Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => PTO Maps => Topic started by: Mission_bug on October 13, 2011, 03:41:41 PM

Title: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Mission_bug on October 13, 2011, 03:41:41 PM
Hello to all those who have followed the progress of my South Vietnam map WIP both here and at AAS.

The map has been a long on going project that I've now decided to finally bring to a conclusion with this last download.

Link to the map at M4T:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1188

Note:  The two links to the new tree effect are no longer available so I have removed them, a PM to Uufflakke may get you a new link.


Some changes to map_c affecting the rivers near the bottom corner of the map:

http://www.mediafire.com/?al3ybp7nf8fvnlp


(http://i293.photobucket.com/albums/mm42/Mission_bug/Mapfinal1.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Mapfinal3.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Mapfinal2.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Mapfinal4.jpg)

Due to the nature of the project information was always difficult to find for the time period it was aimed at and continues to be so, unless further detailed information appears for the airfields added
to the map so far then essentially the map is now finished as I've done what I set out to do.

I'd just like to take this oportunity to say thank you very much to all those who have contributed to the project in any way either with information or with adding detail, without the help of the IL-2 community the map may never have got this far.

I will be forever gratefull to Anatoli for the tremendous contribution he has made to this map, his detailing has been a constant source of encouragement and inspiration.  Thank you very much Anatoli for the tremendous amount of work you have put into this project.

Also to Dixiecapt who put a tremendous amount of effort into detailing the city of Hue, he has my sincerest thanks for this outstanding contribution to project.

I mustn't forget our texture Master Bombsaway who did so much to help me get the look of the map just right, thank you very much Mark it is much appreciated.


Wishing you all the very best, Pete. ;D

 
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on October 13, 2011, 03:46:09 PM
Thank you a big time, Mission_bug! :)

 :)

T.
Title: Re: South Vietnam colonial map final.
Post by: farang65 on October 13, 2011, 06:02:18 PM
Hi Pete,

Thanks again for the incredible wotk on the South Vietnam map   ;D :D ;) :)

Sure was interesting watching its development from a start up map to a fully populated map of the region.

You wont no what to do with yourself now   ;D :D

Have always enjoyed the updates.

Cheers

Kirby
Title: Re: South Vietnam colonial map final.
Post by: Snailsaviour on October 16, 2011, 07:36:39 AM
What the hell Ranwers!! For real? that would be epic!!
Title: Re: South Vietnam colonial map final.
Post by: BT~Tarik on October 16, 2011, 08:52:54 AM
Ah Ranwers, you're killing us ! Can't wait !
Title: Re: South Vietnam colonial map final.
Post by: Whiskey_Sierra_972 on October 16, 2011, 09:10:18 AM
A man rise a finger towards another man and say:

'What did you see?'

'A finger!' reply him!

'Good mate....this mean that I'm hiding well....'

:)
Title: Re: South Vietnam colonial map final.
Post by: Killer Ghost on October 16, 2011, 10:55:38 AM
Ah Ranwers, you're killing us ! Can't wait !
he has already killed me ;) jk. Nice looking Bomber.
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 16, 2011, 11:11:14 AM
Wow Ranwers, love the B-52 but my map is from an earlier time, Dixiecapt's version for the jet age. ;)

Now your Privateer would be just the thing for this colonial map. 8)

As for trees, well if someone could do some good jungle stuff that would be superb.

Wishing you all the very best, Pete.
Title: Re: South Vietnam colonial map final.
Post by: Uufflakke on October 16, 2011, 01:13:52 PM
As for trees, well if someone could do some good jungle stuff that would be superb.

Wishing you all the very best, Pete.

I've already created some dense forest/jungle textures and they are part of Farang65 El Salvador map. If interested I can try it out on your map and see what comes out of it. Probably I need to adjust colours of wood.tga's to make them match with your groundtextures.
Here are some examples of a long time ago but I still have the files somewhere:
http://www.sas1946.com/main/index.php/topic,10535.108.html (http://www.sas1946.com/main/index.php/topic,10535.108.html)

By the way, in the screenshot by Ranwers I notice that there is a light green line crossing the forest. I remember that it has got something to do with colours of wood.tga's not matching very well with forestfar.tga (or with groundtexture underneath forest not matching with forestfar.tga.)

Cheers, U.
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 16, 2011, 01:28:24 PM
Hello Uufflakke, please feel free to try out your textures on the map and post some screens for us, I look forward to seeing the results.

As for the green line I haven't noticed it before, not sure if this is a problem with my textures or with what Master Ranwers was trying to show us.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: BT~Tarik on October 16, 2011, 01:29:48 PM
Ah Ranwers, you're killing us ! Can't wait !
he has already killed me ;) jk. Nice looking Bomber.

Yeah, I feel like I'm dying in the need of this B-52...lol
Title: Re: South Vietnam colonial map final.
Post by: Uufflakke on October 17, 2011, 11:18:14 AM
Hello Uufflakke, please feel free to try out your textures on the map and post some screens for us, I look forward to seeing the results.

Here two screenshots of my WIP jungle textures. Still needs some tweaking. I think I need to do the random trees also to make colours match with jungle.
When finished (I think next week) I'll PM you with a d/l link.

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/579f58fe.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/21db96c1.jpg)
Title: Re: South Vietnam colonial map final.
Post by: zack on October 17, 2011, 12:02:09 PM
The hell is empty. All devils are working now on the B-52 project, under command of Master Ranwers.
:D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on October 17, 2011, 12:33:34 PM
Fanboy alert..
I like the approach to create new jungle/tree forests and if it's not too much to demand, I would respectfully request a link to the version for the Hawaiian Islands map if you can share it, Uufflakke, I take it the concept is a fileset for the texture folder + new entries in the load.ini?

Anyway, looks better IMHO. The forests are the only thing I don't like on most Pacific/tropical maps. Keep it up!

Cheers

Tom
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 17, 2011, 01:51:29 PM
Hello Uufflakke, looks gorgeous, looking forward to the finished article and the link. :-*

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Uufflakke on October 18, 2011, 05:23:15 AM
I redid the random tree files so now colours match better with jungle.
(Everything still WIP)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/1c2559cb.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/be6138b3.jpg)

@Tom2: Actually I haven't spent time anymore on the forest textures for the Hawaiian Islands. On the screenshots they look quite okay but from a higher altitude or seen from another angle the repetitive pattern is very noticible. The woods.tga's covers just a small area and with extensive jungles the pattern gets annoying. First need to solve that before possible release.
Yes, new woods.tga's goes into _Tex/forest folder + new entries in load.ini.
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on October 18, 2011, 01:59:20 PM
Great work, Uufflakke and thanks for the answer. :D
Take your time, so much decent map potential to fly.. ;D
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 18, 2011, 03:29:51 PM
Suberb Uufflakke, I originally used a dark texture for the jungle but later settled for the wood effect as it appeared more realistic to me than the texture.  You've now managed to capture that darker moody look I originally wanted for the map. ;)

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Balker on October 19, 2011, 07:55:03 PM
Thank you Mission_bug!

Great map!

It is possibly a version with less houses on main citys for online games?

THX.
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 20, 2011, 03:26:53 PM
Hello Balker, glad you like the map.  As for adapting the map for online play I'm sorry to say as I only play offline I haven't a clue as to how to do that. ;)  The only thing I could do is remove all the smaller buildings from Saigon and Hue and send you a static for that and you could copy and paste it into your existing map folder.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Balker on October 20, 2011, 06:30:54 PM
Hello Balker, glad you like the map.  As for adapting the map for online play I'm sorry to say as I only play offline I haven't a clue as to how to do that. ;)  The only thing I could do is remove all the smaller buildings from Saigon and Hue and send you a static for that and you could copy and paste it into your existing map folder.

Wishing you all the very best, Pete. ;D

You are a gentleman. Thank you very much Sir!
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 23, 2011, 12:44:12 PM
Hello all, Uufflakke has been working on some tree files for the last week or so specially for this map, they alter both the wood effect and the random trees.

I for one think they look outstanding and send my sincerest thanks to Uufflakke for the time and effort he has put into these, I'm sure you will also be as impressed as I was with the effect. 8)

The link to the new tree files has been moved to the first post with the map link. ;)

Here are some images:

Privateer skin Anatoli.

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

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees7.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees8.jpg)

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

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

I haven't added these to the map update as I feel users of the map should decide if they want to add them or not, altough I can't imagine anyone wouldn't. ;)

A comparison of the old and new:

Original.

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

New.

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

The new effect is much darker and I think better reflects jungle trees than the original files.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 27, 2011, 03:50:20 PM
Couldn't resist a flight around the map at one of its moodiest moments. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees1.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees2.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees3.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees4.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees5.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Newtrees6.jpg)

Enjoy.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on October 28, 2011, 09:26:24 AM
That looks much more how I would imagine Vietnam!
Thanks a lot Uufflakke and Mission_bug :)
Title: Re: South Vietnam colonial map final.
Post by: gianluca on October 28, 2011, 10:16:08 AM
Hi Mission_Bug, where did you get (which site I mean...) that beautiful Privateer skin? Just playing around with some Indochine missions after my beautiful summer readings dedicated to that period and theatre....
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 28, 2011, 11:48:35 AM
Hello gianlucabagatti, the skin is one of many done by Anatoli that reside in my PaintSchemes folder, they are not available for general release as far as I know because Anatoli is in the process of putting together a campaign for the South Vietnam colonial map.  I wil ask if he minds me putting up the link, but if he says no then sorry you will have to wait until they appear in a campaign.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: gianluca on October 29, 2011, 12:16:54 AM
Fair enough Pete¡
Best regatds,
Gianluca

PS: happy to know a Campaign for this beautiful map is being prepared!
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 29, 2011, 03:00:05 AM
Hello Gianluca, Anatoli has very kindly sent me this link to the Privateer hacks, share them he said. 8)

http://dtf.chatperche.free.fr/Indochine/Privateer.zip

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: gianluca on October 29, 2011, 03:04:24 AM
Thks a lot Pete!
Title: Re: South Vietnam colonial map final.
Post by: farang65 on October 29, 2011, 05:25:24 AM
Hi Pete and Uuf

Yes most definitely the wood set and trees transforms this map even more so.  :D ;)

Just thought the initial woodset was a tad bright for mostly jungle.

All in all another great improvement to the most awesome South Vietnam map   ;D :D

Living in Thailand I just see green/dark green all on the hills so it looks very good now   

Kirby
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on October 29, 2011, 02:11:54 PM
Glad you like it Kirby M8, it has come a long way hasn't it.  It is only as good as it is because of the contributions made to it by the IL-2 community. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Trees1-2.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Trees2-2.jpg)

Uufflakke's trees were the final part of the jigsaw that made it complete. 8)

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on October 30, 2011, 06:32:29 PM
Hello...  :)

Here is a screen taken from Na Thrang. 1951 : a Navy PB4Y "Privateer" is being loaded. In the background, french paratroopers are boarding into Ju-52 "Toucan" for an airborne assault...


(http://dtf.chatperche.free.fr/C6/Privateer2.jpg)
Title: Re: South Vietnam colonial map final.
Post by: farang65 on October 30, 2011, 09:39:35 PM
Awesome screen Anatoli  ;) :D

I sure hope it spures on the master with his geniune Privateer  ;) ;)

I'm sure many campaigns will be made in the near future on this map.  8) ;D

Cheers

Kirby
Title: Re: South Vietnam colonial map final.
Post by: Balker on October 30, 2011, 10:22:03 PM
Hello Balker, glad you like the map.  As for adapting the map for online play I'm sorry to say as I only play offline I haven't a clue as to how to do that. ;)  The only thing I could do is remove all the smaller buildings from Saigon and Hue and send you a static for that and you could copy and paste it into your existing map folder.

Wishing you all the very best, Pete. ;D

You are a gentleman. Thank you very much Sir!

The "light/online version" of this map works ok!
Thank You Sir!
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 08, 2011, 04:18:15 PM
Hello...  :)

I am preparing a "populated" template for this map for mission makers... I will upload it as soon as it is ready (probably after the weekend coming).

Every airbase and military camp will be populated.
There will be many hidden Vietminh bunkers, ammo and supply storages, convoys ambush scenes, Vietminh infantry along roads, AA guns, ...  ;)

I am also planning to release an Order Of Battle for "Armée de l'Air" (Air force) and "Aéronavale" (Navy) units for the 1945 - 1954 Indochina war...

The Air Force OOB is ready... The one for Navy still needs work...

Coming soon...  ;)
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 08, 2011, 04:28:47 PM
Go on Anatoli! Last summer I read "Aviateurs au Combat" et "Aviateurs en Indochine" by P.CM Renau and I enjoyed them so much! It will be definitely super to recreate those days in this beautiful sim!
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 08, 2011, 04:36:59 PM
Great books !!  ;)

Full of precious datas ...

Here is a link for watching videos of 1946/1954 News of Indochina war : full of interesting informations...
Usefull...

http://www.ina.fr/histoire-et-conflits/indochine-et-vietnam/video/index.tri.recents.dir.desc.page.2.mode.mosaique.fr.html



Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 09, 2011, 10:49:38 AM
Great! Thks!
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on November 09, 2011, 12:32:33 PM
Looking forward to that template of yours Anatoli, should be plenty of targets for these during their Indochina cruise eh. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/FrenchSBD1.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/FrenchSBD2.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/FrenchSBD3.jpg)

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 13, 2011, 12:50:14 PM
Hello...

Here is a populated template for the colonial map :

TEMPLATE (http://dtf.chatperche.free.fr/Indochine/Template_Map_South_Vietnam_Colonial.zip)

Half the airbases are populated.
All the "Camps fortifiés" are populated.
There are some vietminh objectives to search and destroy, french pilots to rescue, ...
It is also possible to drive a jeep from some "Camps fortifiés"...  :)

It should help mission makers...  ;)

Unzip file to : Mission/Net/Dogfight.
Easy to adapt for solo missions.

Coming soon :
- OOB for the "Aéronavale" and "Armée de l'Air" (1945 - 1954)
- French default skins for static planes, like : Corsair, Hellcat, Ju-52 Toucan, Criquet, P63 Kingcobra, A26 (A20G in game), ...
- Skins (a lot!) with historical markings ans ID.

Enjoy !!  ;)
Title: Re: South Vietnam colonial map final.
Post by: atallboy on November 13, 2011, 02:30:59 PM
Thank you for the map. I think that realy looking Vietnam...

(http://www.sas1946.com/images/imageshit/dead/dead.gif) (http://www.sas1946.com/images/imageshit/dead/dead.gif)


(http://s3.amazonaws.com/img.cl0udb0x.com/346_thumb_128.png)
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on November 13, 2011, 03:17:08 PM
Superb job you've done there Anatoli, thank you very much. 8)

Don't know where you find the time or patience for all that detailing, you have been a busy lad. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Template1.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Template2.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/template3.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/template4.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Template6.jpg)

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Uufflakke on November 13, 2011, 03:38:04 PM
That's what I like about certain maps and missions, the attention for detail.  8)
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 16, 2011, 10:26:58 AM
Hello…  :)


Here is a release of a skinpack made in order to fly over the Mission_Bug’s South_Vietnam map, colonial era (1945 – 1954) :

SKINPACK (http://dtf.chatperche.free.fr/SAS/Indochina_Skinpack.zip)


Aéronavale (Navy) : “F” or “S” means “Squadron”. So “3F” means “3rd Squadron” :

- SBD : 3F - 1947/1948
- SBD : 4F – 1948/1949
- Seafire : 2 planes embarked on the “Arromanches” carrier – 1948/1949
- Privateer (fake from B24) : 8F – 1950/1953
- PBY : 8S – 1945/1952
- C47
- Ju-52 “Toucan”
- Fi-152 “Criquet” : 28F + another "flotille"
- F6F-5 Hellcat : 1F – 1951/1952 – Note : 1F was transformed in “11F”
- F6F-5 Hellcat : 11F – 1953/1954
- F6F-5 Hellcat : 12F – 1952/1953
- F4U Corsair : 14F – 1954

Armée de l’Air (French Air Force) :

- P-63 « Kingcobra » : Normandie-Niemen (1949/1950) / Auvergne / Ile de France (1949/1950)
- A-26 « Straffer » (fake from A20-G) : Escadrille I/19 "Gascogne"
- Fi-152 “Criquet”


Please, note that I am not the author of these skins, as I am not a skinner…

My only contribution to this skinpack was to add historical squadrons insignas, markings, plane IDs, to skins originaly designed by very talented skinners, in order to have several planes for every squadrons (listed above) to fly with.


I did not modify the beautiful P63 skins made by UF_Zargos, as for the A26 ones made by Rudi Jaegger.
The Privateer skins were designed by 611Sqn_Wolf.


For 1F and 12F Hellcat, I used the skin made by Tromp-La-Mort and only added squadron markings and plane IDs. Same work for the 12F Hellcat (made by Ronco), Seafire (made by Josse), PBY (?), C47 (?), Toucan (Millekmh?), Criquet (Fantôme and 611Sqn_Wolf), 14F Corsair (?), SBD (?).

Sorry if I forgot to mention every authors, but for some skins, I have no idea of who made them…  :(

Again, this set of skins has only one purpose : to recreate immersive and historical flights over the terrific Mission_Bug’s Indochina map…

Enjoy…  :)  ;)


Coming soon :
- Complete OOB for "Armée de l’Air" and "Aéronavale";
- Small mod to use French skins for some static planes (Corsair, Hellcat, Toucan, A26, Privateer, Criquet…).
- Missions (later…)



Some few screens :


(http://dtf.chatperche.free.fr/SAS/Corsair.jpg)


(http://dtf.chatperche.free.fr/SAS/Criquet1.jpg)


(http://dtf.chatperche.free.fr/SAS/Criquet2.jpg)


(http://dtf.chatperche.free.fr/SAS/Hellcat1.jpg)


(http://dtf.chatperche.free.fr/SAS/Hellcat2.jpg)


(http://dtf.chatperche.free.fr/SAS/Toucan.jpg)


(http://dtf.chatperche.free.fr/SAS/Catalina.jpg)


 ;)
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 17, 2011, 02:28:10 PM
merci beaucoup Anatoli!
enjoying right now a flight from the Arromance to Saigon: Aeronaval rules!
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 18, 2011, 09:58:06 AM
Thanks indeed!  Lovely skins.. ;D

Tom
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 19, 2011, 06:39:58 AM
Hello...  :)

And now, here is a pack of french default skins for static planes related to the Indochina period.

It replaces the default static skin for the following planes :

- F4U-1C,
- F6F-5,
- P-63,
- Ju-52,
- Fi-152,
- A-20G (for A-26 Straffer),
- B-24 (for Privateer).

STATIC_PLANES (http://dtf.chatperche.free.fr/Indochine/Avions_static_Indo.zip)

To install : unzip the zip.file into your #UP# folder in your UltraPack3 game.
To unistall : rename the "Skins par defaut" folder by adding a "-" in front of the name.


Many thanks to I/JG2_Catsy, 611Sqn_Wolf and 611Sqn_Fox for their work...


(http://dtf.chatperche.free.fr/Indochine/Static_Indo_planes.jpg)


Coming soon :
- Order of battle for the Aéronavale (Navy) and "Armée de l'Air" (Air Force) ;
- Missions !!  :P


 ;)
Title: Re: South Vietnam colonial map final.
Post by: 51stfis_Starbo on November 19, 2011, 03:02:36 PM
ty for this anitoli, you really know how to put a smile on face,, good work
Title: Re: South Vietnam colonial map final.
Post by: farang65 on November 20, 2011, 02:51:19 AM
Very very Cool  8) 8) Anitoli

You've given everything necessary to make incredible campaigns  ;) :) :D

Highly detailed map template  ;D
Skin Pack  ;)
Static Planes Pack  :)

Just need Poltiva to make a couple of grand campaigns.


Cheers and thank you for the highly detailed work

Kirby
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 26, 2011, 02:54:13 PM
Hi Anatoli, thks first of all for your top notch work!
I played these last days with your template and had the following issue, don´t know if CPU, GPU, RAM or map related...
A flight of four F6F from the Arromanche to Saigon, once over Saigon and orbiting before landing I get a fps drop quite big (from 100/120, I have VSync on with 120hz monitor with dual core 2x3ghz and Nvidia GTX 560 Ti and 3gb allowed, down to 30/40) which could be quite normal but what I get once landed is very very strange and never experienced before!
I was saying, once landed direction west (opposit site of town and river harbor) fps drop suddenly to 9/10 the game becoming of course unplayable and suddenly I see a green big artifact looking lake an immense hangar; I try to take fraps screenshots but as I try, each time, the "thing" disappeard...
I swear I did not have alcohol before! Now just wondering what that could be....
Anyway, big thanks for this which I´m going to enjoy so much!
Best regards,
Gianluca
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 26, 2011, 04:03:02 PM
 ???

Woaw !!!

I never noticed that kind of thing before... I have got the same nvidia graphic device than you.

Of course, once over Saïgon, FPS drop a bit... But in my case, not that much...
And when I land at Tan Son Nhut, after a fly over Saïgon, FPS are good... No drop...

Strange... Unfortunatly, I don't know where it comes from...  :(

What you could do is to try to make the same mission, but on a "empty" map (no objects...) and check if you have the same problem. Please let me know about it...


EDIT : I will send you my nvidia settings for IL-2... Maybe it could help you. I use the last version of the driver.
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 27, 2011, 06:26:59 AM
Thks Anatoli, I´m curious to know your settings for this card (I also have the latest drivers) and also to know which CPU, monitor and resolution just to have all!
Tomorrow I will try (already planned that) to start a mission from Saigon this time and then to try the ame mission with the stock map only; sure I´ll let you know!
Bets regards,
Gianluca
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 27, 2011, 10:20:32 AM
Hello Gianluca, maybe it is related as well to your ProcessAffinitymask setting?
For me and my Ati system I alternate between 8 and 15 for a quad core. I tried the other by stock recommended settings and these 2 work best for me.

Will try the mission as well, if you get low FPS I will most likely get even less. ;D

Cheers
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 27, 2011, 10:53:59 AM
Hi Thorst, I have this parameter set to 2 in my dual core system, the absolutely recommended one.
I have also to say that performance are well drawn by my 27" monitor 1920x1080 but with the previous one, a 25.5" it was even worse: the game, once over Saigon. freezed!
Now the combination between the latest Nvidia drivers and the 2ms response time of the new monitor gave me a better chance but still problematic....
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on November 27, 2011, 12:22:37 PM
Hello guys, the problem you may be experiencing over saigon could be due to the small dwellings I added with the final.

Here is a light version I made for the on-line pilots:

http://www.4shared.com/file/Og1cYN3V/South_Vietnam_Colonial_light.html

Entry for the all:

PS_South_VietNam_Light PS_South_VietNam_Light/load.ini

Two ways to do this, either add the map files to your existing map or add the new folder and entry to the all file in maps.  If you opt to use the new entry this will also need to be added to any mission file.

For this I removed all the recent detail added to Saigon and put it back to a previous update, also removed all the detail within the city of Hue.  Give it a try and let me know if it improves things for you.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 28, 2011, 10:57:18 AM
Hi Mission_bug, I didn't have these probs reported by Gianluca but I have to enable texture compression anyway for very complex maps which allows me to use the 512BM exe-so I am not representative. Also I upgrade my card soon anyway. I think I'll try Anatoli's Net mission first, if I get issues I can try your modified map- :)
TBH I flew the modern map lately which is more "my stuff" (jets etc). :'( :)
Thanks for all your work!

Cheers

Tom
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 29, 2011, 02:53:42 AM
hi guys, tried last night Saigon with the stock last version and had no probs which are, now I know, an issue coming from the poulated Anatoli version... with this too I did other trials and and different results: one freeze, one with artifacts (always those green monster and possibly worse!) and fps down to 8/10 and one ok (normal fps dropping) So I have to investigate further!

What I find extreme is the popping out of trees, normal for il2, but in this beautiful map noticeable a bit too much, even with Forest set to 2
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 29, 2011, 10:01:54 AM
Agree, pop up trees here take down a slight part of an otherwise excellently immersive experience.
The trees not only pop up but are generated and reduced in the most annoying manner before and at the six 'o Clock of the player. Not intended to sound disrespectful..but it is extreme in both versions the colonial and the '68 version.

I tried Anatoli's template with a mission for F-51s (Histomod) added and could not fly the mission, neither as Net nor normal single mission. :o

Cheers

Tom
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 29, 2011, 10:25:19 AM
Hi guys...  :)

About the mission template : I made it on a UltraPack 3 RC4.
Some objects I used to make it does not exist on the Histomod version of the game... So Tom2, your problem should come from there...

I regurlarly fly over this map with this template with 8 / 10 pilots, and we rarely had troubles like those you described, Gianlucabagatti... Except 1 pilot who had some freezes once... It may come from the pop-up trees autogen.

I will contact Mission_Bug, as I may have a solution to solve this problem...  ;)

Stay tuned !!  ;D
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 29, 2011, 10:41:19 AM
All right!
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 29, 2011, 10:52:03 AM
Thanks! Will try it out in DBW or UP, it should work there.
 :)

Tom

Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 29, 2011, 01:34:09 PM
Worked well under DBW. ..yes FPS decrease at the Saigon main- and harbour area was noticable-but definately not more than in the Hawaiian Islands map at Honolulu. Reasonable and ok for me.

Some shots..
The only weird looking thing--the paint of this river..
(http://i378.photobucket.com/albums/oo230/Thorongil69/2911201119-19-18.jpg)

Rest around Saigon..

(http://i378.photobucket.com/albums/oo230/Thorongil69/2911201119-20-13.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/2911201119-18-34.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/2911201119-40-01.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/2911201119-20-58.jpg)


What a "kickarse" template. Thanks for sharing. :) ;D


Title: Re: South Vietnam colonial map final.
Post by: Anatoli on November 29, 2011, 02:37:44 PM
Glad it works, m8 !!  ;D

I like the "rest around Saïgon" screenshot !!
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 29, 2011, 02:48:14 PM
It's much fun, will take that area for a fun mission in a P-63. Thank you, Anatoli.;D :D
Title: Re: South Vietnam colonial map final.
Post by: gianluca on November 29, 2011, 03:36:15 PM
Hi gents! I have probably found out the origin of my weird visual problems... I had installed the optional trees which come with the latest release and they somehow (coupled with the "poppin out" effect) increase the need of RAM too much for my rig: once come back to the stock ones I could fly two missions within a flight of F6F flawlessly.
Tomorrow more tests!
Have good night!
Title: Re: South Vietnam colonial map final.
Post by: LuseKofte on November 30, 2011, 10:25:53 AM
Quote Tom2 : The only weird looking thing--the paint of this river..
Well I have been a lot in south east Asia and that color of the river is actually the closest ive seen to river I have seen there
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on November 30, 2011, 11:20:22 AM
Le0ne: I was actually not precise: I rather ment the texture look of that yellowish coloured river, that river looks a tad plastic like because it is not the usual animated IL-2 water. But really not important or offending.
 :)
Cheers

Tom
Title: Re: South Vietnam colonial map final.
Post by: Uufflakke on November 30, 2011, 12:00:58 PM
Hi gents! I have probably found out the origin of my weird visual problems... I had installed the optional trees which come with the latest release and they somehow (coupled with the "poppin out" effect) increase the need of RAM too much for my rig: once come back to the stock ones I could fly two missions within a flight of F6F flawlessly.
Tomorrow more tests!
Have good night!

I resized the additional Vietnam tree files with 50 percent. Tree file is now 256x256 instead of 512x512. Maybe that helps with increasing FPS.
Let the new files overwrite the old ones or back them up first before installing the resized ones.

http://www.mediafire.com/?u52c68uk87y2643 (http://www.mediafire.com/?u52c68uk87y2643)

The resized Vietnam trees are somewhat less detailed but only noticable from close distance, the good thing is tree colours matches with jungle again and no pine trees of course.  ;)
Title: Re: South Vietnam colonial map final.
Post by: CzechTexan on November 30, 2011, 04:13:05 PM
Le0ne: I was actually not precise: I rather ment the texture look of that yellowish coloured river, that river looks a tad plastic like because it is not the usual animated IL-2 water. But really not important or offending.
 :)
Cheers

Tom
The narrow brown colored river is a static object created by Fabianfred and first used on the Thailand map.  I used a few in the BurmaLower map's north-central sector.  They are a little tricky to use because they need to be placed on a flat surface...hard to do for long river pieces.  Good for making small rivers.  There are brown ones and blue colored too.
Title: Re: South Vietnam colonial map final.
Post by: gianluca on December 01, 2011, 07:03:19 AM
Hi gents! I have probably found out the origin of my weird visual problems... I had installed the optional trees which come with the latest release and they somehow (coupled with the "poppin out" effect) increase the need of RAM too much for my rig: once come back to the stock ones I could fly two missions within a flight of F6F flawlessly.
Tomorrow more tests!
Have good night!

I resized the additional Vietnam tree files with 50 percent. Tree file is now 256x256 instead of 512x512. Maybe that helps with increasing FPS.
Let the new files overwrite the old ones or back them up first before installing the resized ones.

http://www.mediafire.com/?u52c68uk87y2643 (http://www.mediafire.com/?u52c68uk87y2643)

The resized Vietnam trees are somewhat less detailed but only noticable from close distance, the good thing is tree colours matches with jungle again and no pine trees of course.  ;)

Thks man!
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on December 02, 2011, 12:26:53 PM
Hello Uufflakke, thank you very much for the adjusted files, I hope they cure the problems some have had. I also experienced problems, not quite game freeze, but something noticable, more twitch than a seizure though. ;)  Nothing that would make me remove such a gorgeous effect, gives the map so much more character I think.

I also have the big cloud mod, could this also be a problem here, not sure. 

It is very difficult to make a map that will be usable by everyone as there are too many variations in rig out there, hence the reason for leaving the jungle files as a seperate download, that way folks could alter the map as they see fit, adding what they feel is best for them. 

From what was posted here and at AAS the existing map appeared to be playable by the vast majority that commented on it, so that is how it was left.  Problems were reported however, by those playing on-line, hence the light version with most of the small detailing from Saigon and Hue removed in it.  This can be used as a seperate map as it has a new all entry, or the files can simply be pasted into the existing map.  That seemed to cure those problems.  The dwellings I added around Saigon appear to twinkle in my setup, very annoying, not sure if this is the objects themselves or my config file needs adjusting, if other members find them equally annoying they can just add the light version files to their map folder, although it will also remove the detail inside Hue city walls.

Anatoli and members of his squad also have a seperate set of files that alter the density of my existing tree maps and make the pop up tree effect far less noticable.  Anatoli was a little bothered that this would create too many variations of the map, but as these files go into the existing map folder I can't see any problem unless those files actually effect servers in some way, there are also some very nice new ed map files in that version if Anatoli chooses to release it here.  Some members may have already been given the link to those by Anatoli through PM, their thoughts on those changes would be most welcome.

If he chooses to release those here it could be as per Uufflakke's jungle effect a seperate download from the existing map final so that members could alter the existing map to their own requirements, rather than me add them to the final, that way there is one standard version of the map to go back to.

The river objects made by Fabianfred were added to the map around Saigon in order to allow the Jeep mod to be added to missions on the map, this mod can neither cross actual water or the bridges so this was the only way I could give it an option to cross water. ;)  You can if you wish drive from Saigon docks to Tan Son Nhut, a possible start to a campaign could be your arrival in country by ship where you depart the docks for the intended posting, the way most Air Force personel arrived in theatre then.  It may not look as good as actual water but gives the map that playability I was trying to build into it from the very start, hence the not to scale rivers to alow objects to traverse the maps river courses.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: gianluca on December 05, 2011, 04:20:34 AM
Anatoli and members of his squad also have a seperate set of files that alter the density of my existing tree maps and make the pop up tree effect far less noticable.  Anatoli was a little bothered that this would create too many variations of the map, but as these files go into the existing map folder I can't see any problem unless those files actually effect servers in some way, there are also some very nice new ed map files in that version if Anatoli chooses to release it here.  Some members may have already been given the link to those by Anatoli through PM, their thoughts on those changes would be most welcome.

Hi Anatoli, if you would like to share, I'm waiting!
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on December 05, 2011, 08:06:48 AM

Hi Anatoli, if you would like to share, I'm waiting!


I will do it during before the weekend coming... I still have to write the "how to install..." and a few other things...

;-)
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on December 06, 2011, 01:55:19 PM
Hello Uufflakke, thank you very much for the adjusted files, I hope they cure the problems some have had. I also experienced problems, not quite game freeze, but something noticable, more twitch than a seizure though. ;)  Nothing that would make me remove such a gorgeous effect, gives the map so much more character I think.

I also have the big cloud mod, could this also be a problem here, not sure. 
...
The river objects made by Fabianfred were added to the map around Saigon in order to allow the Jeep mod to be added to missions on the map, this mod can neither cross actual water or the bridges so this was the only way I could give it an option to cross water. ;)  You can if you wish drive from Saigon docks to Tan Son Nhut, a possible start to a campaign could be your arrival in country by ship where you depart the docks for the intended posting, the way most Air Force personel arrived in theatre then.  It may not look as good as actual water but gives the map that playability I was trying to build into it from the very start, hence the not to scale rivers to alow objects to traverse the maps river courses.

Wishing you all the very best, Pete. ;D



Thanks a lot for the explanation, that makes sense! Cheers,

Thorsten
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on December 09, 2011, 09:28:03 AM
Hello...  :)

Here is a set of modifications (they can be used independently or together...) made on the terrific South_Vietnam_Colonial_Map (Thank you Pete for having made and released such a great map !!), in order to :

1 - modify auto-pop trees (good for people experiencing freezes on this map - It modifies trees generation and their placement on ground) ;
2 - release an alternative briefing map and mini-map (see screenshots) ;
3 - resolve some few very minor issues concerning some roads near the coast (vehicles blocked in one or two locations in the map, due to a problem of separation between coast and sea areas in those one or two locations).

People installing these files will not experience any trouble in multiplayer games with those flying on the original map, as these modifications are only "cosmetic" ones...

IMPORTANT : PRIOR TO ANY CHANGES, PLEASE MAKE A BACKUP OF THE FILES YOU ARE GOING TO REPLACE !

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

1 - Modified AUTO-POP TREES

For the UP3 RC4 version of the game, unzip the files downloaded HERE (http://www.catsy.net/anatoli/SAS/_tex_land_summer_PS.zip) to :

#UP# / MAPMODS / MAPS / _tex / Land / summer / PS

It should overwrite the following files :
- "NewFields1_fields.tree",
- "VietnamAgricultureB_fields.tree",
- "VietnamScrub_fields.tree",
- "VietnamSettlement_fields.tree",
- "VietnamTrees_fields.tree".

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

2 - New alternative briefing and mini maps

For the UP3 RC4 version of the game, unzip the files downloaded HERE (http://www.catsy.net/anatoli/SAS/PS_South_VietNam_new_minimap.zip) to :

#UP# / MAPMODS / MAPS / PS_South_VietNam /

It should overwrite the following files :
- "ed_m01"
- "ed_m02".

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

3 - Few minor bugs resolved

For the UP3 RC4 version of the game, unzip the file downloaded HERE (http://www.catsy.net/anatoli/SAS/ed_map_t.zip) to :

#UP# / MAPMODS / MAPS / PS_South_VietNam /

It should overwrite the following file : " ed_map_t".

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

Credits :

- South_Vietnam map : Pete Mission_Bug
- New alternative mini and briefing maps : I/JG2_Catsy and 611Sqn_Fox
- Modified Autopop trees and the few minor bugs resolved : I/JG2_Catsy

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

New alternative briefing map :

(http://www.catsy.net/anatoli/SAS/Brief01-b.jpg)



New alternative Mininmap :

(http://www.catsy.net/anatoli/SAS/Minin01.jpg)

(http://www.catsy.net/anatoli/SAS/Minin02.jpg)

(http://www.catsy.net/anatoli/SAS/Minin03.jpg)

(http://www.catsy.net/anatoli/SAS/Minin04.jpg)


Enjoy !!!!!  ;)




Title: Re: South Vietnam colonial map final.
Post by: gianluca on December 09, 2011, 09:59:44 AM
Wow what a job Anatoli!
Have to wait until monday night to test and enjoy but I can thk you right now!
Best regards,
Gianluca
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on December 09, 2011, 10:30:36 AM
Thank you, Anatoli! Will check out the trees and maybe the briefing map and minimap. ;D

Tom
Title: Re: South Vietnam colonial map final.
Post by: gianluca on December 13, 2011, 03:56:59 PM
Hi Anatoli! Beautiful job indeed! Now I can enjoy fully the map by Pete: trees popping out is almost totally disappeard!Thks a lot again,
Gianluca
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on December 14, 2011, 03:02:27 PM
Glad you like it...  ;)

We just modify (and lighten) the way trees appear...

At the moment, I am working to release a mission and the briefing attached. I played it 2 weeks ago with the squad I am flying with, and it was terrific! 2h00 of a very immersive flight.

I made a debriefing (text + 80 screenshot). I still have to translate it in english, and I will post-it soon...  ;)

Stay tuned...  ;D

Title: Re: South Vietnam colonial map final.
Post by: gianluca on December 14, 2011, 03:23:02 PM
Be sure!
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on December 14, 2011, 04:55:43 PM
Enjoy...  ;D ;)

http://www.sas1946.com/main/index.php/topic,20279.msg218838.html#msg218838

(see "movies &screenshots")
Title: Re: South Vietnam colonial map final.
Post by: vpmedia on December 20, 2011, 11:14:18 PM
I got UP3 + DBW 1.5 and this map is 90% unpopulated in it + when I press shift tab I get constant error message
Is this a bug or just an earlier version which got included?

after installing Anatolis modifications for the reduced field_tree placement it becomes playable but I noticed that those files include grey colors however they should only use black or white no inbetween colors
also the modified ed_m01.tga is 37Mb, I converted it to 256 color so it looks the same but its 12Mb now
its very important for FMB to use the smallest size possible

here are my changes to Anatolis otherwise much appreciated pack: http://www.vpmedia.eu/il2/zip/MAPMOD_SouthVietnam_v2.zip
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on December 21, 2011, 10:21:38 AM
Thank you...  ;)

I am going to try it...

 :)
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on December 21, 2011, 12:22:25 PM
Hello vpmedia, the map included in the mod packs is an earlier version of the map.  The latest, my final, is at the link posted in the first page of this thread.  To use this version you will need to add the map folder and texture folder to the appropriate mod folder, be it #DBW or #UP# depending on whether you have UP 3 RC or DBW as was the case prior to everything being put into SFS files.  Various links to files that alter my final map in various ways can be found in the thread.

I personally use my map as the final but with the Uufflakke jungle effect. ;)

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Anatoli on December 22, 2011, 11:08:29 AM
It depends...

The 1st link is the full mod.
The 2nd link is a light version of his mod, in case you experience screen freezes, or other troubles...

 ;)
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on December 22, 2011, 03:32:03 PM
I tried the fix altered by vpmedia and it worked in the 1968 map version. Better IMHO, much reduced pop-up trees.
Thanks!
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on July 15, 2012, 09:55:07 AM
Hello all, I've just made some long overdue changes to the rivers at the bottom of the map to elimainate the ugly tiling effect that results from there position on the map.

The link to the fix is in the first post and is set up for DBW users to just paste the IL-2 Sturmovik folder into their install.  For other mod set ups you will have to re-name the DBW folder to whatever you use.  There are folders for each of the South Vietnam maps done so far.

The areas of river shadowed in red are what has been removed.

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

The textures beyond the remaining river are now wood effect.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Changestomap_c3.jpg)


Unfortunately I haven't been able to find what causes this effect on the coast so it remains.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Changestomap_c2.jpg)

The rivers still remain on the ed maps though.

I personally think this improves the look of that part of the map, if you set weather to poor in
QMB it also helps mask the remaining eyesore that I can't remove.


Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Bombsaway on July 15, 2012, 09:59:46 AM
Good to see your keeping this map going Pete. I remember when you started her back in the old AAA days. Some members about had a cow over putting Vietnam stuff in IL2. :) I'm glad those days are over. Keep on keeping on Pete. Great map and thank you. :)
Title: Re: South Vietnam colonial map final.
Post by: gianluca on July 15, 2012, 10:03:24 AM
Really like your maps Pete and this one espacially!

Best regards,

Gianluca
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on July 15, 2012, 10:33:22 AM
Hello Mark, it seems we never quite leave them alone eh, this particular part of the river system was long overdue for alteration but it took working on another map to remind me it needed doing. ;)

I keep meaning to have a look at the colonial map of the North that Agracier and I think CzechTexan made, could do with Lang Son adding to it, would give me the chance to update my old Vietnam Vichy campaign.

Bye the way did you sort out you're problem with your map_c problem, I sent some images that I thought may help.

Hello Gianluca glad the map is still up there with your favourites, hopefully this small change will allow you to enjoy it a little more. :)

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Bombsaway on July 15, 2012, 10:37:44 AM
No, I think I'm map_c illiterate. :) I did get it to open but the areas that I want to get rid of were not showing. Only the reef areas. I want to get rid of almost the entire middle of the shallows that the map has because in real life its not there.
Title: Re: South Vietnam colonial map final.
Post by: mandrill on July 15, 2012, 11:06:30 AM
MB, unless I've misunderstood part of the dialogue, the repeat tiling effect is simply the tiling effect as you fly off the edge of the map. The game repeats the last several pixels at the edge ad infinitum. You don't notice it if it's land quite so much.
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on July 15, 2012, 11:29:02 AM
Hello Mark, send me your map_c and an image of what you want removing, I'll have a look for you. ;)

Hello Mandrill, yes the effect is as you say, with the rivers my removing the ones I did sorted out the particular problem they caused as the effect only starts so far from the edge of the map, however, there doesn't appear to be anything I can do with the bit on the coast.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Bombsaway on July 15, 2012, 12:24:50 PM
Thanks Pete. I'll send it asap. :)
Title: Re: South Vietnam colonial map final.
Post by: SAS~Tom2 on July 15, 2012, 05:10:16 PM
Wow, thank you Pete, that reminds me to test this map again-a great map and one of the few post war maps..especially in its 68 version.
 :)
Cheers

Thorsten
Title: Re: South Vietnam colonial map final.
Post by: Closty on September 17, 2012, 06:26:38 AM
Hello Pete

My first post here, after many hours of reading post..... :)

Many tanks for this map, it's very nice.
In readme file you say "The map uses objects by Cannon and Fabianfred along with KevinP's roads so you need to have those installed."

Any link for this? I tried to find it, but unsuccessfully...

Many tanks again to you and to all modder here  ;D
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on September 17, 2012, 07:43:05 AM
Hello Closty, glad you like the map. 8)

If you have one of the mod packs such as DBW or UP all the objects should already be in your game.

A lot of the old links to various object packs are now unavailable, the only option now is to download a set of sfs files that contain them all.  Up~Boomer has made a thread here in mapworx that contains links to the full set:

http://www.sas1946.com/main/index.php/topic,19227.0.html

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final.
Post by: Closty on September 17, 2012, 08:27:44 AM
Tanks Pete   :)
Title: Re: South Vietnam colonial map final.
Post by: damienn902 on March 24, 2014, 12:01:13 PM
the map has a problem in 4.12

when i  fly he said, no map file in Mission

and when I returned in the editor he said:  section  main not found


 :'( :'( :'(
Title: Re: South Vietnam colonial map final.
Post by: SAS~Gerax on March 28, 2014, 04:52:09 AM
damien, reinstall and follow this readme how to install a map by the letter:
http://www.sas1946.com/main/index.php/topic,30216.msg317776.html#msg317776
simply replace the #DBW in the text with #SAS.  ;)
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on May 17, 2014, 02:52:13 AM
hi guys :D
i'm looking for some missing objects while trying to get this map to work on my Modact 5.3 environment. it works fine on DBW, but my static checker shows the following objects still missing from the map:
buildings.House$Bunker1_IJN
buildings.House$Bunker2_IJN
buildings.House$Bunker3_IJN
buildings.Plate$Path3Brown

any ideas to where i might find these elusive buggers, i'd love to know. thanks! :D
Title: Re: South Vietnam colonial map final.
Post by: Whiskey_Sierra_972 on May 17, 2014, 03:05:09 AM
Sorry but in this moment I'm away from my rig mate!

This afternoon I'll restart to work on my map project!

If none have send you the files I'll do it!
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on May 17, 2014, 03:26:00 AM
thanks mate! :D
Title: Re: South Vietnam colonial map final.
Post by: Whiskey_Sierra_972 on May 17, 2014, 11:26:52 AM
Hi mate!

Missing objects send to your mail!

Let me know if you receive them!

At your disposition for further missing objects!

All the very best!

walter
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on May 17, 2014, 01:58:50 PM
thanks walter, i got the files, and -
problem solved instantly!
now i can save, and begin to make some missions.
many thanks my friend! :D
Title: Re: South Vietnam colonial map final.
Post by: Whiskey_Sierra_972 on May 17, 2014, 02:57:21 PM
Happy to be useful!

Have a nice flying over this beautiful map!
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on July 01, 2014, 01:27:03 AM
Hi Pete
a little question regarding this map, actually i'm not sure if it's specific to the map or if it's a broader problem, but there is a little issue i'm experiencing that's kind of messing up the immersion when trying to create a 'living base' scenario - several of the big hangars seem to have a slightly 'raised' floor, which causes chaos when i try to have vehicles moving around/in/out of hangars.
the vehicles seem to get confused and just bash around aimlessly when they try to enter a hangar, and it seems to be due to the slightly elevated floors.
my question, is there a fix of some sort that will allow the level of the hangar floors to be lowered slightly, just enough for the vehicles to move freely in and out of them?
the base i've been using, and experiencing this issue with mostly, is Da Nang.
it's such a beautiful map, and i'm really keen to bring it to life with some templates/missions, but this issue is really hampering my progress.
any sort of fix will be welcomed...
i can of course provide any extra info you might need, screens, whatever... ;)
Title: Re: South Vietnam colonial map final.
Post by: vpmedia on July 01, 2014, 12:04:39 PM
you can try in the static.ini adding two parameter to a building, adjust values according the height difference

AddHeightLive    0.0
AddHeightDead    0.0

if it doesnt work then probably the 3d model needs to be changed
Title: Re: South Vietnam colonial map final.
Post by: Blumax on July 01, 2014, 01:08:51 PM
I might be wrong but I believe that some hangers have been raised slightly to prevent the floors from flickering at ground level which can be seen as you fly over them so to cure one problem by bringing the AddHeightLive / Dead option down to 0.0 may well lead to the problem of flickering floors again
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on July 01, 2014, 02:12:55 PM
thanks Istvan, i know about the height entry options, but as these hangars are part of the map actors, i'm unsure exactly which objects they are in the static.
i'm sure i'll find them eventually, just need some time to go through it and check.
i hope the solution is that easy. :D
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on July 02, 2014, 01:19:10 AM
well, i've had no luck with addheight static entries for the hangars, it seems to make no difference.
first off, this hangar, Hanger Type_J, has no addheight entries, so i doubt that what Blumax merntioned is applicable. it doesn't look like the height was modified.
be that as it may, changing addheight in the static entries to negative values makes no difference.
negative values do work, i've tried it before - but has no effect on these hangars.
it's a pity, they're huge hangars with doors open on both sides, but this problem is making it impossible to make use of them.
unless there's a fix, this campaign is being shelved, and a with it any future campaign using this map. areal pity, as it's an awesome map.
but if the bases can't be properly populated, there's just no point in trying to make a detailed campaign.

to recap - i lowered the height by 1 meter and the floor is no longer visible (underground), however, vehicles still seem unable to enter or leave the hangars, they just move around like bumper cars, back, forward, left, right, but seem unable to follow their waypoints.
atm this campaign seems an abortion, so i'm moving on to another map.
my issue is that these hangars should, in theory, suffer the same problem no matter the map, which in essence makes the hangar almost useless, unless for pure static displays.
is everyone okay with this, and just me who's not happy with it...? surely not...  ???

Title: Re: South Vietnam colonial map final.
Post by: Whiskey_Sierra_972 on July 02, 2014, 04:14:30 AM
Maybe the trouble is with hangar collision box?

If the moving vehicle is not entering majbe is due he collide with it....try to drive a plane inside or outside....hope you'll survive the test to get ahead to lesson 3....

;)
Title: Re: South Vietnam colonial map final.
Post by: SAS~Malone on July 02, 2014, 07:44:18 AM
yes, walter, the vehicles are doing the same silly stuff as soon as they get to the hangar - instead of following the waypoints, they seem to get confused about going inside the hangar, and just start moving erratically in all sorts of direction, like drunken bumper cars.
if i start a vehicle in the hangar, it does the same thing, just bashes about aimlessly inside the hangar, unable to follow waypoints...
i've not seen this issue with most other hangars, and this upsets me, as these are really nice, big open hangars where i was hoping to create lots of activity.
as it stands, poor Da Nang airbase is going to be remain a very pretty ghost town... :(
Title: Re: South Vietnam colonial map final.
Post by: Mission_bug on November 18, 2015, 12:41:56 AM
yes, walter, the vehicles are doing the same silly stuff as soon as they get to the hangar - instead of following the waypoints, they seem to get confused about going inside the hangar, and just start moving erratically in all sorts of direction, like drunken bumper cars.
if i start a vehicle in the hangar, it does the same thing, just bashes about aimlessly inside the hangar, unable to follow waypoints...
i've not seen this issue with most other hangars, and this upsets me, as these are really nice, big open hangars where i was hoping to create lots of activity.
as it stands, poor Da Nang airbase is going to be remain a very pretty ghost town... :(

Hello Eugene, sorry been a long time since I dropped in here for a look, I thought all issues with this and the 68 maps had been ironed out, obviously not. :-[

Generally things move erratically if there are objects placed on or near to any waypoints, how often have you watched aircraft land and dissapear because the
mission builder put eye candy on a taxi path, not as much of a issue in recent years as you are able to now see just where the taxi and parking spaces are
in the FMB when making your missions.

I will open up the map in the map builder and see if there is anything that seems out of place.

Take care.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final. [4.09] [4.10]
Post by: Mission_bug on November 18, 2015, 05:53:02 AM
Hello again Eugene, ok I looked at Da Nang which is the base that you say is giving you trouble. ;)

Now this is the Colonial map thread and on this map Da Nang only has these closed hangers:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%205_zpsrwe4qtmc.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%205_zpsrwe4qtmc.jpg.html)


Further down the coast at Cam Rahn Bay there are open hangers and they work fine:

In.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%206_zps35zhmfuw.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%206_zps35zhmfuw.jpg.html)

Out.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%207_zpsgzewydnk.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%207_zpsgzewydnk.jpg.html)

Now it has been a long time since I did much with the map so I cannot guarantee they all work. :D


Now if I load up the 68 map at Da Nang I can replicate what you say, if a vehicle is placed inside it will mooch about back and forward
but not come out, also from outside will not go in. o_O

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%204_zpsoqzc2bw2.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%204_zpsoqzc2bw2.jpg.html)

These hangers are Cannon objects and are set on a Cannon blank plate so essentially everything is flat, I tried in the map builder
just to make sure.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%202_zps2flf6mw9.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%202_zps2flf6mw9.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%201_zps02nryvy3.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%201_zps02nryvy3.jpg.html)


The blank plate is hidden when you view the map in game.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Map%20problem%203_zps0f9vsavg.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Map%20problem%203_zps0f9vsavg.jpg.html)


I do not know how the hanger was made but I summise the opening is purely visual, possibly like a window on a vehicle, so that
could be why you get the strange behaviour. :(

I did not put the 68 map together or build the objects so I am sorry I cannot help further.

Please just confirm if you will it was Da Nang, if not I will look at the problem again for you. ;)

Take care mate.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final. [4.09] [4.10]
Post by: soulflyer on March 15, 2017, 01:08:25 PM
@ Mission Bug: Please can you check if the DL for this map at M4T is REALLY the final version from May 2012. I download it today after reading all the post here and there[http://www.sas1946.com/main/index.php/topic,50659.0.html] and there [https://www.sas1946.com/main/index.php/topic,18990.0.html] and there is something strange.
The provided Readme is dated May 2012, but all the files inside the map are much older - the latest 13.10.2011.

So I don't know if the template update by Anatoli (November 2011) and the series of fix in December 2011 are really incorporated in this version at M4T. Please confirm

Thanks so much for your astonishing work!




 
Title: Re: South Vietnam colonial map final. [4.09] [4.10]
Post by: Mission_bug on March 16, 2017, 04:15:36 AM
Hello soulflyer, I sometimes forget to change the date on the readme being old and senile as I am.  :D

As far as I can remember what is at M4T is the map in its final stage so just use what is there and you are good to go. ;)


Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Kopfdorfer on September 08, 2018, 09:50:40 AM
Malone , Whiskey Sierra ,

Could you post the files of the objects that you refer to on previous page ?

Kopfdorfer
Title: Re: South Vietnam colonial map final.
Post by: <Gunny> on March 15, 2019, 09:39:04 PM
Malone , Whiskey Sierra ,

Could you post the files of the objects that you refer to on previous page ?

Kopfdorfer

Please do as I can load the map but unable to save.......Thank You
Title: Re: South Vietnam colonial map final.
Post by: vpmedia on March 15, 2019, 10:55:26 PM
the universal static ini checker is your best friend in such situations...
Title: Re: South Vietnam colonial map final.
Post by: <Gunny> on March 17, 2019, 12:43:24 PM
Ok I have used the checker and I have all objects needed..



I now have it working....Thank You nice map....
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Benni on May 02, 2020, 03:09:43 AM
This is a very fine map. I hope there is sombebody how can help me by a graphic problem in this map. When I close in to the ground the textures at the airfields change to bright light green. Is this known? Ideas?

Thx
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Benni on May 02, 2020, 03:22:03 AM
I think it has something to do with the textures which are flat and can be used to start an land
Title: Re: South Vietnam colonial map final.
Post by: mandrill on May 02, 2020, 08:28:03 AM
This is a very fine map. I hope there is sombebody how can help me by a graphic problem in this map. When I close in to the ground the textures at the airfields change to bright light green. Is this known? Ideas?

Thx

I am guessing that you have loaded opaque bright green textures for LOD_0 and not the transparent ones that should be loaded.
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Benni on May 02, 2020, 11:27:04 AM
where i can change this?
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: stoney69 on May 23, 2021, 06:07:34 PM
I keep getting the "Land scape error" when I try to use map" PS_South_VietNam/load.ini" in a mission. I did remove the (hi_)Clouds256 and CloudNoise as suggested elsewhere but to no avail. I'm using SAS, VP ModPack, v4.12.2m. with JetWar. Log:

Code: [Select]
INTERNAL ERROR: Can't open file 'MAPS/PS_South_VietNam/map_h.tga'
[11:29:42 PM] WARNING: TPixelMap::Load('MAPS/PS_South_VietNam/map_h.tga')-Error
[11:29:42 PM] INTERNAL ERROR: Height Map not loaded
[11:29:42 PM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARN'
[11:29:42 PM] WARNING: TLandscape::LoadMap('PS_South_VietNam/load.ini') - errors in loading
[11:29:42 PM] Landscape 'PS_South_VietNam/load.ini' loading error
[11:29:42 PM] java.lang.RuntimeException: Landscape 'PS_South_VietNam/load.ini' loading error
[11:29:42 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[11:29:42 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[11:29:42 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
[11:29:42 PM] at com.maddox.il2.game.Mission._load(Mission.java:753)
[11:29:42 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[11:29:42 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[11:29:42 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:29:42 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:29:42 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:29:42 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:29:43 PM] Landscape 'PS_South_VietNam/load.ini' loading error
[11:29:43 PM] java.lang.RuntimeException: Landscape 'PS_South_VietNam/load.ini' loading error
[11:29:43 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[11:29:43 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[11:29:43 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
[11:29:43 PM] at com.maddox.il2.game.Mission._load(Mission.java:753)
[11:29:43 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[11:29:43 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[11:29:43 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:29:43 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:29:43 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:29:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Thank you.
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Mission_bug on May 24, 2021, 04:07:49 AM
Hello stoney69, unfortunately I do not have the VP ModPack anymore so you might be better placed putting this error to the thread from where the mod pack is available, Istvan did re-paint the map at one time and he might have altered the set up for the map in some way for his pack. ;)

You could download the map again from the link I originally provided (does it still work?) and add it into the VP Modpack as you would any other, from there I might be able to replicate the issue you have and help from there with a new install.


Not sure what you mean here: "Land scape error", sometimes folks get a 2D error, I forget exactly how it reads but if it is that look through the thread and see if it came up before for anyone else.

You mention "JetWar. Log", there are two versions of the map, any jet based pack will most likely have the 1967 version, not sure with VP ModPack if you would need to load that if using the jet add on.

https://www.sas1946.com/main/index.php/topic,18990.0.html

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: stoney69 on May 24, 2021, 01:04:05 PM
Thanks mission bug, Don't know what to do now. Screen said "Mission Loading failed: Landscape  PS_South_VietNam/load.ini" loading error" Same map works in my VP install.

I am Ultra Pack and not VP as I stated earlier.             
Title: Re: South Vietnam colonial map final. [4.09] [4.10] [4.12]
Post by: Mission_bug on May 25, 2021, 02:30:16 AM
Hello again stoney69, sad to report I do not have Ultra Pack either so there is no chance for me to try and replicate the problem to at least try and understand the issue. :(

Again, the best way forward might be the Ultra Pack area here, I would think that like most mod packs the map would be installed already because it has been around for quite some time. 

Most of the time maps load up with no issues as long as the folder is in the right place and the correct entry added, usually the problem is missing objects stopping a save or if the aircraft used has a weapon issue you will get a error message when loading a particular mission.


Take care and be safe.

Wishing you all the very best, Pete. ;D