 AM
Is it compatible with DBW?
Title: Re: High Resolution / True Color Textures Mod
Post by: vpmedia on October 06, 2012, 12:57:19 AM
next time read the first post before asking any question ;)

Quote
P.S.: This mod is supposed to be compatible with any game version from 4.09m onwards, regardless which modpack (DBW, UP, HSFX, SAS Modact, Histomod, whatever else) you use.
Title: Re: High Resolution / True Color Textures Mod
Post by: DjeeDjee on October 07, 2012, 08:27:22 AM
Thanks for sharing your BF109 skins, installed them and wowwwwww do they look great (https://www.sas1946.rocks/images/imageshit/a/img821/1440/me109j.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Metatron on October 19, 2012, 10:15:15 PM
Congrats on this revolutionary mod!

Seems to be working fine for me, except for when I enable Mission Pro. Then the game crashes the second I select an aircraft.
This is how my log ends:
Not enought hardware buffers (0), hardware disabled
[3:55:08]   Buffer caps : Transfer rate = 0, CPU overhead = 0.
[3:55:08]   Defau

Please let me know if you need more info to give me a hand.
Title: Re: High Resolution / True Color Textures Mod
Post by: FroggyCanuck on November 01, 2012, 05:37:38 AM
Hi folks,

this is the "High Resolution / True Color Textures Mod" Package.
[...]
A few screenies, just to show off (some you can click to see a full size image):

EDITED !

Please oh please tell me where you got this awesome skin/nose art?! Is it publicly available or just a test/personal skin?
Title: Re: High Resolution / True Color Textures Mod
Post by: bomberkiller on November 01, 2012, 06:22:36 AM
Hi Froggy,

awesome shot, wonderful!  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: FroggyCanuck on November 01, 2012, 07:51:47 AM
Hi Froggy,

awesome shot, wonderful!  :)

Not mine, I want to know where Storebror got that skin/nose art!  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on November 04, 2012, 11:01:35 AM
As written in the post, it's just to show off and not available for download (yet).
It's up to the skinner to publish this.

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: FroggyCanuck on November 05, 2012, 06:47:51 AM
Thanks Mike for the reply, will keep an eye out!
Title: Re: High Resolution / True Color Textures Mod
Post by: Stanger on November 14, 2012, 11:31:02 PM
the Idea is very good but there is problem with map making
where to find 2048 textures ?
www.flashearth.com this is good texture source but is only 800X600 in some areas
so stretching this up to 2048 is wasting a game performance because there is no quality of 2048 textures
so how ?

Not really.
Zoom into the landscape and choose a height .
Take a few screenshots on that area, all around it.
Then open up Photoshop and stitch all screenshots into one LARGE image.
And you have a Hi-Resolution image for maps!  It is that easy.

Put together a few 800x600 screenshots taken at a certain height and you
have a large 2048x2048 or Bigger photo.
 
Now I am speaking to everyone and specially the new members who would like to
help out in making a new hi-resolution map. Yes... YOU !!!
I WANT YOU TO JOIN THE SAS Air Force !
Yes, it does take some minutes to create such images, but what to expect?
You expect to have everything done for you already, and just push a button? No.
You have to spent some time to create these things.
That is how maps and skins are painted and created. People spend time making it.
I also want YOU to help us out and join the team.  8)
When the job is done , the final result, is that you will feel very happy and satisfied having done
something amazing and great.
Because it is also for you that this is for.

I want to try to retexture maps. Is there a step by step in  how to do this? I have photoshop. I have been using search and cant find one. Trying to figure out the file structure in Il2.
 Thanks
Stanger51
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on November 15, 2012, 01:37:04 AM
I want to try to retexture maps. Is there a step by step in  how to do this? I have photoshop. I have been using search and cant find one. Trying to figure out the file structure in Il2.

Here are some links to map making tutorials and utilities. Retexturing maps is easier as it usually only involves editing of the load.ini files so that the slots point to different textures. That is a good way to start with maps and to learn your way around them.

You might also need to install GIMP for some things.

https://www.mediafire.com/?sdyb31c1547ccbj
https://www.mediafire.com/?h02wm880polin2m
https://www.mediafire.com/?vvcjy49xuhyt80d

Title: Re: High Resolution / True Color Textures Mod
Post by: too-cool on November 15, 2012, 09:10:22 AM
Has anyone been able to get this working in HSFX 6.0.17 and if so what steps did you take to install the mods and which mods did you install? I tried to install using the instructions provided and it's a no-go besides not having the spits models in game for the skins provided. Thanks TC
Title: Re: High Resolution / True Color Textures Mod
Post by: Stanger on November 15, 2012, 09:12:24 AM
I want to try to retexture maps. Is there a step by step in  how to do this? I have photoshop. I have been using search and cant find one. Trying to figure out the file structure in Il2.

Thanks, when I get home from work I will check this out. I want to retexture the Pacific maps with this mod to 2048 x 2048.

Here are some links to map making tutorials and utilities. Retexturing maps is easier as it usually only involves editing of the load.ini files so that the slots point to different textures. That is a good way to start with maps and to learn your way around them.

You might also need to install GIMP for some things.

https://www.mediafire.com/?sdyb31c1547ccbj
https://www.mediafire.com/?h02wm880polin2m
https://www.mediafire.com/?vvcjy49xuhyt80d


Title: Re: High Resolution / True Color Textures Mod
Post by: WindWpn on November 15, 2012, 10:51:05 AM
Has anyone been able to get this working in HSFX 6.0.17 and if so what steps did you take to install the mods and which mods did you install? I tried to install using the instructions provided and it's a no-go besides not having the spits models in game for the skins provided. Thanks TC

Works for me in HSFX 6.017.  Simply installed via JSGME with the directory structure mirroring standard mod loading.  Did you remember to add the paintschemes?
Title: Re: High Resolution / True Color Textures Mod
Post by: too-cool on November 15, 2012, 12:52:08 PM
Has anyone been able to get this working in HSFX 6.0.17 and if so what steps did you take to install the mods and which mods did you install? I tried to install using the instructions provided and it's a no-go besides not having the spits models in game for the skins provided. Thanks TC

Works for me in HSFX 6.017.  Simply installed via JSGME with the directory structure mirroring standard mod loading.  Did you remember to add the paintschemes?

Do you mean add these folders to jsgme like below or is there something I should do with them in addition to adding to jsgme? Thanks TC

High Res True Color Sample Custom Skins

High Resolution Texture DLLs

True Color Textures for HSFX, Histomod, Ultrapack 2.x and other 'classic' style modded games
Title: Re: High Resolution / True Color Textures Mod
Post by: too-cool on November 15, 2012, 01:53:45 PM
Got it to working. also with me running these mods in my game, will it have any side effects with me joining a server that may not be using these Hi Resolution Color Mods ie, not able to join their server?  Thanks  TC
Title: Re: High Resolution / True Color Textures Mod
Post by: Blindowl on December 03, 2012, 03:49:56 PM
Awesome job guys, works great for me
Title: Re: High Resolution / True Color Textures Mod
Post by: Badmuthafunker on December 14, 2012, 06:08:50 PM
I've had this on my HD since day one, but didn't install it, because I didn't want to lose carsmaster's light mod. Also, I don't have a graphics card, so I thought my rig might not handle it.
 I finally gave it a bash a couple of days ago. Even without a card/perfect mode, the difference is amazing! Everything looks so much better. QMB missions like Tunisia blue scramble were too heavy, and I had stutters all over the shop. Now, it's "like shit off a shovel"; fantastic work!

Many thanks, gentlemen.  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on December 20, 2012, 06:15:29 AM
Hi mates!

Just a question as I'm a bit lost in this tread because since my rig ins't so powerful so I haven't installed it apart initial relase that allow 24 bit skins , but has just jumped in mind that Carsmaster have closed some days ago it's light in IL2 mods tread....this mean that the two project are close to merging or not?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on December 20, 2012, 11:20:55 AM
........... but has just jumped in mind that Carsmaster have closed some days ago it's light in IL2 mods tread....this mean that the two project are close to merging or not?
Yes, the project  Light in the IL2 (beta)  is closed.
Will the news soon.

P.S. After The END Of The WORLD ;D ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on December 20, 2012, 11:34:58 AM
W_orld_END_full!!!!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on December 20, 2012, 11:37:16 AM
W_orld_END_full!!!!
The end is only the beginning ... ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on December 20, 2012, 12:27:42 PM

P.S. - After The END Of The WORLD ;D ;D

AAAAHAHAHAHAHAH!  :D  We shall meet in the next life on another planet ;D

Title: Re: High Resolution / True Color Textures Mod
Post by: Semor on December 23, 2012, 06:44:20 AM
........... but has just jumped in mind that Carsmaster have closed some days ago it's light in IL2 mods tread....this mean that the two project are close to merging or not?
Yes, the project  Light in the IL2 (beta)  is closed.
Will the news soon.

Any news?  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on December 24, 2012, 05:08:49 AM
My bad, if this seems fimiliar, then you must have read it elsewhere, I removed it and put it here cuz she was in the wrong place... hehe


Just aksings,
I have re-installed a few il2 installs all 4.101 with UP 3.0, I installed the mod using jsgme and doing the correct ones (for Up3.X)
The thing absolutely refuses to work. -___________________________-   I cant see the skings )theyre not white, just default skins) and when I fly, its the same thing.

Any tips or help? I read the manual and all, but think UP 3.0 Hates me. It works great on M.Activator!!! AND DBW... Pretty weird...


Ghast.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on December 27, 2012, 10:51:29 AM
*Thud*
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on December 28, 2012, 12:01:59 PM
From here..

https://www.sas1946.com/main/index.php/topic,31058.36.html

"
Agracier, would you care to upload your modified trees?
I tried many tricks and can only load the mod with "TexQual=3" and even with TexQual=2 the trees will not show up since I get a map loading error. "..Cannot load ..maps\_Tex\Trees\AlteredBushxx..."

Hmm..anyway..the tree.tgas look amazing!"

Win XP, SP3, Ati HD 5770, 10.9 driver.
Skins will show up with "TexQual=2", not with 3.
Trees seem to refuse, maybe it is the GFX interface of 128MB but I sort of doubt that.
1GB RAM on the card, 3 GB on the system. Quad Core 2,85.



Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on December 28, 2012, 12:18:52 PM
Agracier, would you care to upload your modified trees?

I didn't really modify them, just resized down to 512x512 pixels. You can do that in any graphics editor: Gimp, Paint Shop Pro, Photoshop etc ...

As for the pc power, t doesn't have anything to do with that. I've 8 gigs ram, win7, geforce670, quad 2.5ghz ...
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on December 28, 2012, 01:47:10 PM
@Tom2:
Have you activated Carsmaster's 'High Resolution Texture DLLs' in JSGME?
If so, have you already downloaded and installed the files from the second link in my 2048x2048 High Rez Tree mod?
Those are meant to be for LANDSCAPE DETAIL = EXCELLENT instead of PERFECT.
It looks like it because when the error says  "..Cannot load ..maps\_Tex\Trees\AlteredBushxx..." instead of ...\AlteredBushxxTL it must have something to do with that.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on December 31, 2012, 06:14:55 PM
Thanks Uufflakke.., I run on perfect. Need to check again.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: paganizonda on January 02, 2013, 06:54:08 AM
could someone told me where i can find all that nice 2048HD skins
and is bessarabia the only 2048HD map out there at the moment ?

greetings paganizonda
Title: Re: High Resolution / True Color Textures Mod
Post by: Fresco23 on January 02, 2013, 01:33:31 PM
hi and one quick question... i want to install this for use with Uufflakke's beautiful trees. But i fly with friends in an LAN server quite often. If i use this, and get the new trees, will it in anyway hinder our games?

let me clarify my questions...
will stock skins still show up?
will the others still see trees, but theirs be stock instead of hi-res Uufflakke trees?
or will they see no trees at all??
will they even be able to join the game?

i was hoping someone had already been through this themselves and had answers. if not ill just give it a try and see what happens.
thanks all!
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on January 02, 2013, 01:38:54 PM
I have one answer for ya,as far as seeing your stock skins that's a yes.The other stuff I don't know,strictly offline flyer myself.
Title: Re: High Resolution / True Color Textures Mod
Post by: md11spotter98 on January 02, 2013, 01:53:27 PM
I can't get this to work... I have v4.09 and UP2.01.
It shows a white skin when I try an HD skin. I enabled the "Classic" things, DLLs, etc. :'(
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on January 02, 2013, 01:57:19 PM
I can't get this to work... I have v4.09 and UP2.01.
It shows a white skin when I try an HD skin. I enabled the "Classic" things, DLLs, etc. :'(

I also have a white skin in the viewer when selecting a high rez plane skin. But ingame it is visible again.
There is a solution to it a couple of pages ago. Don't know where exactly but a bit of browsing won't do no harm.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: md11spotter98 on January 02, 2013, 02:05:23 PM
No, it was showing white when I was flying as well..

I FIXED IT!!! :D :D :D
I just copied the DLL files into the IL-2 main folder, replacing the original DLLs. I guess some mod was overwriting it or something... :-\
Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on January 02, 2013, 03:49:37 PM
Here's the problem I have. Although my 2048HD plane skins show up no problem in-game, everything else dosn't. ie: land textures, trees, maps, cockpit textures, & pilots (strangely, 2048HD clouds do not cause a problem). For those, I have to reduce the image size to 1024HD otherwise I get a loading error.

Specs:

Desktop
~W7
~Radeon ATI 6570HD card
~4GB ram
~AMD Athlon X2 64bit 5000+ cpu

Here is also my conf.ini. Maybe something amiss in there? :

Code: [Select]

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=1
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2
CountryDetails=2
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Not complaining mind you, just wondering if there is a possible solution. Another point of interest with me, with 'texmipfilter=3', not even the 2048HD plane skins will show up. I have to set 'texmipfilter=2' or lower for the skins to show ingame again.

Thanks for taking the time to read this.
Title: Re: High Resolution / True Color Textures Mod
Post by: Hi-jack24 on January 03, 2013, 12:19:56 PM
First thank for all modder who is involved in creating this mod!!    --Great job--

For me with simple DBW 1.71 it works fine, loads the test skins that was included, but for DBW 1916 it loads the original skins except of the redrawn 2048 skin.

(e.g I started to make an eindecker skin after some work i wanted to see how it looks in the game but excetpt of the high res. skin it shows original default skin.)

Does anybody got this working in DBW 1916??

Sorry if its answered before i just dont have time to read all the 30 pages. :o

Hi Jack
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on January 03, 2013, 12:26:50 PM
First thank for all modder who is involved in creating this mod!!    --Great job--

For me with simple DBW 1.71 it works fine, loads the test skins that was included, but for DBW 1916 it loads the original skins except of the redrawn 2048 skin.

(e.g I started to make an eindecker skin after some work i wanted to see how it looks in the game but excetpt of the high res. skin it shows original default skin.)

Does anybody got this working in DBW 1916??


Not sure though as I'm not a specialist on this but have you enabled "True Color Textures for Dark Blue World 1916" in JSGME?
Title: Re: High Resolution / True Color Textures Mod
Post by: Hi-jack24 on January 03, 2013, 12:46:17 PM
~Uufflake- yes i enabled the correct mods (DLLs and the DBW 1916)

I got it working now dont know how/what I've done but it works...

DBW 1916 works with 2048 skins too.  ;D

Hi Jack
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on January 03, 2013, 05:23:03 PM
Well, tried all sorts of tricks, yet still can't load this mod with my default config.ini setting and the trees always cause a landscapexxloading.error (yes, also re downloaded tree mods).
XP 32 Bit here, HD 5770, 10.9 driver. etc...maybe there is a way to upload a default set of all related core files dor the main isntall, all relevant dII files..?

Skins only show up in the UI when I select [Render_OpenGL]
TexQual=2.   :(


Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=0
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Chrs..
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on January 03, 2013, 06:38:17 PM
Well, tried all sorts of tricks, yet still can't load this mod with my default config.ini setting and the trees always cause a landscapexxloading.error (yes, also re downloaded tree mods)...
Try like this:
Look at other items carefully

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on January 04, 2013, 12:03:03 AM
Here is my conf.ini.
Maybe it helps...

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0







Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on January 06, 2013, 06:39:38 AM
I was thinking of adding an high rez city texture to one of Redko's Desert maps, populating it and releasing the map as an alternative version.
Together with the hig rez desert trees it will do the map some good.
First of all the texture needs to be tweaked a bit more here and there. But it is coming along nicely.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/02_zps566afb89.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/01_zpsbc763fd4.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/03_zpsa3652c18.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on January 06, 2013, 06:43:24 AM
I was thinking of adding an high rez city texture to one of Redko's Desert maps, populating it and releasing the map as an alternative version.
Together with the hig rez desert trees it will do the map some good.
First of all the texture needs to be tweaked a bit more here and there. But it is coming along nicely.

Wonderful idea ... from the screenshots above looks like it's gong to be a winner ...
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on January 11, 2013, 02:36:59 AM


FABULOUS Screenshots!  8) What a map! What a GREAT Map!

Title: Re: High Resolution / True Color Textures Mod
Post by: western0221 on January 11, 2013, 03:33:12 AM
Hello.

I'm amazed the effectivity of carsmaster's Hi-Rezo MOD and Storebror's Full-color skins MOD,
and (only see in screenshots now) Uufflakke's clouds/trees HD textures.

But, please...
Please test again your released MOD working as you think in 1st post of this topic Storebror wrote dlownload link version0.9 .
Storebror said that this version is limited at functions rezolution up-to 2048x2048 , I see it.
Now I have a suspicion that version 0.9's limitation is not only it.
I test some aircrafts with 2048x2048 default skins and 2048x2048 PaintScheme skins , Uufflakke's clouds/trees , and my own Carrier MOD.
In my PC , Hi-Rezo il2core works only about "skin1o.tgb" / "skin1o.tga".
These names seem to be hard-coded in the program source.
When texture files have other names like "clouds4X4.tga" or "DeckL2048.tga" or "AlteredBush8aTL.tga" , they are refused from IL-2 1946 and WARNING; ERROR; WARNING; ERROR; in my log.lst with thier file names.
Probably carsmasters early beta version didn't have such behavier. (I havn't tested that version.)
This behavier may be only by this topic's version 0.9 .

So, in Uufflakke's clouds or trees topics , many questions are posted about ERRORs , by this way I think.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on January 11, 2013, 05:25:16 AM
Quote
In my PC , Hi-Rezo il2core works only about "skin1o.tgb" / "skin1o.tga".
Tried all (including trying several conf.ini settings) and have the same result.
HiRes Skins OK, Rest not.  :-X
Title: Re: High Resolution / True Color Textures Mod
Post by: autorotate on January 11, 2013, 10:16:40 PM
so here's a question i've been getting....
if you run this mod in a mutiplayer game, what would someone that doesn't run it see your skin as?
would it scale it down to 1024 or just not show up and remain a default skin....



p.s.
've made up a template for a P-38 in 2048, bare metal, desert and olive drab, if anyone is interested...
i posted them in the 2048 WIP skins thread..

sure does take quite some time to get all the stencils the correct wording. :P
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on January 19, 2013, 03:20:12 AM
I had to redo the high rez city texture because size of houses were bigger than the ingame house objects.  >:(
But photo texture efficiently combined with houses and lots of details like marketplace etc. still give good framerate.  :)
No stutter on my average system.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/1901201310-56-55_zps933279db.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on January 19, 2013, 03:33:55 AM
I had to redo the high rez city texture because size of houses were bigger than the ingame house objects.  >:(
But photo texture efficiently combined with houses and lots of details like marketplace etc. still give good framerate.  :)

I thought this was a good way to make use of the limited amount of Far Eastern objects in order to create some kind of halfway-decent looking Manchurian/Chinese villages. But I've been having the same problem on other village/town textures. Downsizing them to 512x512 does not really seem to affect the size of the photographic houses in the textures. The game objects seem like little toys on the textures.

In which way did you downsize?
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on January 19, 2013, 05:08:25 AM
In which way did you downsize?

It is still a 2048x2048 size city texture but I resized the old version with 75 percent. So now size of houses on texture match with the IL2 objects.
Then I cloned the downsized texture on a 2048x2048 .tga again and filled up the empty parts with elements of the photo texture.
By doing it this way I kept a lot of detail. Much more than a 1024 texture.

By the way, by scaling a texture from 1024 to 512 doesn't affect the size of houses at all.
The only thing what happens is that texture looks less detailed from close distance.

Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on January 19, 2013, 10:37:07 AM
HELP!

I need somebody! HELP! NOT JUST ANYBODY! Somebody who has actually got this mod to fing work on UP 3.0 RC4. I have REINSTALLED il-2 many many times, updated, re-downloaded and done everything I was supposed in jsgme and etc, BUT NO!!!! It refuses to work, read all read-me's, etc can't get this to work at ALL! D: If you have installed it on UP 3 and got it working, pelase tell me what you did, I got it working once, but never again, and I really want UP3 planes with the HD mod! I can get it working on DBW and Mod Act (SAS M.Act) and that all works fine , BUT NOT AT ALL, AND I MEAN ALL ON UP3.

Thanks in advance, please help me!!!! I'm gonna kill myself at this rate  :'(
Ghost129er
Title: Re: High Resolution / True Color Textures Mod
Post by: volare on January 19, 2013, 01:37:58 PM
Same problem, (UP 3.0 RC4) HD mod doesn't work, only planes with white or default skin.   :'(

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 12:08:34 AM
i finally tried this on my DBW 171 install.
although i followed the instructions, i also don't see that the mod is working.
in QMB, i selected one of the Spitfires with the 2048 sample skin, and my wingman with the default skin.
while in QMB viewer, the 2048 selected skin shows as white.
when i start the mission, my plane is using what seems to be the same default skin as my wingman, and not the 2048 skin - or, at least, i have closely studied it and found no difference.
as this mod is likely to become more and more relevant over time, i would really like some help to get it working.
i am on 512 memory selector setting, and really do not want to lower it more than that.
any ideas/suggestions for getting this to work?
i am missing out on some great high-res mods due to this, and as a keen screenshot artist, it makes me sad to see all these glorious visuals passing me by...   :'(
thanks in advance for any assist.

sorry, just like to add - i installed this via jsgme, which is not my preferred method of using mods.
i simply don't trust it to do what it says it will, when it concerns reverting files when it's done with them.
that said, i have also tried to install this straight into my DBW folder, as a straight mod, but the results are no different. still doesn't seem to work.
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 12:29:42 AM
Malone download my 2048x2048 109E4 new spinner graphics skin https://www.sas1946.com/main/index.php/topic,30886.0.html (http://i697.photobucket.com/albums/vv340/Bingo1957/1612201217-11-31_zps4871c8e1.jpg) see if it looks like this(Notice the lettering below the exhaust pipes should be a bit clearer to read ,if it is then you got the high resolution mod working.)Sometime in the QMB viewer, the 2048 selected skin shows as white it's just a uncured bug for now.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 12:37:26 AM
thanks Gumpy, i'll give it a try.
i'm not too concerned about it showing white in the viewer, i did read that it happens.
the thing is, in mission it certainly looks like the stock default skin.
another example i can use is that crazy sci-fi FFR plane from Gerd (i think?)
it apparently will only work correctly with this mod, but it shows up in flight as the pink monster :D
all these things lead me to believe it's not working.
regardless, i'll test those spinners out shortly and report back. ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 12:49:36 AM
You really should be able to tell if it's working Malone here's an example of a regular skin and a 2048x2048 skin  (http://i697.photobucket.com/albums/vv340/Bingo1957/Untitled-1_zpse227255a.jpg) see how much clearer the lettering is on the 2048x2048 skin.I should have said the regular shin is 1024x1024,pardon the slip.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 12:53:46 AM
(http://i196.photobucket.com/albums/aa226/bigbossmalone/canonuk/Untitled_zps426f048e.jpg)

i guess this confirms that it's not working, then....
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 12:59:02 AM
If you installed my skin and picked it in QMB and that's what showed up then it's not working for ya.My skin looks like this  (http://i697.photobucket.com/albums/vv340/Bingo1957/0809201222-12-27.jpg) I also have the mod installed with jsgme I'm not sure where your problem lies.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 01:06:04 AM
yeah, that 2048 skin of yours shows in the list, but nothing changes when i select it, it kind of 'thinks' for a while before selecting it, but no change.
help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 01:11:31 AM
You got these installed in jsgme right? (http://i697.photobucket.com/albums/vv340/Bingo1957/modsinabledfordbw_zps416d5480.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 01:17:51 AM
yep, Gumpy, i have all three activated in jsgme - in fact, they are the only mods i have activated in jsgme.
as i said, i have an inherent distrust for using jsgme, and prefer to have 'manual control' of my mods.
nevertheless, i have followed the instructions here with extra care, and yet still no dice....

for more info, i noticed a suggestion to try using 'heap only' mode in the selector.
i tried this, and it gives me a 30% ctd on loading. is this perhaps an indicator of some issue?
my memory is on 'balanced' setting, which suits me well for most options.
help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 01:24:01 AM
You have Expert Mode checked and Enable mod files cache unchecked right? 'heap only'?I don't have that option we must have different selectors.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 01:26:54 AM
right.


.....help!  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 01:35:54 AM
Your folders look like this in the jsgmemods folder? (http://i697.photobucket.com/albums/vv340/Bingo1957/untitled-26_zps5d17355c.jpg) Their not buried to deep are they,I know you know what I mean.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 01:42:38 AM
yep, these folders are all there: (those in blue are activated in jsgme)

High Res True Color Sample Custom Skins
High Resolution Texture DLLs
True Color Textures for Dark Blue World
True Color Textures for Dark Blue World 1916
True Color Textures for HSFX, Histomod, Ultrapack 2.x and other 'classic' style modded games
True Color Textures for SAS Modact 3.x
True Color Textures for Ultrapack 3.x
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 01:48:00 AM
Weird! I guess you could try what I see others have done,try putting the High Resolution Texture DLLs in the games root folder after backing up the originals.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 01:55:11 AM
did that already, due to aforementioned mistrust of jsgme. nada.

help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: cgagan on February 01, 2013, 01:59:47 AM
That's what I did (replace dll.s, place 24bit skins in SAS or DBW folder respectively) , and it worked fine with both SAS ModAct4 (4111) and DBW171 setups
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 02:11:29 AM
Costas, i've now tried both the jsgme route, and the method you describe, both with equally non-existent results.
i can select the 2048 skins, but they simply stay on default. the planes do not even turn white -
simply, nothing happens at all.
so, is this mod only meant for certain high spec machines, or what?
i have middle of the road Athlon X2 Dualcore 5200 CPU, 4GB RAM, 512MB GeForce GT250 GPU.

help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 01, 2013, 02:21:25 AM
Whats about your config Eugene?

This is my openGL section (I have a old Nvidia 9800 1GB Ram):
I remember for having this HD mod working I had to set TexCompress=2

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=2
;TexCompress=2; normal 0 ist beste, für Memory Errors UND lt.Carsmaster für 2K Mod aber auf 2 setzen

TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1; lt. Le0ne sollte das auch 0 sein (wenn TexCompress 0)
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
; 02.07.91 statt 2
Forest=2
; Glynn hat hier 2, ich hatte 28.09.12 3

LandShading=3
;19.09.12 LandShading: ab 3 erhalten Gebäude Schatten

LandDetails=2
;19.09.12: (0,1,2) Bodendetail-Texturen im Tieflug werden facettenreicher.

LandGeom=2
;2 normale Sichtweite, 3 verbesserte Sichtweite, Glynn hat hier 2

TexLarge=1
;1=hochauflösende Texturen, bessere Qualität, mehr Speichebedarf, langsamer

TexLandQual=3
;Allgemeiner Detailgrad der Landtexturen (0,1,2,3) 28.09.12: hatte 3, testweise 2

TexLandLarge=1
;1=hochauflösende Texturen, bessere Qualität, mehr Speichebedarf, langsamer

VideoSetupId=2
Water=2

Effects=0
;1=(Explosions-)Effekte mit Schatten, 28.09.12 hatte 1, versuch mal 0

ForceShaders1x=0
ForceShaders3x=1

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 02:24:21 AM
this is my current conf setting:
Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

i have tried other settings, but i don't see any effect from this mod, whatsoever...

help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: grumpf44 on February 01, 2013, 02:41:49 AM
Costas, i've now tried both the jsgme route, and the method you describe, both with equally non-existent results.
i can select the 2048 skins, but they simply stay on default. the planes do not even turn white -
simply, nothing happens at all.
so, is this mod only meant for certain high spec machines, or what?
i have middle of the road Athlon X2 Dualcore 5200 CPU, 4GB RAM, 512MB GeForce GT250 GPU.

help! :D

RAM settings?
If it may help you, I am using Total MODder. The dlls are in the root of the game. I am loading thru Total MODder only the folder "True Color Textures for Dark Blue World".
The HQ skins are mixed with the "normal" skins in PaintShemes\Skins: I have never been able to see the test skins when loading the "High Res True Color Sample Custom Skins".
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 02:48:30 AM
thanks grumpf44
i mentioned my RAM settings are 512MB
i'm not using TotalMODder for this install, but i have the dll's in the game root, the skins in their respective paintschems folders, and the mod folder(24 Bit Skins) in my #DBW folder
so, pretty much everything is in place, but i see absolutely nothing for new 2048 skins - it simply stays on default.

help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 01, 2013, 03:06:12 AM
I remember when I had troubles I had the wrong dlls,
try this I'm using now:
https://www.mediafire.com/?reczrqk5ddkyabk (https://www.mediafire.com/?reczrqk5ddkyabk)
Title: Re: High Resolution / True Color Textures Mod
Post by: cgagan on February 01, 2013, 03:11:58 AM
My system: i5 2.80Hz, 4GB RAM, NVidia GeForce GTX460, win7 (32bit)
Title: Re: High Resolution / True Color Textures Mod
Post by: grumpf44 on February 01, 2013, 03:22:10 AM
thanks grumpf44
i mentioned my RAM settings are 512MB
i'm not using TotalMODder for this install, but i have the dll's in the game root, the skins in their respective paintschems folders, and the mod folder(24 Bit Skins) in my #DBW folder
so, pretty much everything is in place, but i see absolutely nothing for new 2048 skins - it simply stays on default.

help! :D

The mod folder(24 Bit Skins) is the sample folder? Did you try without loading it?
Do you load the dll folder? If yes, may be it creates a conflict with the dll in the root.
Stupid test: do you see the attached skin? (The HD SpitV, resized to 1024 but still 24 bits, so less good but lighter)? If yes, it means that the HD dll are actives...
https://www.mediafire.com/?bcoctt6tpybrplk.
Nothing else I can do for you (I assume the setup is on perfect and the drivers are updated...).
Good luck
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 03:34:42 AM
Gerhard, thanks - i tried those dll's, with no success.

grumpf44, my '24 Bit Skins' folder consists only of two classfiles,
3C532828FFC4ED40   and
7F958E2469CAE184
these are the only files related to the mod, that are in mt #DBW folder.
as i repeat for the third time, my 2048 skins are in their respective skins folders - NOT in my #DBW folder. my dll's are in the game root folder. i have backed up the originals elsewhere.

help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 01, 2013, 04:08:03 AM
Gerhard, thanks - i tried those dll's, with no success.

OK, this failed ..  :(

Then I have two last hints:
for any reasons I have the mod loaded in a very high loading order, before most other mods (although the two classfiles are unique, I just checked them). I don't remember why I did this, but maybe it helps. (not very high sophisticated technical help, yes, I know..  ;D)

second hint is: maybe you try to play with your Nvidia panel settings or whatelse you have?

btw: I for my part could not solve the strange issue that the HD skins works, but HD textures do not.  :P So don't feel alone with your problem my friend.  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 04:11:44 AM
G, the mod is set to load first in the order, so it's not that, either.
i'll play with my nvidia settings, although i can't see how much difference that will make to the mod working or not.
i will carry on investigating, but in the meanwhile.....

.....help! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 05:39:34 AM
okay, with the help of SAS~BravoFoxtrot, a simple conf.ini change has fixed the problem.  :)
TexMipFilter=3   was changed to   TexMipFilter=2
and the mod now works!
big thanks, BravoF ! :D :D
here is what the 109E-4 of Gumpy's looks like:
(http://i196.photobucket.com/albums/aa226/bigbossmalone/canonuk/Untitled2_zps18c0c355.jpg)

and the Spitfire Vc, which seems to now have an issue with the exhausts and chin intake(anyone know the cause of this? ???), but other than that, at least it is displaying the HD skin:
(http://i196.photobucket.com/albums/aa226/bigbossmalone/canonuk/Untitled3_zpsbb236548.jpg)

once again, my big thanks to Bravo..  8)
Title: Re: High Resolution / True Color Textures Mod
Post by: SloppyJoe on February 01, 2013, 12:41:30 PM
I'm not positive, but isn't that skin for a different version of the Spitfire?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 12:46:26 PM
perhaps, but this is the one that ships by default with this HD mod, as a test sample.
the Spit itself is stock-standard DBW, and the problem is not with some interfering mod....
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 01, 2013, 07:03:21 PM
Eugene, its what I thought with G's HD skins, they fit Rikens Scoopless Vc's!

(https://www.sas1946.rocks/images/imageshit/img541/6856/20130202at042922.jpg)

https://www.sas1946.com/main/index.php/topic,8912.msg94074.html#msg94074
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 09:36:33 PM
so....if i want the skin to work, i need to use "Danny's Remove Nose Scoop' option?
sheesh, seems like i can't win with this one....
what if i want to keep the scoop intakes?
no HD mod? is that the only solution?  ???

between this problem, and having read through this entire thread, here: https://www.sas1946.com/main/index.php/topic,8912.msg94074.html#msg94074
i am left with a feeling of utter confusion. those reworks of Danny's are from 2010, and have no chin/sand filter.
i would dearly like to keep the filter, as it is correct.
so, let me try and understand what my options are here:
 
1)Use Danny's scoop fix, and lose the filters completely. HD skins fit.
2)Keep the filters, stock, cannot use HD skin.

is that about right?
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 01, 2013, 10:06:45 PM
As i t is now that's correct, but dont loose hope, maybe we can get the Source of the HD skins to give us a favor.
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 01, 2013, 10:16:53 PM
Hang on till after CSI New York and I'll upload a fixed skin.
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 01, 2013, 10:24:44 PM
Cool Gumpy, Thanks Man!
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 01, 2013, 10:41:21 PM
Hang on till after CSI New York and I'll upload a fixed skin.


ah goodness, another mystery murder in the Big Apple....:D
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on February 02, 2013, 12:29:30 AM
Here ya go guys,Skin goes in jsgmemods/High Res True Color Sample Custom Skins/PaintSchemes/Skins/SpitfireMkVc folder

back up your original first if you want,dont forget to deactivate High Res True Color Sample Custom

Skins in JSGME before you replace it then reactivate.  https://www.mediafire.com/?re5lvrxpxdh9gab  (http://i697.photobucket.com/albums/vv340/Bingo1957/0102201323-17-56_zpsd663c2e0.jpg) Just a quick fix for guys who may not want to use Rikens Scoopless Vc's I hope all party's approve and thank the authors for their great work on this mod.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 02, 2013, 12:56:59 AM
thanks Gumpy. :D
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 02, 2013, 02:55:49 AM
+1 thanks Gumpy!
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on February 04, 2013, 09:53:25 AM
It ONLY!! for those for whom doesn't work.
It is the "EASY" version of DLL.
You can try with the TexMipFilter=3 parameter

High_Resolution_True_Color_Textures Light version DLLs

https://www.mediafire.com/?z3oc8jdwi7gsm57
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 04, 2013, 10:38:35 AM
Works like a charm with Uuflakes Desert map,
many thanks carsmaster!  :)

Have to try your Bessarabia Map again now.
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on February 05, 2013, 09:02:16 AM
i like it... on the Spitfires!
There are many planes to convert now, right?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 05, 2013, 09:28:12 AM
Have to try your Bessarabia Map again now.

HiRes Bessarabia and Net1summer Test Map works like a charm,
wonderful maps btw. Many thanks again Carsmaster.  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on February 11, 2013, 04:09:43 AM
hi guys
concerning my earlier report of fps loss -
i mentioned that it could have been due to a setting change i made in my conf.ini, and indeed, it was.
the following setting from the [Render_OpenGL] section:
TexMipFilter=2
above is as i normally had it.
when trying to get the high res mod to work for textures, i found that changing this setting to 3 gave me the high res trees, etc, but this fps hit, which i didn't immediately notice, id directly linked to that setting.
so, running the same scene with it set at 2, i get a steady 75 fps.              ;D
running the same scene with the setting at 3, gives me a not-so-steady 11 fps.   :o
as much as i really love the high-res mod, unless it can be improved, then i might simply have to let it go for now, until i have enough cash to seriously upgrade my machine.
it's just way too much of a loss in framerate for my poor rig, lol.
so, anyone else out there, just be aware that this might be an issue on your rig, as well. ;)


Hi mate!

I got some fps losses (maybe after install the last high resoluiton mods even if I haven't any 2048 textures...but I must to investigate better) and I find strange this issue!

From your last experience is this mod really don't working with a lowest settings of the TexMapFilter than 3?

Can you also PM or post me your conf.ini to compare as IIRC we have similar performance rigs? (Core 2 duo @ 3ghz + GTS250 on XP)

Thanks in advance!

All the best!

walter
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on February 11, 2013, 07:28:01 AM
The issue above is solved about fps losse that was caused by trees=3 setting in conf.ini with south vietnam map!

The mod above isn't related to any fps losses in my rig!

Anyway I'm still curious to look difference of conf.ini settings with you dear Malone!

BUT

I have a question about the light and the 'heavy' dll:

In the last light for IL2 made by Carsmaster (v2.2) there is also a file called jgl.dll whic here is missing....it should miss here?
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on February 11, 2013, 07:32:30 AM
BTW my conf is:

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1200
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=32
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.rtf
eventlogkeep=0
3dgunners=1
TypeClouds=1
ClearCache=0
HakenAllowed=1
mapPadMode=3


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=log.rtf
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=2
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=7
Attenuation=7
SoundMode=1
SamplingRate=1
NumChannels=0
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=8
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=4
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=2
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0




[Mods]





; PAL _ HUD Configuration

SpeedbarTAS=1
SpeedbarUnits=1
SpeedbarSpdKMH=1
SpeedbarSpdMPH=1
SpeedbarSpdKnots=1
SpeedbarAltMeters=1
SpeedbarAltFeet=1
HUDGauges=1
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1
PALMODsColor=1
ShowSIToo=1
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 11, 2013, 08:06:14 AM
hi walter!
i am also getting a bit confused about the whole texture story.
initially, when i installed the 'heavy' version of carsmaster, and the high-res mod for skins, i could not get the skins to work.
then i used the light dll's, and the skins worked.
after this, i tried to install high res tree textures, and the maps would crash on loading with load.ini errors.
at this point, i changed the TexMipFilter = 2 to 3, and i had all the nice tree textures.
since then, i added two maps, and noticed a heavy fps loss.
i reverted back from TMF=3 to 2, and instantly had good fps again.
however, my trees have mostly become square textures on all maps, this after i reduced them back to smaller size, from 2048x to 1024x.
i  now have the square trees everywhere, and don't know how to get rid of them.
so, this whole high-res adventure, for me, has lead from one problem straight to the next.
it's beginning to fry my brain a bit, to be honest... :D
anyway, here my conf settings for reference:

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1600
height=1200
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.69125
mapPadY=0.43416667
viewSet=58
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=0
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=1
TypeClouds=1
ClearCache=0
ShowMorseAsText=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=bugs.txt
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=5
ObjectVolume=12
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=3
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=0
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=1
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=1

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=2 0 0 1 2 3 4 6 10 12 17 10 0
1Y=3 0 1 3 7 9 14 18 23 27 33 10 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=2 0 0 1 2 5 6 8 11 14 16 10 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50
PALQMBLinesPl0=18
FOV=50
PAL3DFollowInertia=0.01
PAL3DStart=0
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
PAL3D6DOF=1
PAL3D6DOFAutoReset=0
PAL3DEcranWide=1
[rts_joystick1]
1X=2 0 0 1 2 3 4 6 10 12 17 10 0
1Y=3 0 2 5 7 9 14 21 31 41 50 10 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 97 95 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=2 0 1 2 3 6 10 15 21 27 33 10 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
FF=0
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 11, 2013, 08:25:32 AM
@SAS~Malone:
I don't with which program you resized trees but you definately forgot to include to resize the alpha layers.
That's why you  have got square trees.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 11, 2013, 08:34:53 AM
@SAS~Malone:
I don't with which program you resized trees but you definately forgot to include to resize the alpha layers.
That's why you  have got square trees.

In that case I would think that GIMP is the program to use ... it handles tga files better than PSP des ...
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on February 11, 2013, 08:46:31 AM
black square tree's is as Uufflakke mentions
it is loss of Alpha channel from whatever reason,resizing/saving

they need to be saved in 24 bit after resizing,don't index them

Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 11, 2013, 08:49:28 AM
@UP~Boomer:
32-bits you mean.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 11, 2013, 08:51:14 AM
Uufflakke, i think you got it...!
i resized these guys in Irfanview, not something i normally do.
i usually do it via Photoshop.
ok, lol, i'm sure i'll report back momentarily with working trees again.
as i said, one problem to the next, but in this case, ive been creating my own problems, it seems.
i see the tree shadows are also square, a definite indication of lack of alpha channel.
thanks, guys! :D

edit: Boomer, yes, i think Irfanview might've saved them as 32 bit, which likely caused the issue - will try a few more to see what's changed with my Irfanview settings - i know i had it set up at some stage for the correct IL-2 format.  ;)

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on February 11, 2013, 09:01:36 AM
@UP~Boomer:
32-bits you mean.  ;)

lol,yes
I also thought it was Saturday night last night  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on February 11, 2013, 09:25:29 AM
yup - they were saved as 32-bit, but without the alpha channel, lol.
quickly replaced them, and all is well with my trees.
i've been doing more conf changes, and things are looking much better, so far.
average fps is up, albeit a tad low for my liking - low 20's in a very mountainous area - but it's decent enough, and playable, and i have all the high-res textures working.
things are definitely looking up! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on February 11, 2013, 12:10:59 PM
Thanks mate for share your conf!
I'll look at the difference tomorrow morning with my IL2 rig!

Happy that you have sorted out the squared trees!

Anyone know a reply about my question about the jgl.dll file?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on February 11, 2013, 12:17:03 PM
...Anyone know a reply about my question about the jgl.dll file?

Remove this my file.
Use default file jgl.dll
Title: Re: High Resolution / True Color Textures Mod
Post by: Whiskey_Sierra_972 on February 11, 2013, 12:19:15 PM
Thanks mate for your reply!

I'll continue to use the default one!
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 12, 2013, 10:09:12 AM

Why no HD 2048x2048  Coral Reef...  ;)
 
(http://i1217.photobucket.com/albums/dd389/Uufflakke10/CoralReef_zps6d6ea697.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: hguderian on February 12, 2013, 10:11:49 AM
 :o  :o  :o ...It's marvelous!!!!!!
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 12, 2013, 10:21:23 AM
Oww, you just Photo shoped that Uuff. lol  awesome man!
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 12, 2013, 10:50:14 AM
Oww, you just Photo shoped that Uuff. lol  awesome man!

No Photoshop.

A 2048x2048 size texture + its BumpH file.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/Coral02_zps570f7174.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 12, 2013, 11:21:17 AM
Well now we need IL2 Sharks,  dm dm dm dmm    http://www.youtube.com/watch?v=ZvCI-gNK_y4

 http://www.youtube.com/watch?v=8gciFoEbOA8
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on February 12, 2013, 12:02:51 PM
That coral looks pretty nice, yes it is beautiful , but a little too BIG.
Perhaps a smaller sized coral reef might
be more realistic (?) I have at home a folder with about 500+ photos, of many coral
reefs for my artsy stuff. Maybe you would like to use some?
There is also google earth and you can fly over north Australia where they have many
reef corals and take photos of that surrounding area.

To add sharks to this image would be unreal also. They would look like giant prehistoric
sharks or 3 times the size of a normal large-sized great white shark, because of
the size of game skins.. but there is a nice fish that you can add, and that is a Whale-shark.
It looks very beautiful looking
at it from the top. Has many tiger-like lines and spots on it.
They are about the size of a medium sized whale, but are often found on open sea.
Also Black Mantas are pretty huge sea creatures and might look good
on swimming around the coral reefs , which in real life, they actually do. Some grow as
big as about the size of  a cessna airplane.



This might help
Google image search - " flying over coral reef " many nice photos showed up on this search
see this film, SKIP to 01.57 minutes = http://www.youtube.com/watch?v=04YiJ5PeAvE
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 12, 2013, 12:13:18 PM

I noticed the reefs are too big but that something you realise in game.
Already changed size of reef but it was an experiment to see how it worked out.
Not gonna add sharks etc to it. Then the request pops up to add moving sharks.  ;D

I will take a look at Great Barrier Reef with Google Earth or FlashEart.com.
Otherwise I will pm you for coral reef photo's.

Cheers.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/CoralReef01_zpsda1cfb18.jpg)


EDIT: instead of sharks, what to think of a shipwreck?

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/Shipwreck_zps10503d59.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on February 12, 2013, 12:22:16 PM

Your new experiment with bump on maps is looking superb. Amazing things
you are doing , and this underwater experiment is also amazing eye-candy.
This does not look like IL2 anymore, but a more sophisticated modern game.

As for corals, I only have many diferent images of them, someone would have to
cut them out of photos and make them the correct smaller size and place them all over a
proper sized skin for the IL2 maps. Not sure if that would work out better than just taking an
aerial photo of a real life reef from North Australia. I think teh area is called Queensland.
We could experiment and see if that might look good with the High-resolution bumps.

I just remembered I also have a nice little book I bought from Tachen about world aerial
photography.
Thousands of aerial photos but the pages are too small , even doing a scan would not look
too good for high-resolution maps  :(

 
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 12, 2013, 01:12:13 PM
Don't worry, I will find interesting coral reefs myself.
The above shown reef is not based on an areal photo but on this wallpaper.
http://nature.desktopnexus.com/wallpaper/762554/ (http://nature.desktopnexus.com/wallpaper/762554/)

This site has dozens of reefs and such of good quality. Enough to keep me busy.  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Bombsaway on February 12, 2013, 02:21:52 PM
Oh sure! Just go and take my job.  >:(  I make shallows textures and now you have to go and do it better.  :D Now what am I going to do? I guess I'll retire.  :(  Seriously though,they look great.  8) Cant wait to see them on a map.
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 12, 2013, 03:08:57 PM
Your shallow textures are still great stuff! I don't fly PTO that often but after you added the coral reef to Midway I enjoyed it very very much.
The other shallows are nice too like the Aleutians one. Adds a lot to the immersion.
Your creations gave me the inspiration to make this texture.
By the way, if you have a good eye for it I used a small part of your Midway reef texture for my high rez one.  ;)

I think I will redo a small PTO map (Coral Islands/Marianas?) with high rez textures. Not that much textures to create for the islands and shallow waters. 
Oh well, I will see. It all depends on how much spare time I have.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Bombsaway on February 12, 2013, 03:43:57 PM
The hard part wiht these beautifull textures is that the map you use them on cant have a lot of shallows area. In the BP Midway map they fit and look good but in the Cat Midway map there is a lot of shallows so the texture looks tiled.
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on February 12, 2013, 04:33:51 PM
A new photo just popped up in my computer posted by Uufflakke.
My computer web conection has been going "on" and "off" all day for some weird reason.

Is that a sunken ship on the reef, Uufflakke?
HeHeHe  8)  That is a very cool thing to see up close.
That adds a nice touch. Treasure hunting!

It is such a great pleasure to see many people doing some great experiments on the same
subject for this old IL2 game.
Working together for the better quality of this game adds more pleasure to our daily lives.
I am always very surprised to see new ideas being experimented on
every time I come to SAS.
I never see such things happening on other game forums. I will try my best to help out if
I can too.


Title: Re: High Resolution / True Color Textures Mod
Post by: autorotate on February 12, 2013, 06:27:45 PM
outstanding stuff!
i'm a huge fan of the hi-res trees and skins.
so i can't wait to see these map textures in re-texturing packs!
highly anticipated here!
 8)
grateful for all your work!

~S~
autorotate
Title: Re: High Resolution / True Color Textures Mod
Post by: Stanger on February 12, 2013, 08:31:52 PM
Uufflakke That is off the charts.   :P  I wish I can use that for my OKI map.
Title: Re: High Resolution / True Color Textures Mod
Post by: SloppyJoe on February 12, 2013, 10:57:07 PM
WOW!

That's outstanding!
You guys do a lot of amazing work!
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 13, 2013, 02:07:48 AM
It is fun to create a coral reef texture like this and to see how it works out in game but I don't know on which map it fits best.

So I'm thinking of creating a fantasy map with several islands (similar to the Benghalli map by Avala perhaps) so I can go wild on high rez textures and don't have to fuzz about  any historical accuracy whatsoever  :D.
I have all kind of ideas of what to add already. If there is anything acceptable to show I will post it in the WIP map section.
Otherwise we get too off topic here.   ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Roachman on February 13, 2013, 09:14:12 AM
Hi guys,

I'm having trouble using the High Rez Cloudmod. I have carmasters mod installed in my jsgme mods and activated and the cloudmod folder in my #DBW folder and I am not getting any clouds at all. Please help me!

Roach
Title: Re: High Resolution / True Color Textures Mod
Post by: Boelcke on February 13, 2013, 09:33:10 AM
@ Uufflakke, your 2048x2048 textures are awesome, truely a big step for Il2 and shows the real potential of this great mod: the maps
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Sani on February 16, 2013, 04:40:05 PM
Goddammit this old game still rocks!! ;D ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on February 16, 2013, 04:48:16 PM
Uufflakke, I'm worried that the inclusion of shipwreck in textures that are used by many maps would basically transplant the same ship on every map that uses the texture.

Also, I'm a bit worried about scale of the ship as it appears in the game - if you put a cargo ship floating on top of it, would it appear the same size, smaller, or larger? How would the depth of the water affect it?

It might be more interesting to look into possibility of making submerged ship models. I don't know if such a thing is even possible, or if all ship models are bound to the surface of the water, but it comes to mind that if you offset the geometry of a ship, and then place it on the surface, it should appear below the surface... but then I don't know if the game would even render it at all. I know ship models have parts under the water, but I don't ever remember seeing them through the water's surface.


It might be interesting to check this out anyway, because it certainly would add a new element to the game, to have ships sinking close to shore become shipwrecks for the duration of the mission at least... or for manual placement, of course.
Title: Re: High Resolution / True Color Textures Mod
Post by: RealDarko on February 17, 2013, 01:06:18 AM
I love that shipwreck, it adds a pretty feel to any map, good work!!
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 17, 2013, 02:14:43 AM
@Herra Tohtori:
Basically I don't mind if others can not use the coral reef texture for their maps because of that ship.
If they want to apply the texture to their map the ship is easily to erase.
On the other hand I don't know if I leave it in or not. Not because of the scale (that is easily changed to a smaller version and yes it is a bit too large in my opinion), but it is gonna be a bit too repetitive when used over a larger area.
But remember the texture used on the previous page is just a WIP, no final state or anything.  ;)

There has been a discussion about shipwrecks in the past. It would be nice to have a few ships with just the upperpart above waterlevel or laying on it's side. I'm sure a 3D modeler can do this with ships we already have. But in game we don't see the submerged part. And that is something I don't understand of this game: how is it possible that water is transparant when using the shallow water texture (and it doesn't matter if shallow waters are close to coastline or in open sea) but we don't see submerged part of ships.
But I think that is a discussion for a new thread as it has nothing to do with the High Res/True Color Textures Mod.  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 17, 2013, 02:29:55 AM
I seem to get the impression that somehow the coral reef texture is available for download and using on maps ... or so I think from some of the posts. But I haven't seen any links. So I suppose it's my perception? I'm reading too much into some sentences?

And that said, it would be nice to try out the texture ... shallow water textures are not something I'm that knowledgeable about and some more textures would always be useful ...
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 17, 2013, 02:38:33 AM
No, there is no download for this texture.
If I release it will be released together with a map that consist of just High Rez textures.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 17, 2013, 09:57:36 AM
I made some 2048 textures using Ufflakkes method and tried them out. They work quite well and look very detailed ...

(http://i458.photobucket.com/albums/qq302/agracier/1702201316-10-16_zpsed4711ed.jpg)

(http://i458.photobucket.com/albums/qq302/agracier/1702201316-11-36_zps7fbd5bcf.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on February 17, 2013, 10:51:31 AM
Agracier

Quote
I made some 2048 textures using Ufflakkes method and tried them out. They work quite well and look very detailed ...

What method are you using to make the 2048 textures please? My screen resolution only goes as high as 1680 x 1050 so i cannot paste a screen capture as 2048 into Gimp.

Are you using four 1024 images joined together? Sorry to ask but i can not find much information on creating 2048 textures.

There was some discussion here but seemed to be some confusion on wether joining 1024 textures gave good results.

Would like to hear how you make yours if possible please, and also where you read about Uufflakkes method? Can't seem to find it.

I have toyed about with making some 2048 textures by joining 4 1024 textures together, it does seem a bit better.

Also how do you get the colours to be so clear?  on my textures the colours look okay in Gimp but appear a bit 'washed out' and faded when loaded in game.

thanks for any reply mate

slipper

Title: Re: High Resolution / True Color Textures Mod
Post by: Helen-of-Sparta on February 17, 2013, 11:14:01 AM
Hello Slipper,

This discussion and instructions maked by Uufflakke at my Norway/ Narvik WIP map at WIP map section  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on February 17, 2013, 11:37:51 AM
Thanks Helen

completley missed the discussion there. Looks a great map by the way, obviously a lot of time and effort gone into it.

regards

slipper
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 17, 2013, 12:08:40 PM
Uffllakke's method was indeed described on anther thread ... but it is still possible to make rather good 2048 textures from old 1024 textures.

Now either you have a series of very similar textures, made from Google Earth screencaps, and made in the same area, so that colors, tone and landscape all look similar. If you even have 2 textures that are more or less the same, you can start combining these by copying into an empty 2048 graphic file. But instead of simple copy/pasting, it's best to rotate the 1024 textures 180 or 90 degrees when pasting in a second time. That gives some variation.

And then you get to work with the clone brush to remove edges and fill up any patches that need reworking.

Even if you have just 1 old 1024 texture, you can paste it into an empty 2048 texture, then rotate it some or flip or mirror it and then paste the results into the 2048 file, making them different each time ... by doing this you remove to a degree any repetition or kaleidescoping you get by pasting the same image 4 times ...

And once you get the hang of using the clone brush, (hint - don't set to 100% hardness), then it is not all that time consuming making 2048 textures. And the results will be very nice.

Up to now, I don't know how to go about auto-popping 2048 textures or how to make a template for popping them. Haven't had the time to try this out yet.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 17, 2013, 12:13:46 PM
Also how do you get the colours to be so clear?  on my textures the colours look okay in Gimp but appear a bit 'washed out' and faded when loaded in game.

The clear colors are mainly from choosing the best areas in Google Earth to screencap ... some parts of the world are in rather low quality imagery on GE. No detail, awful colors. But others are very nice and crisp and clear. It's just a question of looking around until you find the right place. Sometimes you get lucky and sometimes you waste your time on GE ...

Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 17, 2013, 02:57:59 PM
@Agracier and slipper:
Or use Flashearth.com as an alternative.
Sometimes GE is better, sometimes FE.

Off topic:
Slipper, you need to empty your mailbox. Can't send the requested link you asked for a few days ago.


The textures I've created for a fantasy map fit also on Crete (except the coral texture).
So I decided to retexture Viking's Crete map.
Coming along nicely with 2048 textures. Since we have a set of Southern European houses it needs to be repopulated also.
But first retexturing and even I am surprised to see it's results in game.

Images taken from about 900 meters.
Quiz question: Find the plane in the first image.  :D

(http://i256.photobucket.com/albums/hh195/Uufflakke/CreteScreenie_zpse3a12858.jpg)

(http://i256.photobucket.com/albums/hh195/Uufflakke/CreteScreenie02_zps6431fc09.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 17, 2013, 03:11:14 PM
here you go - circled in red

(http://s8.postimage.org/j2hs36txx/Crete_Screenie_zpse3a12858.jpg) (http://postimage.org/image/qv8fv5zwx/full/)
image hosting sites (http://postimage.org/)
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on February 18, 2013, 04:45:02 AM
Agracier and Uufflakke

Many thanks for your help, some great advice and tips off both of you. Uufflake my pm box has space now sorry about that.

Had a quick go making some 2048 textures and they did not look to bad, i see what you mean though its quite hard to get some quality images of a lot of areas.

Just out of interest, i may be talking nonsense, but is there any program that will allow you to capture an image at 2048 x 2048, even though your screen resolution is less? (1680 x 1050 in my case). Or is this just not possible?

thanks again both

slipper
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 18, 2013, 05:14:01 AM
Just out of interest, i may be talking nonsense, but is there any program that will allow you to capture an image at 2048 x 2048, even though your screen resolution is less? (1680 x 1050 in my case). Or is this just not possible?

That doesn't sound possible. You can only make a screenshot of what is actually showing on your screen. But how would a program know what is not on your screen to make up the missing portions?

Maybe a better way to go, would be to make consecutive screenshots, overlapping, and then stitch them together. There are a number of programs that do stitching very well. Hugin is one of these - http://hugin.sourceforge.net/ - I use it for landscape panoramas, though with enough overlap, I should think it would work for GE screencaps as well .... I'll make a mental note to try this out ...
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 18, 2013, 06:02:26 AM
Here's something I just stitched together with Hugin ... real size s 2800x1000 pixels. Not enough for a 2048x2048 ... but you could make a similar stitch to the north or south of this area, with overlaps, and then stitch that together as well, making a large file you could then crop into 2049x2048.

This does necessitate an extra effort in doing all the stitching ... but may pay off in the map ... add in BumpH, tgb and maybe tree files to support the texture and you've really got quite a team of extras backing up the original texture ...


(http://s7.postimage.org/wg536v917/Texture_001_002a.jpg) (http://postimage.org/)
photo sharing sites (http://postimage.org/)
Title: Re: High Resolution / True Color Textures Mod
Post by: slipper on February 18, 2013, 01:50:17 PM
Looks really promising mate, might have to look into it. Thanks for taking the time to explain, do you think it will give a better effect in game than copy pasting a number of screen caps?

regards

slipper
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 21, 2013, 09:53:44 AM
I've been messing around with 2048 textures and seeing how they look on maps. Here are a few screenshots ... I can't help but be amazed at the amount of sharp detail you can get with 2048 textures.

(http://i458.photobucket.com/albums/qq302/agracier/210220130-13-43_zps254c2a22.jpg)

(http://i458.photobucket.com/albums/qq302/agracier/210220130-15-26_zps023c06b1.jpg)

(http://i458.photobucket.com/albums/qq302/agracier/210220130-14-09_zps01b0a43f.jpg)

(http://i458.photobucket.com/albums/qq302/agracier/210220130-16-45_zps68d3281c.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on February 21, 2013, 12:22:01 PM
I've been messing around with 2048 textures and seeing how they look on maps. Here are a few screenshots ... I can't help but be amazed at the amount of sharp detail you can get with 2048 textures.
Good work.
Good luck to you.

EDIT:
Maybe I will complete 4096.
4096 looks PERFECTLY!
When?
Excuse, I don't know.
Title: Re: High Resolution / True Color Textures Mod
Post by: Triad773 on February 21, 2013, 01:02:11 PM
Really interesting :) I like how I can see roads that don't rely on hexagonal underpinning.

Nice work guys

Triad
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 21, 2013, 05:05:56 PM
Maybe I will complete 4096.
4096 looks PERFECTLY!

I assume you tested 4096 textures.
Whats about the FPS?  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 21, 2013, 05:12:35 PM
I assume you tested 4096 textures.
Whats about the FPS?  :)

On 2048 textures in any case, I may not have measured frs with a program, but in missions I have not really felt any difference in performance. And I've flown on maps that have both a 1024 and a 2048 version of the same map. In mission there appears to be no discernible difference that I can experience ...

The 2048 maps do seem to load slower though, both in FMB and when an individual mission is loading, although I would not know of a way to measure that ...
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 21, 2013, 05:59:38 PM
I tested a longer mission on CMs Bessarabia 2048 map and with 2048 Trees, Bushes and a 2048 skin and FPS was very good with my old Nvidia 9800 I have to say.  :)

See the FPS in the PIC:
(http://s12.postimg.cc/lmvsyiggt/Hi_Res_FPS.jpg) (http://postimage.org/)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on February 21, 2013, 06:20:33 PM

AMAZING!!  8) FANTASTIC!!

Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on February 22, 2013, 12:39:13 AM
Hey Gerax, what mode you using it on? UltraPack, etc? 0.o
Title: Re: High Resolution / True Color Textures Mod
Post by: Uufflakke on February 22, 2013, 01:46:55 AM
I assume you tested 4096 textures.
Whats about the FPS?  :)

On 2048 textures in any case, I may not have measured frs with a program, but in missions I have not really felt any difference in performance. And I've flown on maps that have both a 1024 and a 2048 version of the same map. In mission there appears to be no discernible difference that I can experience ...

The 2048 maps do seem to load slower though, both in FMB and when an individual mission is loading, although I would not know of a way to measure that ...

To my surprise I did not notice any fps drop on my average system (NVidia 8600GT) with high rez textures, high rez trees and high rez skins.
Loading time of maps in FMB is longer with 2048 textures. That's for sure. But the few extra seconds of waiting is worth the huge quality improvement.  8)

By the way, I remember an old discussion about 512 and 1024 size textures. That it didn't make sense to use 1024 sized textures and we should stick to default 512 size.
And now we are talking about 2048 and even 4096 (!!!) size.  ;D

With the high rez textures it is sometimes recommendable to nót index them as the loss of colours becomes noticable.
Which means that each 2048 texture becomes 12mb. Compare that with the default 256kb :D
Not to mention the included BumpH files and .tree files which adds up the total amount of mb's per high rez map.  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on February 22, 2013, 05:38:53 AM
But HD (and huge size files) are nice! D: Space problem may be there, but totally worth it, now going to 4096, that's higher than FSX! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 22, 2013, 06:28:36 AM
Hey Gerax, what mode you using it on? UltraPack, etc? 0.o

DBW 1.71.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on February 22, 2013, 06:43:24 AM
Oh.. D:
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 22, 2013, 07:21:56 AM
Yes, DBW, but a very clean version without tons of other mods.
And this P-51 with 2k skin was the only plane in the test mission.

I will try the same map with the new 2k P-51 skins by Paganzoida, so I can
try a 4 2048 planes flight and maybe some other planes (maybe 2k me262 skin?).
Also it is interesting what happens when I switch between the planes and
some object grounds, let us see how the FPS is then.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 22, 2013, 07:32:15 AM
With the high rez textures it is sometimes recommendable to nót index them as the loss of colours becomes noticable.
Which means that each 2048 texture becomes 12mb. Compare that with the default 256kb :D

I'm glad that you feel that these textures should not be indexed. Especially not the 2048, since having more detail is the whole reason for using them in the first place.

And now that I've tried out the 2048 and got everything working and have not experienced any loss of frs that I can discern, it will be very very interesting to see about the 4096 textures ... though making these textures is really going to be a challenge ...
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on February 22, 2013, 08:31:43 AM
Un edited CMs Bessarabia 2048 map, Weather Poor, Heavy Modded SAS ModAct 4.0  2048 Cromhut skin

(https://www.sas1946.rocks/images/imageshit/img839/7469/20130222at172504.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on February 22, 2013, 08:37:22 AM
Dat F-4U is sexy! D: But still, any luck or help to get it working on Ultra Pack 3? I dont want to repeat the whole story...
Title: Re: High Resolution / True Color Textures Mod
Post by: paganizonda on February 22, 2013, 08:40:45 AM
@gerax : and next week you can maybe try it with 8 or 16 different 2k mustangs ,

Big Beautiful Doll is WIP and the rest of the 357th. too


iet them 4 2k mustangs fly on bessarabia 2k and got the high rez threes and bushes too , didnt regonize any fps drops !!!

got an old nvidea 250gt and a full modded hfsx version



greetings paganizonda
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on February 22, 2013, 10:45:17 AM
@gerax : and next week you can maybe try it with 8 or 16 different 2k mustangs ,
Big Beautiful Doll is WIP and the rest of the 357th. too
Wow! Looking forward to it!  :)
Some blank and/or Roundels skins would be awesome!  ;D
Then we could have 64 or more 2048 P-51s for tests and more...
Title: Re: High Resolution / True Color Textures Mod
Post by: Stanger on February 22, 2013, 05:37:14 PM
With the high rez textures it is sometimes recommendable to nót index them as the loss of colours becomes noticable.
Which means that each 2048 texture becomes 12mb. Compare that with the default 256kb :D

I'm glad that you feel that these textures should not be indexed. Especially not the 2048, since having more detail is the whole reason for using them in the first place.

And now that I've tried out the 2048 and got everything working and have not experienced any loss of frs that I can discern, it will be very very interesting to see about the 4096 textures ... though making these textures is really going to be a challenge ...
Dont worry to much about downloading 4096. I have downloaded as high as 9,000x9,000 satelite images with two programs. In fact all my textures I use in my 2048x2048 OKI map has a 4096x4096 version in which I downsize from a larger resolution. You are downloading from a server not capturing a screenshot from desktop. I posted that on a different post.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on February 22, 2013, 05:45:20 PM
Dont worry to much about downloading 4096. I have downloaded as high as 9,000x9,000 satelite images with two programs. In fact all my textures I use in my 2048x2048 OKI map has a 4096x4096 version in which I downsize from a larger resolution. You are downloading from a server not capturing a screenshot from desktop. I posted that on a different post.

I know the difference between a screenshot capture and downloading images ... the thing is that while I've searched for such sites hosting hi res images suitable for making textures, I've never yet found one that offers anything that could be used ...

Maybe you could give a link perhaps?
Title: Re: High Resolution / True Color Textures Mod
Post by: Stanger on February 22, 2013, 08:21:50 PM
Dont worry to much about downloading 4096. I have downloaded as high as 9,000x9,000 satelite images with two programs. In fact all my textures I use in my 2048x2048 OKI map has a 4096x4096 version in which I downsize from a larger resolution. You are downloading from a server not capturing a screenshot from desktop. I posted that on a different post.

I know the difference between a screenshot capture and downloading images ... the thing is that while I've searched for such sites hosting hi res images suitable for making textures, I've never yet found one that offers anything that could be used ...

Maybe you could give a link perhaps?
Taking this to PM.
This is the main one.
http://www.softonpc.com/umd/

Google earth pro
Title: Re: High Resolution / True Color Textures Mod
Post by: paganizonda on March 07, 2013, 03:22:33 PM
(https://www.sas1946.rocks/images/imageshit/a/img839/8017/il2fb2013030519344990.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on March 08, 2013, 12:14:02 AM
Dont worry to much about downloading 4096. I have downloaded as high as 9,000x9,000 satelite images with two programs. In fact all my textures I use in my 2048x2048 OKI map has a 4096x4096 version in which I downsize from a larger resolution. You are downloading from a server not capturing a screenshot from desktop. I posted that on a different post.

I know the difference between a screenshot capture and downloading images ... the thing is that while I've searched for such sites hosting hi res images suitable for making textures, I've never yet found one that offers anything that could be used ...

Maybe you could give a link perhaps?
Taking this to PM.
This is the main one.
http://www.softonpc.com/umd/

Google earth pro

"Taking this To Pm..."  why,is it a secret ?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 08, 2013, 12:52:23 AM
lol, maybe they're hacking into NASA satellites... :D
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 08, 2013, 02:03:47 AM
what really gets on my bobollas, is that now we can have super high quality NSDAP/NAZI/Hitler crosses.

I do not mind super high rez Belgian, NL or British roundels. But teh downside is that the symbols of the "dark side" get the same possibiliies.
two bladed sword, two sides of a medal, ying yang, light and dark... and all that.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 08, 2013, 02:11:18 AM
there can't be any good without evil....basically. ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 08, 2013, 03:06:20 AM
the HD mod should be abolished for that reason.

or an automatic filter be put in place: skins with offensive and politically not correct symbols are sized down to 512*512*8bit quality.

and all of a sudden the yankee stars and stripes are all blurry... mwahahahahahahahah ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 08, 2013, 03:23:45 AM
here's my own home-grown contribution to evil symbols ;)

(http://i196.photobucket.com/albums/aa226/bigbossmalone/za-1928_zps66fcb5ac.gif)
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 08, 2013, 04:29:44 AM
+10 
naughty boy go sit in the corner!
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on March 08, 2013, 05:45:08 AM
HD! :D


So you're saying I CAN'T put swastikas, German WWII markings, etc on my R/C replicas? So my Fw-190 should have "OTHER" markings? 0_o

Main thing:

HAS ANYBODY, ANY MOTHA FLIPPING ANYBODY got this mod to work on UP 3? My UP 3 installation turned into a Mod Act installation magically, runs amazing, lost all UP aircraft but now has HD mod...
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 08, 2013, 05:50:06 AM
nah. have it running in DBW , and i think also in HSFX.
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 08, 2013, 05:50:38 AM
ah yea...

BAN HIMMMMM!!!!!!!!
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on March 08, 2013, 06:00:14 AM
NO, the thing is WHY does it not work on UP3? It clearly states it works D:
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 08, 2013, 07:30:04 AM
I tried what I have, all HiRes skins, maps, trees are OK in my #UP#.

Here is the link for you now:
https://www.mediafire.com/?7vvdlk31kam899o (https://www.mediafire.com/?7vvdlk31kam899o)

I made backups of all the dll files in my games root,
then copied the dll files that comes with this download into the root, then put
the folder "Carsmaster Light in the IL2 (beta)+2048 pix RC version (4 10 1)"
into #UP#.

Then I played a little bit with config.ini, tried, OK.  ;)
of course the openGL settings in config.ini are very important,
read what you find here and try.  This are my settings, but as I have
a old Nvidia 9800 this may not satisfy you.

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=2

TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3

LandShading=2
LandDetails=2
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=2
Water=2
Effects=0

ForceShaders1x=0
ForceShaders3x=1

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on March 08, 2013, 09:10:19 AM
YEEEEEAHHHH BOY!
It works! It actually works! :D

Thanks soo much Gerax!!!
*Hugs*
 ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 08, 2013, 09:27:09 AM
Enjoy!   ;)

Do you use your config or mine?
When using my configs settings and you have a better card,
make sure to have settings wich fits to your card.
(water, forest etc).
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on March 08, 2013, 09:42:16 AM
Do you use your config or mine?
Stock settings, think I can improve them a lot more!
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 08, 2013, 09:50:18 AM
Then be careful, test it (especielly HiRes) everytime when you change something and make backups of your config.ini. Do it, I know what I am speaking about ..  ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on March 08, 2013, 11:55:54 AM
Do you use your config or mine?
Stock settings, think I can improve them a lot more!

I personally reccomend for you to change your confi.ini file to better improve on the visuals of your game.
It will make a HUGE improvement and you will get better "eye-candy" for your IL2 game.

I am using NVidia GeForce GTX 550 Ti and it works great for me.
These are my settings... give them a try
(Always save your original settings if you want to re-wind back in time to how it was)

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

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

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

Also make sure to tweak your settings on your graphics card for better performance  ;)
.

These are the best results I found in the Nvidia Control Panel for IL-2. This is for Nvidia cards only!

If you have a lower performance CPU or video card then lower "Anisotropic Filtering = ?X"
and/or "Antialiasing-Setting = ?X" until it is playable for you... Or try turning Vertical sync = OFF
and Triple Buffering = OFF.

*Open Nvidia Control Panel.

*Look for "3D Settings" tab. - Click "Adjust image settings with preview"

*Choose "Use my preferences emphasizing: (Quality) <<*Then, go down one tab under "3D Settings" again and
click "Manage 3D Settings"

*In the right pane at the top of the pane you should "Program Settings" choose that tab.

*In (1. Select a program to customize) choose "IL-2 Sturmovik: Forgotten Battles + Aces Expansion Pack"

*Change all choices to what I have below. If you don't see all of these choices don't worry, just change
what you can see.

**********

Ambient Occlusion = N/A
Anisotropic Filtering =16x
Antialiasing - FXAA = Off
Antialiasing - Gamma Correction = On
Antialiasing - Mode = Override any application
Antialiasing-Setting = 16x CSAA
Antialiasing-Transparency = Off <<<<<<<<<(causes frame studder)
CUDS - GPUs = Use global setting (All)
Maximum pre-rendered frames = Use 3D Application settings
Multi-display/mixed GPU acceleration = Single display performance mode
Power management mode = Prefer Maximum Performance
Texture filtering - Anisotropic sample optimization = Off
Texture filtering - Negative LOD bias = Clamp
Texture filtering - Quality = High quality
Texture filtering - Trilinear optimization = Off
Threaded optimization = Auto
Triple Buffering = On <<<(Lower end cards or CPU's can try turning this off if you have stutters. Try ON first)
Texture filtering - Anisotropic filter optimization = Off
Vertical sync = On <<<(Lower end cards or CPU's can try turning this off if you have stutters. Try on first) if you get tearing on screen turn this back on and enable Triple Buffering too.

And make sure you hit the apply button on the bottom right of the nvidia control panel screen.
~~~~~~~~~~
As a side note,  VPmedia suggested to me also trying using 4x antialiasing and 4x anisotropic filtering. I have
tried this and it works great for me.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 08, 2013, 02:21:44 PM
Thanks for the settings. I followed yours for the conf.ini and while I wouldn't know how to measure anything, the game does now look somewhat better, with crisper landscapes and textures that blend into each other better ...

These settings are otherwise a total mystery to me, what they mean and do ... so all i can do is copy other settings and hope it helps. And in this case it does ...

One thing I have not been able to get rid of in my install, is a slight hesitation just before a radio message is spoken or before a large explosion or noise. It's not much, but just that minute split second when the game seems to hesitate or hit a cyber speed bump ...

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 08, 2013, 02:53:23 PM
....One thing I have not been able to get rid of in my install, is a slight hesitation just before a radio message is spoken or before a large explosion or noise. It's not much, but just that minute split second when the game seems to hesitate or hit a cyber speed bump ...

Excuse bad English

You use:

SamplingRate=2 it (44100Gz)? ? ?
or
SamplingRate=1 it (22050Gz)? ? ?

I use in the conf.ini file

SamplingRate=1 (22050Gz)

In the world few people hear a sound above 22050Gz :(
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 08, 2013, 03:24:53 PM
I use in the conf.ini file

SamplingRate=1 (22050Gz)

In the world few people hear a sound above 22050Gz :(

I had it set to 2 ...

And now, after changing it to 1 as you suggested, most of the hesitation is gone, when radio chatter is spoken, no more hesitation. I still have some just prior to explosions. But at least now it has been cut in half ..

For which many thanks. Good suggestion.
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on March 08, 2013, 03:56:51 PM
Thanks for the settings. I followed yours for the conf.ini and while I wouldn't know how to measure anything, the game does now look somewhat better, with crisper landscapes and textures that blend into each other better ...

These settings are otherwise a total mystery to me, what they mean and do ... so all i can do is copy other settings and hope it helps. And in this case it does ...

Fantastic to hear that good news Agracier. Your maps are very realistic and beautiful to look at and these
settings really show how great they are in my IL2 game.  Amazing Eye-Candy Agracier! (http://serve.mysmiley.net/party/party0012.gif) (http://www.celebrityfashionarchive.com)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on March 08, 2013, 11:58:30 PM
Wow, I got some really good output after using your settings Max! Danke! Now, to off to making HD trees, clouds, bldgs and... Wait, can we do HD pilots? 0_o
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 09, 2013, 12:34:54 AM
in theory, you should be able to use HD for any tga/bmp file, when using the HD mod.
why not try, and then you can be the first to confirm it.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on March 09, 2013, 01:34:37 AM
in theory, you should be able to use HD for any tga/bmp file, when using the HD mod.
why not try, and then you can be the first to confirm it.  ;)
That sounds like a good idea! I'm off to making HD textures! HD textures for every-body! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 09, 2013, 01:36:16 AM
cool!
for example, i recently re-skinned some ship textures. default size is 512, so i just gave it a go with 1024 size, and it worked perfectly. ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: western0221 on March 09, 2013, 02:16:16 AM
It ONLY!! for those for whom doesn't work.
It is the "EASY" version of DLL.
You can try with the TexMipFilter=3 parameter

High_Resolution_True_Color_Textures Light version DLLs

BINGO!

I've been troubled High-Resolution MOD (Uufflakke's clouds/trees don't work... even though Paintscheme BMP or default skins of aircrafts skin1o.tgb work well),
but today, I get all OK with "Light version DLLs".

Thank you.

I think ... what is different in my PC non-Light version working or not?
My PC has AMD CPU (not Intel).
(https://www.mediafire.com/conv/50dbb70ff9126abc77275cb9469aebdeaf53904e8a1ff018d84bf220709b2b266g.jpg)
AMD PhenomII X6 1100T.
PhenomII doesn't have Intel AVX as Streaming SIMD Extensions.
How is it?

Others...
GPU: GIGABYTE nVIDIA GeForceGTX560ti 1GB-VRAM
Mem: 8GB DDR3
M/B: GIGABYTE GA-890FXA-UD5 rev2.0(AMD890FX, SocketAM3)
Sound: Realtek HD889 on-board

con.ini is max_thehitman's recommend.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 09, 2013, 02:28:35 AM
BINGO!

I've been troubled High-Resolution MOD (Uufflakke's clouds/trees don't work... even though Paintscheme BMP or default skins of aircrafts skin1o.tgb work well),
but today, I get all OK with "Light version DLLs".
Thank you.

I had the same problem more or less - 2048 aircraft skins worked fine, but not the trees or map textures.

The light version of the dll's is what made the difference. All previous versions were somehow incompatible with my system. Il-2 worked, would start up, but whenever there was a 2048 texture involved on a map, the map would simply not load.

I too have an AMD chip and GeForce graphics card.
Title: Re: High Resolution / True Color Textures Mod
Post by: PDelaney on March 09, 2013, 07:03:41 PM
It works well in 4.09 - no lag at all and, don't get me wrong, I appreciate this mod but in Il2 a good skin doesn't rely on hires 2048 and there are plenty of examples out there that bear this out. Speaking as a someone who skins in the first place for my own enjoyment them chooses to share it with others, to be honest, it's a lot of hard work.

I produced a couple of screen caps of a 1024 Photoshop template, which I used to make a couple of Ki-84 skins several years ago, that I increased to 2048 to give myself a "before and after" comparison to see if it was worth working on higher resolution paints in future:

1024x1024 Indexed Colour 8bit .bmp

(http://i1359.photobucket.com/albums/q798/PDel7/1024_zps505fdca2.jpg)

2048x2048 saved as 24bit .bmp

(http://i1359.photobucket.com/albums/q798/PDel7/2048_zps93e8fcfc.jpg)

For an old school 4.09er there's not a lot in it is there?

Nevertheless I'll be working on producing 2048 templates for all of my future skins (unless a kind Japan freak beats me to it that is)...

 ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 09, 2013, 07:14:06 PM
To be honest, if you rescale a 10242 texture to 20482 size, you're just gonna get a four times larger texture with the same amount of detail.

Whereas if the texture is originally done at 20482 resolution, the smallest details will be half the size of the smallest details in a 10242 - which means things like panel lines, rivets, engine intake grilles and other such details will be sharp at much closer distance before they start getting upscaled. There is incredible potential in getting high resolution skins made, but I also agree with you that most of the time, gameplay-wise, the high resolution plane textures don't really have that big of an impact.

A much bigger effect can be gained from high-resolution cockpit textures - which you see at very close distance all the time when you're in cockpit - and environment textures, such as terrain, water, clouds, sky... all of which can benefit from higher resolution.

It would also be nice (although not critical) if someone could look into the reason why IL-2 blurs terrain textures so much. I think it's basically texture mip mapping LOD Bias being set at too close a distance, which causes the game to reduce the terrain texture resolution at far too close a distance - this is especially evident with the view zoomed in, you can see the far terrain gets sort of pixellated and blurred look...
Title: Re: High Resolution / True Color Textures Mod
Post by: crazyflak on March 09, 2013, 07:39:54 PM
I increased to 2048 to give myself a "before and after" comparison

1024x1024 Indexed Colour 8bit .bmp

2048x2048 saved as 24bit .bmp

there's not a lot in it is there?

So you compared the old template with itself, no real work added, and then you blame on the mod not being so shiny?  ???

(http://rlv.zcache.com/are_you_kidding_me_rage_face_meme_poster-r3726a85aa584458cad9751d80824bbf6_jih_400.jpg)

 :D ;D    sorry, couldn't resist
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 10, 2013, 01:08:38 AM
let me provide a more logical comparison...seems a lot of guys don't know how this works.
below, you can see the difference between a genuine 2048 made skin, and the same one resized to stock 1024.
(http://i196.photobucket.com/albums/aa226/bigbossmalone/hilo_compare_zps9d359de5.gif)

the logic is really straightforward.
if you resize a bigger, 2048 skin to 1024, it will lose a lot of it's detail.
if you simply resize that same 1024 skin back to 2048, you will not magically regain any of that lost detail. all you are doing, in essence, is enlarging that 'lost' detail.
i hope this starts getting through to all our members soon, because we can't spend the next year trying to explain this, lol.... :D
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 10, 2013, 03:18:18 AM
It would also be nice (although not critical) if someone could look into the reason why IL-2 blurs terrain textures so much. I think it's basically texture mip mapping LOD Bias being set at too close a distance, which causes the game to reduce the terrain texture resolution at far too close a distance - this is especially evident with the view zoomed in, you can see the far terrain gets sort of pixellated and blurred look...

I've been trying out 2048 map textures and this last has also at times puzzled me. You can use a very detailed 2048 texture but, when flying over it, it does not necessarily look that more detailed, even up close.

But, when flying in mountains and very hilly terrain, you do seem to notice quite a lot more detail.

I have been pondering this and think it may have to do with the angle that the textures are viewed at.

When flying over flat terrain, from a cockpit you look at the terrain from almost perpendicular angles, you are looking down at angles of maybe 5, 10, 15 degrees perhaps. When flying in mountains, from a cockpit you can often look at mountainsides at an almost true 90 angle, that is straight head on.

When you look at 90 degrees, then a texture is not really deformed so much, as you are looking much as you would on your screen in a graphics program.

When looked at in 10 degrees,I think the game tries to render an average of all the details and colors in a texture and ends up creating a more smudged and blurred version of the texture.

You could try to approximate this by for instance holding a bookcover and looking at it straight on. Then hold it almost flat at 180 and see how much you can make out of the words and details in any photos or illustrations on the cover.

I think is one of the reasons why - at least up to a point - Il-2 maps of mountainous or hilly terrain, usually look better than simple flat terrain. Even with old 1024/ 512 texture maps.
Title: Re: High Resolution / True Color Textures Mod
Post by: Triad773 on March 10, 2013, 09:57:05 AM
That's a nice example Malone, thanks- even a Luddite like me can appreciate the difference now :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 10, 2013, 11:04:42 AM
Ok, this is a long post that doesn't directly tie into the high-res texture discussion at least as far as aircraft are concerned, but it may be of interest to modders and players alike. If this takes the thread too much off-topic, feel free to split it into its own topic; otherwise carry on with the discussion.


I've been trying out 2048 map textures and this last has also at times puzzled me. You can use a very detailed 2048 texture but, when flying over it, it does not necessarily look that more detailed, even up close.

But, when flying in mountains and very hilly terrain, you do seem to notice quite a lot more detail.

I have been pondering this and think it may have to do with the angle that the textures are viewed at.

When flying over flat terrain, from a cockpit you look at the terrain from almost perpendicular angles, you are looking down at angles of maybe 5, 10, 15 degrees perhaps. When flying in mountains, from a cockpit you can often look at mountainsides at an almost true 90 angle, that is straight head on.

When you look at 90 degrees, then a texture is not really deformed so much, as you are looking much as you would on your screen in a graphics program.

When looked at in 10 degrees,I think the game tries to render an average of all the details and colors in a texture and ends up creating a more smudged and blurred version of the texture.

You could try to approximate this by for instance holding a bookcover and looking at it straight on. Then hold it almost flat at 180 and see how much you can make out of the words and details in any photos or illustrations on the cover.

I think is one of the reasons why - at least up to a point - Il-2 maps of mountainous or hilly terrain, usually look better than simple flat terrain. Even with old 1024/ 512 texture maps.

For more reading on this matter:
http://en.wikipedia.org/wiki/Anisotropic_filtering (http://en.wikipedia.org/wiki/Anisotropic_filtering)

http://en.wikipedia.org/wiki/Mipmap (http://en.wikipedia.org/wiki/Mipmap)

The problem with MIP mapping in IL-2 graphics engine - at least from what I can see - is that it uses a software-based MIP mapping method, rather than any kind of dynamic MIP mapping which uses the capabilities of graphics cards, and the crux of the problem is that it simply uses too few MIP maps.

Anyone who has done stuff with default skins knows that there are four different resolutions of each stock default skin: Skin1o.tgb (default 1024x1024), Skin1o.tga (512x512), Skin1p.t (128x128) and Skin1q.tga (16x16).

These are called texture LOD's, just like 3D models have levels of detail that vary based on distance, the texture chosen by the game is determined based on what distance you are at.

The problem with this kind of texture arrangement is that there is a substantial gap between Skin1o.tga and Skin1p.tga - it skips one step entirely (256x256 resolution). With aircraft this is not such a big problem, but I hypothesize (and I should stress I have no idea if I'm actually correct) that the game does the same thing to terrain textures: It opens the texture, creates MIP map LOD's of it at fixed resolutions, and then it determines which texture resolution it should use for each terrain tile.

Unfortunately, it seems that just like the default skins, there is a sizeable gap in this LOD system - it is apparent that at a certain distance, the texture quality (resolution) drops significantly and abruptly.

This is further compounded by the fact that the texture selection is only affected by distance, rather than dynamic things such as field of view. If you look at distant texture with high field of view, the object will have small diameter on the screen and small MIP map doesn't look out of place at all. However, when you zoom in, that object or part of terrain will increase in size on screen, which should technically increase the resolution of selected MIP map. This process of determining which MIP map to use is called LOD Bias, and it can be either dynamic or static. Dynamic LOD Bias determines the required MIP map level of detail based on the apparent size of object as it appears on the screen, based on distance and field of view. Static LOD Bias is a fixed function of distance, and field of view has no effect on it; unfortunately it seems IL-2 has this kind of system, most likely for performance constrictions way back when the engine was coded.

So the problem with MIP maps is the apparent gap in the LOD chain, which causes the texture resolution to abruptly change for worse at certain distance, and the LOD bias system which does not take field of view changes into account in any way.


The problem with viewing flat surfaces at an angle is solved by the second technique I linked: Anisotropic filtering. Basically what it means is that the texture filtering changes as the angle changes. This actually works reasonably well in IL-2 (you can best see this by looking at the runway ahead of you - with low texture filtering settings the runway gets blurry and smudgy at quite close distance while with higher settings it remains quite clear at further distance).

I believe the reason for terrain textures being blurry at an angle is simply caused by the distance being longer at higher angle, which causes the MIP mapping algorithm to revert to low resolution LOD, and anisotropic filtering system is stuck with a too low resolution texture to begin with.


Distant mountains and hills also look very blurry to me. Also, when you go high enough, even the flat terrain below you will get blurry. The transitioning distance is approximately 10-12 km; the texture change from "sharp" to "blurry pixellated mess" happens gradually over distance of about 2 km. Observe:

Very high altitude, terrain is blurry everywhere (even right below):
(https://www.sas1946.rocks/images/imageshit/img844/5740/20130310at162822.jpg) 

Here you can see an airfield. The airfield textures have, apparently, proper MIP map LOD and you can still see details in the runway and parking area surface, even though it's obviously tiled you can tell it has some definition - it isn't blurred beyond recognition.

(https://www.sas1946.rocks/images/imageshit/img687/7150/20130310at162836.jpg) 

Coming down, at somewhere between 11000 and 12000 metres, you start seeing some definition of the higher resolution texture, which seems overlayed with the blurry low-resolution terrain texture:

(https://www.sas1946.rocks/images/imageshit/img707/1589/20130310at163001.jpg) 

At around 10 km, the terrain immediately below you has gained substantially more detail.

(https://www.sas1946.rocks/images/imageshit/img26/114/20130310at163006.jpg) 

And as you descend below 10000 metres mark, the terrain looks pretty much ok.

(https://www.sas1946.rocks/images/imageshit/img28/6374/20130310at163015.jpg) 


However, any part of the terrain that is beyond the 10 km mark will start to get blurry, regardless of the original texture resolution. Here I'm flying at about 3000 metres, which means the terrain will start to get blurry at about 17 degrees below horizon - or, at about 9500 metres land distance, it's a simple trigonometric exercise:

(https://www.sas1946.rocks/images/imageshit/img685/1102/20130310at154150.jpg)

And the same approximate area, but zoomed in (which makes the low resolution MIP map look even more gnarly):

(https://www.sas1946.rocks/images/imageshit/img541/7786/20130310at154154.jpg)



Now, to be fair toward Maddox Games: This game was developed more than ten years ago and at the time, there were a lot of hardware constraints that required numerous walk-arounds which, by today's standards, have become nuisances at best and antiquated frankenstein monsters of coding at worst.

I also have a feeling that this blurring that can be observed may actually be a rudimentary (VERY rudimentary!) way of producing atmospheric blurring effect at a distance. The reason that makes me suspect this is the way the blurry texture and sharp texture blend into each other over a reasonably long 2 km distance. At the time of the game's release, the screen resolutions were about half what they are now - if I recall right, for the longest time IL-2 officially supported only up to 1024x768 resolution. Today, almost everyone is playing at something like 1600x1200, 1680x1050, 1920x1080 or even multi-monitor setups. This all exposes the old solutions much worse than when the game runs at a resolution it was developed for.

If that is a case, this is not really a bug or a case of badly implemented MIP mapping, but instead it may be a planned feature, even if it doesn't work very well at modern resolutions.

That said, it would be good to find what part of the game does this blurring exercise, and possibly reduce the effect or remove it altogether, and perhaps figure out some other way of implementing atmospheric blur instead. However, with not having access to source code, I'm always skeptical about the probabilities of someone fixing it... that way I'm always happily surprised when people do the seemingly impossible.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on March 10, 2013, 11:15:32 AM
Thanks for your report Herra.
Most likely fixing what you have reported would require changes deep inside native code of IL-2, I'm afraid that it's currently out of reach for us.

Anyway...

Carsmaster provided a new set of DLLs which greatly enhance FPS and game compatibility.
This makes the first real public release version which can be found in the "Visuals" section now.

Please proceed in the new v1.0 Thread, this thread will be closed now.
High Resolution / True Color Textures Mod Release Thread (https://www.sas1946.com/main/index.php/topic,33239.0.html)

Thanks and best regards - Mike