Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => ETO Maps => Topic started by: cyberolas on March 03, 2012, 08:07:35 AM

Title: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 03, 2012, 08:07:35 AM
Hi pilots!
I´ve retextured the Kuban map with photographic textures.
The most weak point in the past was displaying of cities, which has a low quality and 3D objects wasn´t located correctly.
The cities are displaying in combination of several textures now and there are cultivated fields in different scale around the cities.
A little bit unsolved is displaying of river shore and some of beach. The rivers are disappearing in some cases and shores are little bit raw. If there is a someone who can or who know how to fix this , it would be great.
I made better airfields-different textures for some airfields, buildings and settlement and so on.

(http://www.ulozobrazek.cz/images/789Kuban.jpg) (http://www.ulozobrazek.cz/view.php?filename=789Kuban.jpg)

 Installation:

    Copy the content of _Tex folder into your Sturmovik _Tex folder
    Copy the Kuban folder into Kuban folder in game (all rewrite), if you want to have retextured map. In this case don´t add any new line to all.ini file.
    If you want to save map as new, create Kuban_RRR folder. Copy files from old folder Kuban (map_c, ed_m01, ed_m02, ed_m03, map_F, map_R), and copy content of this folder Kuban (SLmap_T, map_h, load.ini, actors.static) into it.
    Add line "Kuban_RRR  Kuban_RRR/load.ini" to all.ini file.

I recommend to fly with Cloudtype=2 and higher.
Write to your conf.ini Forest=3 for trees in towns.

Have a nice flight!

http://www.youtube.com/watch?v=1VYr_BHXlug

Download:
https://www.mediafire.com/?t64ujb4h608f67z (https://www.mediafire.com/?t64ujb4h608f67z)

Title: Re: Kuban map retextured retowned revillaged
Post by: cgagan on March 03, 2012, 08:58:40 AM
Great improvement! Many thanks! 8)
Title: Re: Kuban map retextured retowned revillaged
Post by: hguderian on March 03, 2012, 09:01:16 AM
Many thanks...another beautiful map!!!
Title: Re: Kuban map retextured retowned revillaged
Post by: Semor on March 03, 2012, 09:05:26 AM
W.O.W!!

Great work!!
Title: Re: Kuban map retextured retowned revillaged
Post by: zack on March 03, 2012, 10:04:50 AM
Thank You Cyberolas.
Another masterpiece!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on March 03, 2012, 10:13:24 AM
Thanks a lot, cyberolas.. :D
Your shots look great. Goes right into my gaming folders!
Cheers! Cyberolas=champ of Black Sea map remakes..  :D;)

Tom
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Salty54 on March 03, 2012, 10:55:38 AM
Cyberolas,

Again, another outstanding work! I love your Crimea map and this looks like another favorite. Thanks very much for contributing your talent to this sim. Your video was really good also. You have a great creative talent. Thanks very much.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: juanmalapuente on March 03, 2012, 12:30:27 PM
Impressive!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Gromm on March 03, 2012, 01:42:20 PM
Thanks for new good-looking map,cyberolas!

there is a question
If I use this map as a new (after creation Kuban_RRR folder) in FMB, it don't load. Logfile write that there is no map_c file... Should I use standard map_c file, and where I can find it?  I think, there is necessary to have all types of map's file (such as map_c, map_t, ed_m01 etc.) in new folder with  Kuban_RRR map? Am I Right?
PS It is not problem using new map as a stock, all components loads good...
Regards, Andrei
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 03, 2012, 01:53:36 PM
Oh yes, thank you Gromm, you are absolutely right!!! I will edit my instructions for instalation... Thank you!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: ggrewe on March 03, 2012, 01:57:16 PM
Awesome work as usual – your re-textures are so real!
Very nice video as well  ;)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: depallier on March 03, 2012, 02:03:23 PM
Good stuff! Thank you! :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: acred99 on March 03, 2012, 02:13:05 PM
Honestly cyberolas your work is brilliant mate ! The Ukrain map was great, this looks even better, I'm a big fan of your work. If you have any more maps, please let me know ! Again, well done and thanks. Jon
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 03, 2012, 02:32:55 PM
Hi acred99! I have only Crima and Kuban retexture map. Crimea is half year work and Kuban too! :) Thank you for your appreciation.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Gromm on March 03, 2012, 02:47:38 PM
cyberolas

Is it possible to get a link of a whole Kuban_RRR folder with stock map_c, map_f etc files?) unfortunatelly I have retextured versions of this map (including only load.ini files)...
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 03, 2012, 03:02:33 PM
Here are all default files for this instalation. Other files - map_h, SLmap_T, load.ini and actor.static add from my MODS folder...
Did I understand right what do you want?

https://www.mediafire.com/?iu38dd6kl289q3k
Title: Re: Kuban map retextured, retowned, revillaged
Post by: mojojojo on March 03, 2012, 03:09:39 PM
just got it. it looks great!   :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: rofl on March 03, 2012, 03:28:04 PM
Excellent work again, thanks a lot cyberolas!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Cracken on March 03, 2012, 03:37:07 PM
Nádhera, chlape! Doufám, že taky n?kdy ud?láš i n?jaké další mapy:)

Beautiful, mate! I hope you will do some other maps some other time too:)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Gromm on March 03, 2012, 03:42:52 PM

Did I understand right what do you want?

Yes, thx a lot for your files)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 03, 2012, 11:13:12 PM
Hi Gerax!
 Airfield with texture Airfield4 is near village Novomyshatovskaja (village between Slavyanskaja and Krasnodar). The most used texture is really texture airfield1, that´s ok.

 Pilots!
 I should be happy, if you make some screenshots from this repaint map and place in this topic. It is best reward for me and good check too.  Thank you:)

Title: Re: Kuban map retextured, retowned, revillaged
Post by: cgagan on March 04, 2012, 02:36:20 AM
Pilots!
 I should be happy, if you make some screenshots from this repaint map and place in this topic. It is best reward for me and good check too.  Thank you:)


Here are some winter, afternoon pics, with this gorgeous map! 8)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 03:01:13 AM
Hm, nice pics, but do you have Forest=3 in conf.ini?
I don´t see any trees in towns. Or it is large scale of view and I really don´t see any trees in game, isn´t it? Trees in towns is generated from actors.static file.
Thank you.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: LuseKofte on March 04, 2012, 03:20:09 AM
My favorite map on QMB, best missions ever made, now it is retextured . I cant simply wait until the sun go downa and I can use my TrackIr and fly again
Many thanks
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Sonny Tucson on March 04, 2012, 03:33:49 AM
Hello Cyberolas.

Thanks a lot for your work I am already enjoying (Crimea and Kuban ) on my 4.09 install.
I rushed on the download button to get the retextured , Kuban RRR.
Unzipped it and I put the content of maps/_Tex folder (Kuban ) into my MODS/mapmods/maps/_Tex/East folder and put maps/Kuban in my
MODS/Mapmods/maps/ allowing to overwrite the already installed original Kuban map. (Before that I did a copy of my Kuban folder ).

When I launched a quick mission with KUBAN RRR installed , the mission stopped loading because of the landscape not found . >:(

So I went back to MODS/Mapmods/maps/ and desabled the RRR one , reenabled the copy.Back in the game my quick mission loaded and played without a glitch.

Did I do something wrong ?
Anybody here to help me ?
Thanks

Sonny Tucson . :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 03:50:30 AM
One help is here for you: Try open FMB, load Kuban map and if FMB write not load, press Shift+TAB. FMB write what is wrong...
I don´t know what is wrong...Did you instal map like rewrite or new map Kuban_RRR?
Try check name of map in QMB mission file.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cgagan on March 04, 2012, 03:58:14 AM
Hm, nice pics, but do you have Forest=3 in conf.ini?
I don´t see any trees in towns. Or it is large scale of view and I really don´t see any trees in game, isn´t it? Trees in towns is generated from actors.static file.
Thank you.
Hi cyberolas, no, I have Forest=2, I shall give it a try with your suggestion
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on March 04, 2012, 04:05:09 AM
(http://i1217.photobucket.com/albums/dd389/Uufflakke10/a214f6b1.jpg)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cgagan on March 04, 2012, 04:55:46 AM
Forest=4, morning pics, weather "clean"
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 05:07:02 AM
Hm, it looks better, I recommend weather=3.
Do you use autumn trees like default?
Title: Re: Kuban map retextured, retowned, revillaged
Post by: too-cool on March 04, 2012, 06:21:06 AM
How can you install this map in 4.11m or can you?  Thanks TC
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cgagan on March 04, 2012, 06:26:11 AM
Hm, it looks better, I recommend weather=3.
Do you use autumn trees like default?
"Weather=3". Is this a conf.ini setting you are referring to? 'Cause I have never seen this before
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on March 04, 2012, 06:39:19 AM
(http://i1217.photobucket.com/albums/dd389/Uufflakke10/9578e7f5.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/dacefc7d.jpg)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Herra Tohtori on March 04, 2012, 06:47:48 AM
I tried this map briefly on multiplayer server which happened to have Kuban on, but suffered some strange freezes of the game (image froze, sound kept on) and had to shut down the il2fb.exe via taskmgr.

No way to say if it was actually the map that caused it, or something else on my installation that caused the freezes, or even something else on my computer. Couldn't test enough to verify.

The freezes occurred while I was watching at some town areas. Is it possible that something like this could happen because ground objects don't match the location of objects on the server side?
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 07:28:37 AM
I tried this map briefly on multiplayer server which happened to have Kuban on, but suffered some strange freezes of the game (image froze, sound kept on) and had to shut down the il2fb.exe via taskmgr.

No way to say if it was actually the map that caused it, or something else on my installation that caused the freezes, or even something else on my computer. Couldn't test enough to verify.

The freezes occurred while I was watching at some town areas. Is it possible that something like this could happen because ground objects don't match the location of objects on the server side?

Yes, ground object have new loacation (very similar like default, but really new). New location is exactly on new textures.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 07:31:03 AM
Hm, it looks better, I recommend weather=3.
Do you use autumn trees like default?
"Weather=3". Is this a conf.ini setting you are referring to? 'Cause I have never seen this before

weather=3 - I mean CloudType 3 in mission file, sorry...:)

Uufflakke - wonderfull screenshots, thanks!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Herra Tohtori on March 04, 2012, 07:36:06 AM
Yes, ground object have new loacation (very similar like default, but really new). New location is exactly on new textures.


Thanks, I understood that. What I'm asking is whether or not this can cause crashes when the hosting server uses the default Kuban map?

I'll test the map a bit flying on the same area while I'm offline, and see if that also causes crashes. It's a very beautiful map and I would love to use it, but I mostly fly online on Skies of Valor which is a stock server but allows mods to be used as long as they don't alter flight or damage model.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 07:41:37 AM
Hmmm, I don´t know about servers with Kuban map, I´m offline all the time, sorry...:)
To UP~Boomer:
Yes, yes, if you like flying online, it´s better to have the map installed on it's own,under it's own name.
After that you must rewrite name of this map in all mission files- if you want to play campaign.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Herra Tohtori on March 04, 2012, 07:54:16 AM
Better to have the map installed on it's own,under it's own name for online playing IMHO
That way,it would make sure that everyone is at least on the same map

Valid points, but unless you intend to crash on some ground objects, the disparity between maps would be unlikely to cause much problems. Biggest problem would be if there are ground targets embedded in buildings, or if roads happen to be in different directions, but really, most of my flying is fighter combat up in the air.

But, if it doesn't work, it doesn't work. No problem there. It's a wonderful map and I'll just have to do some single player flying there, as well as Crimea!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Sonny Tucson on March 04, 2012, 09:29:36 AM
One help is here for you: Try open FMB, load Kuban map and if FMB write not load, press Shift+TAB. FMB write what is wrong...
I don´t know what is wrong...Did you instal map like rewrite or new map Kuban_RRR?
Try check name of map in QMB mission file.

Thanks Cyberolas

I just screwed something...I forgot to install your clouds259.tga !
Stupid me !

Sorry for having had you loose your time.  :-[

Really a superb work.
Iwill now try , clouds type 2 and weather 3 in my quick mission files.

Thanks

Sonny Tucson. :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 09:43:49 AM
Cloudtype 3 is better than Cloudtype 2  ;)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Sonny Tucson on March 04, 2012, 10:19:15 AM
Cloudtype 3 is better than Cloudtype 2  ;)

O.K. I've got the message Cloud Type 3 !

In the mis. files there are different parameters for " Weather".
Can you advise me for KubanRRR ?

Thanks .

Sonny. :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 10:36:13 AM
OK.
Cloudtype 2 is weather with some clouds
Cloudtype 3 is weather more clouds than 2
Cloudtype 4 is weather more clouds than 3
Cloudtype 5 is rain
Cloudtype 6 is storm

If you fly in the morning (from 5 to 8 o´clock) I recommend cloudtype 1 or 2, because game engine generate fog in the morning.
I don´t have any experience with changes cloudheight.
Weather parameters is about wind - any changes in graphical experience.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on March 04, 2012, 04:19:59 PM
Some shots..very nice and realistic looking.. :)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/0403201223-21-35.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/0403201223-21-45.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/0403201223-23-30.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/0403201223-24-02.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/0403201223-23-51.jpg)

Looks great ingame. Especially like the rocky textures and natural placement of tiles inland and on the coast.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 04, 2012, 05:32:22 PM
Hm, look good. I have the same question like for cgagan:
Do you have Forest=3 in conf.ini?
I don´t see any trees in towns. Or it is large scale of view and I really don´t see any trees in game, isn´t it? Trees in towns is generated from actors.static file.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Mixx on March 05, 2012, 08:06:07 AM
Unfortunately, I'm just now appeared  ....

What a wonderful map of the Kuban!
Syberolas - you are a talented man! Very nice and realistic!
Fine texture, very impressive! ;D
Keep your work and more!
Good luck to you!

I've had problems with the airfield Compans_airfields.
Who is checking ...
It may be a bit lighter texture to the runway and parking spaces on the
Compans_airfield1.tga, Compans_airfield2.tga ....
By the way, why Compans - it seems to be Oknevas (Oks)-map Donbass....

A little lightening, texture paste for the rest of the runway and parking spaces ..
And is it possible to remove the black spots (shadows) on the texture of cities.

Everything else is just great made!!!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: tanda01 on March 05, 2012, 11:29:22 AM
Outstanding map! Looks fantastic when I'm down low - how do I get the clear textures when I'm at altitude ?

I seem to recall a setting in conf, but I can't remember which one ?
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 05, 2012, 11:30:18 AM
Mixx:
Lighter texture? Maybe...hmmm...if you want, try it edit in gimp or Infraview...
Names of textures - yes, but I want to have easy names for my memory:), sorry
Remove black shadows in cities? I don´t understand...thanks for your opinion
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on March 05, 2012, 02:25:56 PM
Cyberolas:

I also use Forest=3.. :D-maybe I was just too far zoomed out, I will check this wonderful map again later.

Cheers

Tom


Hm, look good. I have the same question like for cgagan:
Do you have Forest=3 in conf.ini?
I don´t see any trees in towns. Or it is large scale of view and I really don´t see any trees in game, isn´t it? Trees in towns is generated from actors.static file.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: hguderian on March 05, 2012, 02:47:25 PM
Kuban's textures are darker than Crimea ones. I'm using those from kuban in Crimea map: more better appeal!!

Even better with BumpH!

Two great maps
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on March 05, 2012, 04:34:42 PM
Regarding trees...3 new shots from one hour earlier at 16.00, 2nd and third shot show the trees..I say it is related to the altitude and zoom factor..a great map. Also very nice inland. ;)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/060320120-26-51.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/060320120-28-09.jpg)

(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/060320120-28-18.jpg)



Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on March 06, 2012, 06:01:55 AM
Most (~80%) have the same name, size as the Kuban RRR textures,
but are "lighter" and .. there was a mod with bump files for this by Uufflakke:
https://www.sas1946.com/main/index.php/topic,16373.msg180728.html#msg180728 (https://www.sas1946.com/main/index.php/topic,16373.msg180728.html#msg180728)

What I tried is: I use this textures and the bump files in Kuban RRR now, works OK.
Whats your oppinion about this, cyberolas, Uufflakke?

I haven't tried out the bumph files on this map yet.
I bumpmapped several other maps and it adds a certain kind of depth to textures.
The effects can be very suprising.
Creating bumph files are easy to create, I made a step by step 'tutorial' here for those who are interested:
https://www.sas1946.com/main/index.php/topic,15200.msg169577.html#msg169577 (https://www.sas1946.com/main/index.php/topic,15200.msg169577.html#msg169577)
To make it fit to your personal taste it takes some experimenting and tweaking.
Personally I prefer the more extreme values for bumph files.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Herra Tohtori on March 06, 2012, 06:54:07 AM
Has anyone tried if normal maps work for terrains?

In the case of water textures, there is a "Dot3" suffix after the filename and index number, as in "WaterNoise00Dot3.tga", for the normal map files. Normal maps would, possibly, have a few advantages compared to bump maps - the most important one being that they would not displace the surface, whereas a BumpH map will move the surface up or down which might result in a strange situation where the collision mesh is not exactly where the terrain surface is rendered.

I noticed this with my water mod (more pronounced than with stock water), but it isn't really a problem there since seaplanes float in the water rather than on top of it. With terrain it could be a very potent annoyance (I'm thinking of landing gear sinking in the ground or floating on top of it).

Actually now that I think about it, you can prevent the floating issue by never using colour darker than 50% grey (#808080 in hexcode) in the elevation map. And landing gear sinking to the ground might actually be useful in some cases, since it would look like the aircraft is on soft terrain - if only we had a way of making sure that the resistance is also appropriately increased in those locations, which would mean the aircraft would stop very fast (and probably rip its gear off or at least cause substantial damage).

This would be analogous to gravel traps used in modern airfields, which are installed for the explicit purpose of slowing down heavy aircraft that have landed long or veered off the runway. They are very efficient in bleeding energy. However I suspect such physics change cannot be easily done...
Title: Re: Kuban map retextured, retowned, revillaged
Post by: slipper on March 07, 2012, 05:24:28 PM
Uufflakke

Is there any chance you could upload all the Bumph files you have created for the various maps please?

Very much appreciated if you could

regards

slipper
Title: Re: Kuban map retextured, retowned, revillaged
Post by: too-cool on March 07, 2012, 06:21:50 PM
I'm unable to save .ntrk with this mod, is that normal or did I screw something up in the install process?  Thanks TC
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 08, 2012, 12:24:41 AM
Hm, I have no experience with saving ntrk. But I have experience with problems of saving mission in campaign (for example in Thailand map). Maybe is it similar. Try universal static.ini checker. Maybe you don´ t have some object in map. Most of object is default, but two hangars is from HANGAR MOD. It is very old mod and if you use ultrapack or HFSX, you must have it.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on March 08, 2012, 09:17:57 AM
Dear heavenly Mr. Cyberolas,

Sir,

I'll thank you very much for the Kuban_RRR mapmod...!

GREATFUL!  ;D

PERFECT!  ;D

GENIAL!  ;D

WONDERFUL!  ;D

Regards, Gerhard
Title: Re: Kuban map retextured, retowned, revillaged
Post by: too-cool on March 09, 2012, 03:54:37 AM
Hm, I have no experience with saving ntrk. But I have experience with problems of saving mission in campaign (for example in Thailand map). Maybe is it similar. Try universal static.ini checker. Maybe you don´ t have some object in map. Most of object is default, but two hangars is from HANGAR MOD. It is very old mod and if you use ultrapack or HFSX, you must have it.
Ok, I found the missing objects, it was the hangar like you mentioned, now do I locate them in the full.ini and add the two lines to my static.ini or do I have to find the hangar mod and install it? Also are the missing line added to the bottom of the static.ini?  Thanks TC
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 09, 2012, 05:30:52 AM
Yes, you must find hangar mod and instal it. Added lines to static. ini is one of steps instalation.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: badderger on March 15, 2012, 07:24:56 PM
cyberalos>>>Just compared the two maps and this is an awesome improvement over original...but???...question??? Why didn't you include the files from link on page two of this thread and also have an all.ini readme included with download. Then it would be a complete and goof-proof mod...simple-pimple...anyway, thanks a whole-kuban for this! :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on March 16, 2012, 04:25:35 AM
Hm, maybe you are right badderger. But I think SAS visitors can instal maps without readme and similar files... All.ini file have all the people original, somebody use HFSX, somebody UP.3, I have my personal all.ini for example.
You don´t need files from page two, if you instal map like repaint and overwrite default map.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Blitzenblasten on March 16, 2012, 05:52:02 AM
Remember cyberalos, some of us we are novices. I like il-2 but I do not skills on to computer to have. Was taken 3 mistakes to figure this one out and almost gave up. But I to learn and will on to try more. Glad I keep trying. This map is beautiful. And I visit friends in Kuban was from my native home in Germany. Much thanks you.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Dakpilot on March 17, 2012, 03:22:04 PM
Great work on this! and also with Crimea  :)
(http://i1074.photobucket.com/albums/w414/Dakpilot/1603201216-39-39.jpg)
Sorry my screenshots do not do it justice!

(http://i1074.photobucket.com/albums/w414/Dakpilot/1603201215-58-58.jpg)

just taken with standard settings while messing in QMB

(http://i1074.photobucket.com/albums/w414/Dakpilot/1603201215-53-15.jpg)

Thanks for all the hard work  ;D

Cheers Dakpilot
Title: Re: Kuban map retextured, retowned, revillaged
Post by: rofl on April 05, 2012, 09:35:03 AM
Excellent work again, thanks a lot cyberolas!

cyberolas....does we have a chance for a winterversion from that awesome map?

Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on April 05, 2012, 11:16:55 AM
I think, it isn´t any missions for winter, is it?
I don´t have any textures for winter. For winter version we must have new actors.static file and this is a lot of work, really...
Title: Re: Kuban map retextured, retowned, revillaged
Post by: rofl on April 05, 2012, 11:49:26 AM
I think, it isn´t any missions for winter, is it?
I don´t have any textures for winter. For winter version we must have new actors.static file and this is a lot of work, really...

Thats understandably of corse.
No problem, im more than happy with that beautyful map :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on April 10, 2012, 04:44:16 AM
Hello,
I noticed in this and later also on other maps that the waves run very fast, when I watched them.
Is there a specific entry which determines the speed of waves?

Cheers


PS: I try myself on bumps later today (thanks again Uufflakke for your tuto), any chance of some Uufflakke magic here? :D
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on April 10, 2012, 05:32:40 AM
Hm, I don´t know which file is for waves. I didn´t change anything.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on April 10, 2012, 03:13:29 PM
I think it is just default, yet on some maps waves run a bit faster on the shoreline (the whitewater waves).
No problemo, cyberolas! :)
Cheers!

Thorsten
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Gattobuono on May 01, 2012, 06:42:31 AM
Fantastic job on this map cyberolas, the landscape is really convincing now. Any plans to revamp other default maps?
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on May 01, 2012, 03:31:32 PM
 Plans, plans...just now I take rest. And...............I never say anything about my next plans....:) Thank you for your message!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Schutze on August 08, 2012, 03:47:06 PM
How do i change in slovakian campaign career your kuban map instead of default? Thnx
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on August 08, 2012, 03:57:51 PM
If you have this map like retextured (not RRR_Kuban in name), you have no problem. If you want change mission, than you must look on il-2_1946 root adresar/missions/campaign/sk/dgen_a_kuban43doe3/19456.mis (or similar numbers) and rewrite it. You can change name of map (if you want play with RRR_version), Cloudtype, Cloudheight, time and so on...
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Schutze on August 08, 2012, 03:59:43 PM
Thank you very much for help
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on December 16, 2012, 03:45:00 AM
As a BumpH file addict I thought it would be nice to add some BumpH files to the Kursk map.

https://www.mediafire.com/?ya76f4aw2f934py (https://www.mediafire.com/?ya76f4aw2f934py)

Drop the extracted BumpH files in Mapmods/Maps/_Tex/East/Kuban

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/01_zpsa08418e1.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/02_zps6740d68c.jpg)


And some more screenies with BumpH files added...

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/04_zps324e34c4.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/03_zps1b09cae0.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/07_zps710f2121.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/06_zps66bef878.jpg)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/05_zps1305bc80.jpg)


ENJOY!!!  :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cgagan on December 16, 2012, 04:18:27 AM
Many thanks, Uuflakke!!!! 8)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Semor on December 16, 2012, 05:14:45 AM
Yeah....This is F***ng awesome!  :P :D

Thank you very much Uuflakke!

Title: Re: Kuban map retextured, retowned, revillaged
Post by: agracier on December 16, 2012, 08:35:22 AM
Here's my small contribution to updating the look of this wonderful map. New ed maps with satellite overlays and the usual bunch of colorful flags and posters. Also has a new texts.txt file to slightly reposition the town names into place due to use of different town symbols.

Just overwrite existing files if you want to use, but backup first.

And many thanks to uuffllakke for the bumpH files ...

download
https://www.mediafire.com/?0ogh3vdjtp24hb6

(http://i458.photobucket.com/albums/qq302/agracier/ed_m02-1.jpg)

Title: Re: Kuban map retextured, retowned, revillaged
Post by: max_thehitman on December 16, 2012, 09:00:42 AM


SUPERB!  8)

Those BumpH files do make the landscape sceneary pop out and look more realistic.
Great artsy job guys, THANK YOU Very much for your art!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: IsorokuYamamoto on January 04, 2013, 10:20:34 PM
Cyberolas thanks for this great work and Uufflakke for beautiful bumps files !
But I have one problem on this retextured maps, I can't save campaign progress, when I'm playing this maps. On other old maps it's all okay !
I have Il-2 v4.11.1m with mods !
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on January 05, 2013, 05:53:03 AM
Yes, I know this problem. Look there at objects from hangar mod and hangar mod2

https://www.sas1946.com/main/index.php/topic,26908.0.html

 - you need all object what I use in my maps - look on pic, what I added.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on January 05, 2013, 06:12:41 AM
Please don't hate me!

Did you plan to add a winter verion too of your wonderful maps?

All the best!

walter
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on January 05, 2013, 07:46:01 AM
Quote
Please don't hate me!

Hi Cyberolas,

please don't hate me too...! Walters question is a real good and right question!  8)

Gerhard
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on January 05, 2013, 08:41:38 AM
Booooys! Winter map? And there were any fights in history? I like you, but this...I won´t plane any like this.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: rhinofilms on January 05, 2013, 10:02:21 AM
Would someone please point me to Hangar MOD and Hangar MOD2?  I can't seem to locate.


Is it included in UP3 already maybe?
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on January 05, 2013, 10:03:16 AM
Oh Cybie,

please do not take offense, a little bit of snow on Kuban - why not?

http://en.wikipedia.org/wiki/Crimean_Offensive (http://en.wikipedia.org/wiki/Crimean_Offensive)

But you are right, so much work for not much...  :(

We all want more from your outstanding and genial maps - that's all,

Gerhard  ;D
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on January 05, 2013, 10:18:43 AM
Hi rhino,

here: http://allaircraftsimulations.com/LAL_HANGAR.rar (http://allaircraftsimulations.com/LAL_HANGAR.rar)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Gerax on January 05, 2013, 11:01:17 AM
Is it included in UP3 already maybe?

AFAIK: yes.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on January 05, 2013, 02:51:01 PM
Hi!

I was asking not only for Kuban map but for all your maps in general....
Title: Re: Kuban map retextured, retowned, revillaged
Post by: BravoFxTrt on January 05, 2013, 03:46:31 PM
+1 Walter :)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on January 05, 2013, 07:01:48 PM
OK, generaly - where were fights in winter?
Crimea?
Kuban?
Kursk?
Prokhorovka?

More inportant - Have we got any campaign for winter fights over these areas?
And next thing (most inportant, unforunately) - I haven´t invented way for creating winter textures yet.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on January 05, 2013, 07:46:04 PM
Personally, I hate winter maps-in all sims. :)
Except some very cool new WIPs I've either seen or flown and the South Georgia area.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Whiskey_Sierra_972 on January 05, 2013, 11:28:38 PM
Hi!

I specifiy that this is most for speech than to a real request....

In the Kuban after Germans reach the Elbrus (IIRC) in late 42 the operation in the Stalingrad area impose to withdrawal from Caucasus and start to have stiffen fight in the Kuban where Soviet pressure increased after German slow down due the need of still keep Rostov and Kertch for further operation.

Crimea was fully reoccupied by Russians in spring of 1944 after the operation in Ukraine with the last troops leaving Sevastopol by ships. But in the meantime some air activity against the latter location was occurred.

Kursk and Prokhorovka should have seen some activity in the latter part of the Harkov battles (IIRC the 4th) when the German regain lost area after winter 42 withdrawal.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on January 06, 2013, 02:39:48 AM
And next thing (most inportant, unforunately) - I haven´t invented way for creating winter textures yet.

I've experimented with it a while ago. Trying to add layers of snow on an existing summer texture but then ingame I realized texture was not seamless anymore; the infamous tiling effect.
Making a texture seamless wasn't the problem but then the .tga got off set and looks weird with houses and other objects still on the same place during game play.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: agracier on January 06, 2013, 03:10:36 AM
I've experimented with it a while ago. Trying to add layers of snow on an existing summer texture but then ingame I realized texture was not seamless anymore; the infamous tiling effect.
Making a texture seamless wasn't the problem but then the .tga got off set and looks weird with houses and other objects still on the same place during game play.

The trick with this is first choosing a snow texture that is virtually uniformly white with some random noise or patterns. Then to remove parts of this snow texture by trying to figure out which parts of the original texture would not have snow on it. Typically trees, hedges, paths, roads, the outlines of fields etc would be free of snow, or to a degree less covered. If you do it fairly consistently, with varying degrees of opacity and feathering, then the original objects will still seem to be in the correct place, though - here's a more substantial issue - they will most likely be summer objects, not houses or buildings with snow covered roofs ...

The biggest job is however getting village and urban textures looking believably wintery. Especially with the striking photographic textures used on these maps ... that's a whole different kind of work ...
Title: Re: Kuban map retextured, retowned, revillaged
Post by: IsorokuYamamoto on January 09, 2013, 06:10:04 AM
Hi, Bomberkiller !
I have downloaded LAL_HANGAR.rar, but my progress in campaign doesn't save again ! Can u post here arhive with HANGAR MOD and HANGAR MOD 2 and static.ini of this mods ? or maybe smbd can ? I really want to play on this beautiful maps, guys help !
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Poltava on January 09, 2013, 06:18:52 AM
Cyberolas - whatever you do next it will be welcome. You are breathing new life into old maps, and that is great.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on January 09, 2013, 07:26:28 AM
Hi, Bomberkiller !
I have downloaded LAL_HANGAR.rar, but my progress in campaign doesn't save again ! Can u post here arhive with HANGAR MOD and HANGAR MOD 2 and static.ini of this mods ? or maybe smbd can ? I really want to play on this beautiful maps, guys help !

Isoruku, we (moders, I think) have very well utility static ini checker. Look for it here in this site and try it for check your map. I use it and I´m very satisfied.

Poltava - thank you, I like your campaigns!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on January 09, 2013, 09:36:43 AM
Quote
Cyberolas - whatever you do next it will be welcome. You are breathing new life into old maps, and that is great.

Hello Cybie,

yes! You really have awaked these old maps back to life!


Hi Poltava,

thank you very much for your words!

Gerhard  ;D
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on January 09, 2013, 09:49:23 AM
Hi Isoroku,

please at first do what Cyberola have written.

Here the link to LAL_Hangar mod:

http://allaircraftsimulations.com/forum/viewtopic.php?f=18&t=28958 (http://allaircraftsimulations.com/forum/viewtopic.php?f=18&t=28958)

The mod is now named only Hangar mod but it is the 2nd version (with 1st version integrated).

Good luck,

Gerhard
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on January 09, 2013, 01:08:55 PM
Here is the link for universal static.ini checker
https://www.mediafire.com/?3rnrncw1n34f165
Title: Re: Kuban map retextured, retowned, revillaged
Post by: IsorokuYamamoto on January 09, 2013, 08:55:35 PM
Thank you, Bomberkiller and Cyberolas !
I checked with Static.ini checker and added 2 missing objects to my static.ini and now it works ! All progress are saving now on this awesome maps ! And I'm really very happy)))
Thanks a lot !

Title: Re: Kuban map retextured, retowned, revillaged
Post by: Semor on January 10, 2013, 08:29:55 AM
@ Isoroku Yamamoto: Cool. now you can fully enjoy this true map-art. :)

@Agracier: Short request,if you have the time,can you do a set of ed maps for the rest of Cyberolas retextured maps?

-Prokhorovka
-Smolensk
-Kursk

I think this would be the top for this already High-quality Map repaints!

Regards
Title: Re: Kuban map retextured, retowned, revillaged
Post by: agracier on January 10, 2013, 08:56:10 AM
@Agracier: Short request,if you have the time,can you do a set of ed maps for the rest of Cyberolas retextured maps?

I happened to have a Prokhorovka set already made - nothing special though:

http://www.sendspace.com/file/chxd5q

I'll see about the others. With inland maps it can sometimes be a long hit and miss process finding the right satellite images ... but I'll try and see what I can up with.

For my favorite maps, especially the newly retextured defaults i like to make ed_maps of my own, just to make them a bit more colorful when first opened up. Default maps are fair game for improvement by anyone ... for other maps it's best to see what the original creators think of course.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: grom29 on January 11, 2013, 03:56:25 PM
Amazing! IL2 needs RENOVATION!

BRAVO!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: BravoFxTrt on May 01, 2013, 09:36:42 AM
Thanx again Cyberolas, this is another wonderful Map you worked.

(https://www.sas1946.rocks/images/imageshit/a/img22/1710/20130501at172709.jpg)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: ondrejone on February 23, 2014, 09:41:33 AM
Nice work.
Any idea, how put this map to HSFX 7.0.1?
Thanks.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on February 23, 2014, 11:05:22 AM
Ondrejone, I use only SASMOD activator, but these questions somebody answered in some other topic. Try to search, please...
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on February 23, 2014, 12:05:26 PM
Nice work.
Any idea, how put this map to HSFX 7.0.1?
Thanks.


#53.

https://www.sas1946.com/main/index.php?topic=35419.48

That, however is the UP3/DBW based method, but still contains tips maybe relevant for you.  ;)
Be aware for this method you need to have a DBW install.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: ondrejone on February 23, 2014, 01:22:17 PM
Thanks, I´ll try.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on February 23, 2014, 01:57:10 PM
Good Luck!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Device6 on August 16, 2014, 07:06:11 AM
Hello Cyberolas,

As requested, I redirect my reply to this topic.

I started from vanila version of IL-2 Sturmovik 1946 which is from the original disc, version being 4.0.7.  Modding history as follows:

1) Mega Patch IL-2 4.12.2m Mega Patch (donwloaded name is jamesjones42-Various Files-4.12.2 Mega Patch-2014086-b14)
2) SAS_JSGME_Options_for_Modact_5.3x
3) SAS_AI_Flyables_5.30_for_IL-2_4.12.2m
4) SAS_Modact_5.30_for_IL-2_4.12.2m
5) Putting your map in, extract the following 2 folders and moved to...
    5.1) _Tex folder moved to {Root Folder of IL-2 Sturmovik 1946}\#SAS\MAPMODS\MAPS\, when asked overwrite, hit Yes;
    5.2) Kuban moved to {Root Folder of IL-2 Sturmovik 1946}\#SAS\MAPMODS\MAPS\.

I ran into troubles when trying to create missions from FMB (Full Missions Builder).  After using the great tool Universal Static.INI Checker Ver 1.3 and it reported 2 missing objects, apparently from your map.  These 2 missing objects are:

1) buildings$Luft_Hangar
2) buildings$T2_Hangar

Then I started searching for solutions from everywhere, quite tedious to be honest and sorry for being blunt.  I bumped into one of the topics in this forum after google'ing, reading, redirecting and learned that there is an Object Pack.  After downloading and unzipping, I finally obtained 31 .7z files which I believe contain the 2 missing objects I was looking for.  I found them from one of these 31 .7z files, and extract them out.  Each one of them are in a folder namely

1) Luft_Hangar
2) T2_Hangar

And from the zip file, I inferred that they should belong to the following paths:

3do\Buildings\Industrial

So out of sheer guess, I placed them under the following path

{Root Folder of IL-2 Sturmovik 1946}\#SAS\MAPMODS\3do\Buildings\Industrial\

Then I edit the static.INI file under {Root Folder of IL-2 Sturmovik 1946}\#SAS\STD\com\maddox\il2\objects and add the followings about the 2 objects

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

[buildings.House$T2_Hangar]
Title           T2_Hangar
MeshLive        3do/Buildings/Industrial/T2_Hangar/live.sim
MeshDead        3do/Buildings/Industrial/T2_Hangar/dead.sim
Body            RockBig
Panzer          0.34

I obtained the buildings.House$Luft_Hangar when I was reading your Ardennes Map where you supplie us with the lines.  But I could not found that for buildings.House$T2_Hangar.  After many searches, I incidentally found the lines in the full_static.INI files that comes with the Universal Static.INI Checker Ver 1.3!  So I put the lines into the static.INI file and then I use Universal Static.INI Checker Ver 1.3 to check again, BINGO this time, all missing objects are found.

It's an adventure! Like playing an adventure games, going here and there looking for missing objects.[

That's it.  I didn't use the Mod Activator for 4.12.2m, would that make much difference from what I have got so far, graphics-wise, better texture and hue?

I have modified the conf.INI file to the follows
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=1
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[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=0.6692859
mapPadY=-0.046666667
viewSet=32
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=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
LeanF=0.39999998
LeanS=0.39999998
Raise=0.2
RubberBand=0.5

[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=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
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=9
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=
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=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=4<---Change from 2 to 4
LandShading=3
LandDetails=2

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

VideoSetupId=4

[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<---Change from 0 to 1

Shadows=1
Specular=3<---Increase from 2 to 3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

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

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

VideoSetupId=3
Water=1
Effects=1
ForceShaders1x=0

[Mods]
RandomSplash=1
netCallsign=
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1

Looks like that after changing Forest to 4, more trees appear, but that was under Render_DirectX, and I am running the game under Open_GL. Why is that so.  Please see the attached pic anyway.

Cyberolas, your youtube video shows much better graphics, how do you do that?  What am I missing here?

I want to attach a .TRK file, how do I do that?

(http://s27.postimg.cc/u9p0lbzmn/2014_08_15_18_19_07.jpg) (http://postimg.cc/image/u9p0lbzmn/)

(http://s24.postimg.cc/yzhstioqp/2014_08_16_12_59_44.jpg) (http://postimg.cc/image/yzhstioqp/)

(http://s17.postimg.cc/6wpa26jbf/2014_08_16_12_59_52.jpg) (http://postimg.cc/image/6wpa26jbf/)

(http://s17.postimg.cc/o2bxkj3nv/2014_08_16_12_59_58.jpg) (http://postimg.cc/image/o2bxkj3nv/)

(http://s17.postimg.cc/6dk6swrwr/2014_08_16_13_00_01.jpg) (http://postimg.cc/image/6dk6swrwr/)

(http://s17.postimg.cc/p3c69nknf/2014_08_16_13_00_06.jpg) (http://postimg.cc/image/p3c69nknf/)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: vpmedia on August 16, 2014, 08:44:21 AM
The pictures tell me that youre graphics setup is ok, forrest=3 is the maximum setting for OpenGL.
In DirectX you can not have forrest=4 only 2, thats the maximum, forrest=3 is an OpenGL only feature. Check the manual.pdf for confirmation.

Btw water looks a bit weird, check out water=3 or 4 in OpenGL, maybe try carsmasters water mod.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on August 16, 2014, 09:12:57 AM
Yes, water in that screenshot has the appearance of an elephant skin.  :D
Like vpmedia said change settings in conf.ini to water=3 or improve graphics of water.
https://www.sas1946.com/main/index.php/topic,15180.0.html (https://www.sas1946.com/main/index.php/topic,15180.0.html)

This is how my water looks on Kuban map wit watermod and water=4:

(http://s20.postimg.cc/be4z5j8bx/16_08_2014_15_30_55.jpg) (http://postimg.cc/image/fn9p7pbl5/full/)
post a picture (http://postimage.org/)

About the YouTube video.
The reason why it looks better than what you see on your monitor depends on several things.
First of all Cyberolas edited the video, for instance it is less saturated, and what hardware you have and your conf.ini settings.
And perhaps he has some mods installed you don't have right now. It might help to install one of the cloud mods which you can find in the Visuals section.

If possible change settings of shadows to get translucent instead of 'dotted' shadows I see on your screenshots.

About the screenshots you posted I notice something else. Your houses do have another 'skin' than I have in game. I became aware of it since I noticed a winter version of a houseblock (the yellow one with the white snow covered roof.)


Your version:

(http://s17.postimg.cc/nquh7rn7y/2014_08_16_13_00_01.jpg)


My version from about the same point of view:

(http://s20.postimg.cc/lcpxs0hrh/16_08_2014_15_39_37.jpg) (http://postimg.cc/image/ge2fdhdyh/full/)
upload gambar (http://postimage.org/)

Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Tom2 on August 16, 2014, 10:27:42 AM
For NVidia cards water=4 is the max and optimum, for AMD water=2!

Water=3 makes nos ense IMHO.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on August 16, 2014, 10:35:58 AM
(https://www.sas1946.rocks/images/imageshit/v2/1225x689q90/51/bf109g2cyberolaskubanar.jpg)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Device6 on August 16, 2014, 12:41:35 PM

Your version:

(http://s17.postimg.cc/3uyhs866l/2014_08_16_12_59_58.jpg)


My version from about the same point of view:

(http://s20.postimg.cc/ht4027f1n/16_08_2014_15_39_37.jpg)


Thanks Uufflakke for your reply!

I will try Water=4. The Water Mod is on JSGME.

I ran into another issue that I have just noticed, I wonder you are experiencing the same: when viewing the plane externally, I notice objects houses as well as trees in a distance are popping up as the plane moves forward, just like what you see in FSX.  What are the cause of this issue?

I have just reset the 3D Settings in the nVidia Control Panel and the popping up issue seems to have been improved.  But now shimmering effects appear! :(
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Device6 on August 16, 2014, 12:43:18 PM
The pictures tell me that youre graphics setup is ok, forrest=3 is the maximum setting for OpenGL.
In DirectX you can not have forrest=4 only 2, thats the maximum, forrest=3 is an OpenGL only feature. Check the manual.pdf for confirmation.

Btw water looks a bit weird, check out water=3 or 4 in OpenGL, maybe try carsmasters water mod.

Thanks VPMedia!  Talking about the various parameters in the OpenGL section, what are the maximum values of each parameter?  I want to stretch them to their limits and see if it improves the image quality further.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Uufflakke on August 16, 2014, 04:47:50 PM
@Device6:
To start with: please don't quote someone else's post with pictures included. Does have to do with bandwith or loading time on other computers.  ;)

The pop up issue we all have to deal with. Regardless settings or hardware. It has to do with IL2 limitations unless someone decide to redo LODs (=level of detail) of every single object in game.
Also the upcoming simulator Battle of Stalingrad still has the same issue in a few occasions (trees, smoke and fences) from what I've seen in videos.

About the shimmering: there is somewhere a setting to eliminate the shimmering. I forgot what it was in conf.ini though.
I found an explanation of settings in conf.ini from years ago at AllAircraftSimulations. Some settings might have changed over the years but it clarifies what each entry does.
Forget about DirectX and concentrate on OpenGL.

Code: [Select]
This configuration file is a documentation of their entries in the IL-2- conf.ini. This file is located in the root directory of IL-2.

[IL2]

title = IL2-Sturmovik Forgotten Battles
Game title - Display Name of il2fb.exe
hotkeys = HotKey game Reference to the HotKeys

[Window]

width = 1024 Window / screen width in pixels
height = 768 Window / screen height in pixels
ColourBits = 32 Color depth in bits (16/32)
Recommendation: 32
DepthBits = 24 Accuracy of depth information (ZBuffer) (16/24)
Recommendation: 24
StencilBits = 8 Size of the stencil buffer in bits (0 /
Recommendation: 8
ChangeScreenRes = 1 change screen resolution permit (other than desktop resolution) (0 / 1)
Recommended: 1
Full Screen = 1 Full screen or window mode (0 / 1)
Recommended: 1
DrawIfNotFocused = 0 Refresh the image, even if the window in the background (0 / 1)
Recommended: 0
EnableResize = 0 Change window size to allow (0 / 1)
Recommended: 0
EnableClose = 1 "Close" button in the window display mode (0 / 1)
Recommended: 1
SaveAspect = 1 Aspect Ratio 4:3 force (0 / 1)
Recommended: 0
Use3Renders = 0 Use of three screens (Multi-Display)
eg for Parhelia Graphics (0 / 1)
Recommended: 0

[GLPROVIDER]

GL = Opengl32.dll
Current Renderer, OpenGL or DirectX
(Opengl32.dll/dx8wrap.dll)
Recommendation: Opengl32.dll

[GLPROVIDERS]

Open GL = Opengl32.dll Possible renderer, OpenGL
(Not changed)
DirectX = dx8wrap.dll Possible renderer, DirectX
(Not changed)

[NET]

Settings for network transmission.
speed = 5000 Network transmission speed
Defaults are:
9.6K - 900
14.4k - 1500
28.8k - 3000
56k - 5000
ISDN - 10000
DSL - 25000
LAN - 100000
route Channels = 0
server = 31 Channels Maximum number of possible client connections = number of players
local port = 21000 Local network port through which communicates the simulation
remote port = 21000 Remote network port on the manufactures Il-2, the connection
SkinDownload = 1 Enable transfer of the camouflage pattern
serverName = No Name Name of your server
server Description = Own server description
remoteHost = Address of the computer that is connected to the
localhost = Local IP address on the links to be taken forward.
Recommendation: No entry if only one NIC is installed
socksHost =
check server Time Speed = 1 Anti Cheat measure compares clock from server to client.
check client Time Speed = 1 see above
checkTimeSpeedDifferense = 0.05 Maximum allowed difference of the clock (5%)
checkTimeSpeedInterval = 5 Period in which the difference is allowed (5 seconds)
checkRuntime = To define the test parameters on the client side you need to edit the "conf.ini" file before you start the game.
Open the file with a text editor, find the [NET], fill in the line "checkRuntime line =" a 0, 1 or 2 and then save the file.
0 = off
1 = full
2 = fast
Recommended: 1

***Note to checkRuntime = 2 : Sometime different versions of Windows OS can cause a problem to CheckRunTime = 2 as is the case when the server runs XP and the client is running Vista.

[MaxLag]

farMaxLagTime = 5.0 Defines the maximum delay (in seconds) between two received packets from a particular client. A delay that lasts longer than this time, is considered a "warp"
nearMaxLagTime = 2.0 Defines the maximum allowable time lag for an aircraft in a vulnerable position, or if it is regarded as a risk for a hostile aircraft.
cheaterWarningDelay = 5.0 Time, similar to the warning message ("It is gescheatet") appears in seconds
cheaterWarningNum =- 1 Defines the number of warnings before the player is ejected from the game ("kicked") will be. The car-Kicking is disabled if the value is set to -1.
Recommended: 1

[Chat]

region = (dx = 0.83, dy = 0.12, x = 0.07, y = 0.0) Position and size of the chat window
msg0 = Need support Content of the message "0"
Understood msg1 =! Content of the message "1"
msg2 = enemy to 12 Clock Content of the message "2"
adr0 = ALL First entry of the recipient list (All)
adr1 = MY ARMY Second entry of the recipient list (My page)
ADR2 = TO Hansi Third entry of the recipient list, only "Hansi" receives message
Ensure that the correct upper / lower case spelling of the callsign!
autoLogDetail = 3 Entered manually if not present.
Detail in the white chat server generated messages such as "a player shoots from Player2"
0 - disabled.
1 - only player-vs.-player shooting down reports.
2 - player vs. player and AI-vs-player kill messages.
3 - Lots of messages.
Recommendation: 3

[Game]

Arcade = 0 Arcade mode off / on
Displays results and white arrows hit points, and KI-balloons (0 / 1)
Recommended: 0
HighGore = 0 Blood effects in cockpit (0 / 1)
Recommended: User preference.
mapPadX = 0.6689453 Position of the map (x and y coordinate)
The card can be moved in the air while pressing both mouse buttons.
mapPadY =- 0.046875
viewSet = 35 View snap (even number) / Pan View (odd number)
Intro = 0 Intro video play after starting the game off / on (0 / 1)
Recommended: 0
NoSubTitles = 0 "Subtitle" to the AI voice on / off (0 / 1)
Recommended: User preference.
SubTitlesLines = 3 Entered manually if not present.
Number of lines for subtitles, also limits of resolution
Recommendation: 3
NoChatter = 0 AI speech on / off (0 / 1)
Recommended: User preference.
NoHudLog = 0 Text display of control functions (throttle, damage condition, etc) (0 / 1)
Recommended: User preference.
NoLensFlare = 0 Sun Glare, 1 = off, 0 = On (0 / 1)
Recommended: 1
iconTypes = 1 Type of HUD-icons 0 = off 1 = 2 distance = distance + Player Name 3 = distance + Aircraft + Player Name (0/1/2/3)
Recommendation: 0 (Full Real) or 3 (unless server has activated icons)
eventlog = eventlog.lst Name of the log files of mission data
eventlogkeep = 0 Logfile expand with new messages (1) or always override (0) (0 / 1)
Recommended: 1
3dgunners = 1 Entered manually if not present.
Ship and Flak gunner avatars visible. (0 / 1)
Recommended: 1
Clear Cache = 0 Entered manually if not present.
Graphics cache when exiting the game empty. Important when using the IL-2 Mat manager. (0 / 1)
Recommended: 0
TypeClouds = 1 Entered manually if not present.
Enables new types of clouds from version 4.0. (0 / 1)
Recommended: 1

[Device Link]

Settings for data export. Section must be added manually. For more information in the file DeviceLink.txt
port = 21100 Port number for exporting data
Recommendation: User preference.
IPS = 127.0.0.1 Access to specific IP addresses limit.
Recommendation: Separate IP/127.0.0.1
host = 127.0.0.1 Choose a network adapter to use.

[HotKey game]

PrintScreen = ScreenShot creates a screenshot in. tga
P = pause offset by pressing the P key the game in pause mode
Pause = pause added the game by pressing the Pause button in pause mode

[HotKey gui]

Escape = activate Menu button. The entry must be present to leave on missions using "ESC".

[HookViewFly Config]

HookView means the camera when activated external views
timeFirstStep = 2.0 Time until the aircraft expected to be the camera (F3) happened
Recommendation: 4.0
deltaZ = 10.0 Angle of the flyby camera (F3) to the plane (0 = It flies on one, whichever is greater, it flies by =)

[HookView]

MouseLeft = Len Pivoting with the left mouse button

[HookView Config]

Yaw Speed = 0.1
TangageSpeed = 0.1
LenSpeed = 1.0
Minlen = 1.0 Minimum distance to the object
DefaultLen = 20.0 Standard distance to the object
MaxLen = 3000.0 Maximum distance from the camera to the object (in exterior views)
Speed = 6 Speed of the view pans
Recommendation: 12 or higher

[HotKey builder]

Includes the extended mission editor used keyboard combinations.
MouseLeft = objectMove Left mouse button and hold to move the selected object
Mouse Right = popupmenu Opens the context menu of the object
Enter = FreeView In 3D mode, so at that location allows a free pivoting point of view. Useful if you want to look at the placement of objects
Shift MouseLeft = worldZoom Free zoom function for a selected area
Alt MouseLeft select = + no function
Mouse Right = select-Alt no function
Alt Ctrl = unselect no function
PageDown = change + Next object
PageUp = change- Previous object
End = change + + no function
Home = change - no function
Ctrl + = insert MouseLeft Insert new object instance.
Insert = insert +
NumPad-0 = insert +
F = fill Press the "F" is used in the "destruction" mode area to highlight the chosen degree of destruction
Ctrl + Mouse Right = delete Two of the three entries delete "+" can be removed to avoid accidental deletions.
NumPad .= delete +
Delete = delete +
Backspace = cursor
Tab = cursor
F10 = land hides the landscape, visible only means airports and clouds
F11 = onland No effect
NumPad-= normalLand
NumPad + = Toland
NumPad-5 = reset Angles Block number 5 is the default orientation of an object to the east again.
NumPad-8 = resetTangage90
NumPad-7 = stepAzimut-5 With the keys on the numeric keypad to selected objects are rotated around its own axis.
NumPad-4 = stepAzimut-15
NumPad-1 = stepAzimut-30
NumPad-9 = stepAzimut5
NumPad-6 = stepAzimut15
NumPad-3 = stepAzimut30

[MouseXYZ]

F1 = SpeedSlow Slow speed of moving objects. Suitable for fine positioning.
F2 = SpeedNormal Normal speed.
F3 = SpeedFast High speed of moving objects over large distances.
Mouse Right = XYmove Object in X-and Y-axis move, so move on the 'ground'.
Mouse Right = F4 Zmove Selected object in the Z-axis (height shift). Only works with smoke and light objects.
Mouse Middle = AMOV Closer to the object up or further away.
Mouse Right = F5 AMOV Selected object in pitch (rotate without function).
F6 = Right Mouse TMOV
F7 = Right Mouse Kmove Selected object around the longitudinal axis turning (without function).

[MouseXYZ Config]

RealTime = 1

[HotKey Console]

Shift Tab = Activate Enables the system console

[Console]

HISTORY = 1024 Number of lines in console course
HISTORYCMD = 1024 Number of lines in the course of the command input in the console
LOAD = console.cmd Loading the console progression from this file
SAVE = console.cmd Speicherungsort course of the console
LOG = 0 Create log file
LOGTIME = 0 Timestamp register (0 | 1)
Recommended: 1
LOGFILE = log.lst Log file name
LOGKEEP = 0 Log expand (1) or always override (0) (0 | 1)
Recommended: 1

[Sound]

SoundUse = 1
0 = no sound use (maybe for pure graphics benchmark)
1 = sound use
Sound Engine = 1
Speakers = 0
Placement = 0 Lautspecherpositionierung
SoundFlags.reversestereo = 0 Stereo channel swap
RadioFlags.Enabled = 0
Radio Engine = 2 Volume of the radio messages
Music Volume = 8 Volume of the music
Object volume = 14 Volume of objects
MusState.takeoff = 1 Start playing the music
MusState.inflight = 1 Playing music during the flight
MusState.crash = 1 Playing music after crash
MusFlags.play = 0 Play music
Master Volume = 14 Master volume
Attenuation = 7
Sound Mode = 1 3D mode (0/1/2/3)
0 = Standard
1 = minimal
2 = balanced
3 = full
Sampling Rate = 0 Quality of the samples (0/1/2)
0 = Standard
1 = 22 050 Hz
2 = 44100 Hz
NumChannels = 2
SoundExt.occlusions = 0 EAX -specific setting
Cockpit cushions external sound design
SoundFlags.hardware = 1 Hardware (enableEAX 1.0/2.0/3.0 etc.)
SoundFlags.streams = 1
SoundFlags.duplex = 1
SoundExt.acoustics = 0 EAX -specific setting,
Reverberation effects
SoundExt.volumefx = 0 EAX -specific setting
SoundFlags.voicemgr = 0
SoundFlags.static = 1
Voice Volume = 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 = 11
MicLevel = 12
SoundFlags.forceEAX1 = 0 | 1
1 =EAX 1.0 force on.

[Rts]

; ProcessAffinityMask = 1
*** NOTE *** You can use a ; (semi colon) at the beginning of any line to remark (REM) it out so that Il-2 will not read that line.
ProcessAffinityMask = 1
Allows for the user to assign 1 or more processors for use by IL-2.

***See my article on Processor Affinity Settings***

Processor Affinity Explained by me
viewtopic.php?f=30&t=29178

mouseUse = 2
0 = no mouse use
1 = Windows cursor
2 = IL2-pointer
Value 1 is recommended for remote desktop, control mouse is the only way possible.
joyUse = 1 Joystick use (0 / 1)
Recommended: 1
trackIRUse = 1 Track IR use (0 / 1)
DisableIME = 0
locale = en Language version (de = German | French fr = | s, other values or no entry = English)
See also:Change language

[Rts_mouse]

SensitivityX = 1.0 Sensitivity of the mouse control in X-direction. The higher the value, the more sensitive the controller. (> 0)
SensitivityY = 1.0 Sensitivity of the mouse control in the Y direction. The higher the value, the more sensitive the controller. (> 0)
Invert = 0 Reverses the sense of direction of the mouse Y-axis. Affects the control of the sniper, but not on the user interface. (0 / 1)

[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
Adjustment of the joystick axes.
For each axis there are 12 values, the first describes the size of the zero zone (values 0-50), the last of the strength of the filtering (0-100).
The 10 represent values in between the linearity of the stick movement in 10% values. (Each 0-100) all these values are 100, then the stick movement 100% linear. If the first on "10," IL2 response in 10% Stickauslenkung with 10% from 10% Ruderauslenkung.
The line FF = 0 is the force feedback switch. (0 = disabled, 1 = active)
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 10 20 30 40 50 60 70 80 90 100 0
1RZ = 0 10 20 30 40 50 60 70 80 90 100 0
1U = 0 10 20 30 40 50 60 70 80 90 100 0
1V = 0 10 20 30 40 50 60 70 80 90 100 0
1RX = 0 10 20 30 40 50 60 70 80 90 100 0
1RY = 0 10 20 30 40 50 60 70 80 90 100 0
1X1 = 0 0 10 20 30 40 50 60 70 80 90 100 0
1Y1 = 0 0 10 20 30 40 50 60 70 80 90 100 0
1RX1 = 0 10 20 30 40 50 60 70 80 90 100 0
1RZ1 = 0 10 20 30 40 50 60 70 80 90 100 0
1U1 = 0 10 20 30 40 50 60 70 80 90 100 0
1V1 = 0 10 20 30 40 50 60 70 80 90 100 0
1X2 = 0 10 20 30 40 50 60 70 80 90 100 0
1Y2 = 0 10 20 30 40 50 60 70 80 90 100 0
Only the values of the axes of the first controller in the Windows Game Controller menu can be changed with the hardware setup. You start with a prominent first
The lines starting with 1X1, 1Y1, 1RX1, 1RZ1 etc., stand for the axes of the input device with ID 2
Are still connected to other game controllers, there are the rows 1X2, 1Y2, 1RX2, 1RZ2 etc., for the Windows ID3 and ongoing. However, these are modifiable only through the conf.ini.

[Render_DirectX]

This graphic settings are only effective if the DirectX mode is selected.
TexQual = 3 3 = Normal Textures
2 = To a factor of 2 smaller textures
1 = To a factor of 4 smaller textures
0 = To factor 8 smaller textures
At low texture memory of graphics card (16MB or less) should see an improvement.
Use of option 1 or 0 in today's newer graphics cards is unlikely due to the amount of RAM they now use.
TexMipFilter = 2 Type of Mipmapfilterung
(1/2/3)
1 = bilinear (fast)
2 = trilinear (better quality, no speed penalty
3 = anisotropic (best quality, slow)
TexCompress = 2 Type of texture compression
(0/1/2)
0 = no compression (best quality)
1 = 16bit conversion (unsuitable)
2 = S3TC compression, best performance at slightly lower texture quality.
TexFlags.UseDither = 1 Smooth the color transitions in 16-bit color depth
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 Main effect disappears in the game: At 0, the upper two-dimensional layer of clouds
TexFlags.VertexArrayExt = 1
TexFlags.ClipHintExt = 0
TexFlags.UsePaletteExt = 0
TexFlags.TexAnisotropicExt = 1 Specifies if mipmaps are filtered specifically
0 = filter mipmaps faster but with lower quality
1 = best quality
Impact of this option is closely linked to TexMipFilter
TexFlags.TexCompressARBExt = 1 Must be enabled if compression is used S3TC

TexFlags.TexEnvCombine4NV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.TexEnvCombineDot3 = 1
TexFlags.DepthClampNV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.SeparateSpecular = 1
TexFlags.TextureShaderNV = 1 ATI Cards = 0 Nvidia Cards = 1

Hardware Shaders = 0 Enable "perfect" mode (0 = disabled | 1)
Activation leads to water with higher pixel shader Appearance and Visibility of the landscape and new trees

Shadows = 1 Shadow quality (0 = disabled | 1 | 2)
Specular = 2
SpecularLight = 2
DiffuseLight = 2
DynamicalLights = 1 Dynamic lighting
MeshDetail = 2 Level of Detail objects in play (0 = Lego (TM) | 1 = log | 2 = normal)
VisibilityDistance = 3 Visibility

Sky = 1 Representation of clouds
0 = no clouds (only available offline)
1 = less clouds
2 = normal clouds
Forest = 1 Quality of the forest representation (0 = disabled | 1 | 2)
If hardware shader is set = 1, it is also the option 3
The different textures of layered forests are again increased, and trees in the city are replaced (on newer cards usually faster).
LandShading = 1 Level of detail of the landscape lighting (0 = disabled | 1 | 2)
From 3 are building shadow
Special case occurs with hardware shaders = 1, there seems no difference 0-2 to give (except FB / ACE cloud shadows)
Country Details = 2 (0 | 1 | 2)
Soil textures in detail Tieflug be diverse.

LandGeom = 3 Sets the Horizon view and distance. 1=low quality with sharp edge with pop-up horizon, 3=High quality, far distance with gradual fog fade. (1|2|3)
Recommended: User preference, but limited by GPU.
TexLarge = 1 High-resolution textures plane off / on (0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow
TexLandQual = 3 General level of detail of land textures (0 | 1 | 2 | 3)
TexLandLarge = 0 High-resolution landscape textures from / to (0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow

VideoSetupId = 17 specifies the default graphics card in IL2setup, 17 = Customize

ForceShaders1x = 0 Shader version 1.x of force / to (0 / 1)
Option for low-Shader2 graphics cards (eg GeForce FX series)
Polygon Offset =- Factor 00:15
Polygon Offset =- 3.0 Units Change, the aerodrome from a height no more flicker
Water = 0 Water quality representation in Perfect Mode
(0/1/2/3)
0 = No reflections except clouds
1 = Simple + wave reflection shadow
2 = 1 + wave reflections realistic shadows + Weather-waves
3 = as 2 + 3 animated water Shader
from Patch 4.03:
0 or 1 - No changes in version 4.03
2 = in this mode corresponds Water = 3 runs, but also on ATI graphics cards with the chipsets 9800, X800, X1800 and later models
3 = faster render mode with Vertex Shader 3.0 (NVIDIA 6600 and later models)
4 = improved display quality with Vertex Shader 3.0 (NVIDIA 6800 and later models)

Effects = 0
0 = (explosion) without shadow effects
1 = (explosion) effects with shadows
2 = (explosion) effects for future hardware

[Render_OpenGL]

This graphic settings are only effective if the OpenGL mode is selected.
TexQual = 3 3 = Normal Textures
2 = To a factor of 2 smaller textures
1 = To a factor of 4 smaller textures
0 = To factor 8 smaller textures
At low texture memory of graphics card (16MB or less) should see an improvement.
Use of option 1 or 0 in today's newer graphics cards is unlikely due to the amount of RAM they now use.
TexMipFilter = 2 Type of Mipmapfilterung
(1/2/3)
1 = bilinear (fast)
2 = trilinear (better quality, no speed penalty
3 = anisotropic (best quality, slow)
TexCompress = 2 Type of texture compression
(0/1/2)
0 = no compression (best quality)
1 = 16bit conversion (unsuitable)
2 = S3TC compression, best performance at slightly lower texture quality.
TexFlags.UseDither = 1 Smooth the color transitions in 16-bit color depth
TexFlags.UseAlpha = 0
TexFlags.UseIndex = 0
TexFlags.PolygonStipple = 1 1 = emulated shadow transparency in stencil buffer disabled (disabled if StencilBits = 0 under [window]), recommendation = 0
TexFlags.UseClampedSprites = 0 1 = limiting polygon count, Sprite objects and effects that recommendation = 0
TexFlags.DrawLandByTriangles = 1 1 = representation of the landscape surface in simple triangle geometry, recommendation = 0
TexFlags.UseVertexArrays = 1 1 = geometry calculation of the objects on Vertex Arrays | For ATI cards from the 3000 series recommended setting = 0 (Fixed graphic error)
TexFlags.DisableAPIExtensions = 0 1 = disable extensions of the video driver, recommendation = 0
TexFlags.ARBMultitextureExt = 1
TexFlags.TexEnvCombineExt = 1
TexFlags.SecondaryColorExt = 1 Main effect disappears in the game: At 0, the upper two-dimensional layer of clouds
TexFlags.VertexArrayExt = 1 On ATI cards from the 3000 series recommended setting = 0 (Fixed graphic error)
TexFlags.ClipHintExt = 0
TexFlags.UsePaletteExt = 0
TexFlags.TexAnisotropicExt = 1 Specifies if mipmaps are filtered specifically
0 = filter mipmaps faster but with lower quality
1 = best quality
Impact of this option is closely linked to TexMipFilter
TexFlags.TexCompressARBExt = 1 Must be enabled if compression is used S3TC

TexFlags.TexEnvCombine4NV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.TexEnvCombineDot3 = 1
TexFlags.DepthClampNV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.SeparateSpecular = 1
TexFlags.TextureShaderNV = 1 ATI Cards = 0 Nvidia Cards = 1

Hardware Shaders = 0 Enable "perfect" mode (0 = disabled | 1)
Activation leads to water with higher pixel shader Appearance and Visibility of the landscape and new trees

Shadows = 1 Shadow quality (0 = disabled | 1 | 2)
Specular = 2
SpecularLight = 2
DiffuseLight = 2
DynamicalLights = 1 Dynamic lighting
MeshDetail = 2 Level of Detail objects in play (0 = Lego (TM) | 1 = log | 2 = normal)
VisibilityDistance = 3 Visibility

Sky = 1 Representation of clouds
0 = no clouds (only available offline)
1 = less clouds
2 = normal clouds
Forest = 1 Quality of the forest representation (0 = disabled | 1 | 2 |3 )
If hardware shader is set = 1, option 3 is also available.
The different textures of layered forests are again increased, and trees in the city are replaced (on newer cards usually faster).
LandShading = 1 Level of detail of the landscape lighting (0 = disabled | 1 | 2)
From 3 are building shadow
Special case occurs with hardware shaders = 1, there seems no difference 0-2 to give (except FB / ACE cloud shadows)
Country Details = 2 (0 | 1 | 2)
Soil textures of ground are more diverse.

LandGeom =3 | LandGeom = 3 Two normal Visibility
3 Improved Visibility
Patch from 4.09m Visibility is the 36km to 72km in fine and clear weather increased from.
Note: This mode is not performance optimized: (on low-end PCs can Freezes and low frame rate) may occur. This new feature works only in graphics mode "perfect". There is also the possibility of display problems with clouds and cloud shadows at a greater distance (restriction of the basic engine).

TexLarge = 1 High-resolution plane textures off / on
(0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow
TexLandQual = 3 General level of detail of land textures (0 | 1 | 2 | 3)
TexLandLarge = 0 High-resolution landscape textures from / to
(0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow

VideoSetupId = 17 specifies the default graphics card in IL2setup, 17 = Customize

ForceShaders1x = 0 Shader version 1.x of force / to (0 / 1)
Option for low-Shader2 graphics cards (eg GeForce FX series)
Polygon Offset =- Factor 00:15
Polygon Offset =- 3.0 Units Change, the aerodrome from a height no more flicker
Water = 0 Water quality of representation in Perfect Mode
(0/1/2/3)
0 = No reflections except clouds
1 = Simple + wave reflection shadow
2 = 1 + wave reflections realistic shadows + Weather-waves
3 = as 2 + 3 animated water Shader
from Patch 4.03:
= 0 or 1 - No changes in version 4.03
2 = in this mode corresponds Water = 3 runs, but also on ATI graphics cards with the chipsets 9800, X800, X1800 and later models
3 = faster render mode with Vertex Shader 3.0 (NVIDIA 6600 and later models)
4 = improved display quality with Vertex Shader 3.0 (NVIDIA 6800 and later models)

Effects = 0
0 = (explosion) without shadow effects
1 = (explosion) effects with shadows
2 = (explosion) effects for future hardware

[ DGEN ]
This entry is not present by default . You can add it to influence the creation of the generated campaigns.

GroundIntensity = High / Low ( medium = default) Number of moving ground objects
CampaignAI = Normal Can the AI
MissionDistance = nn Length of the routes nn ( expressed in kilometers)
CampaignDifficulty = Easy To change the difficulty level of the campaign.
AirIntensity = Low / High ( Default = medium ) To set a number of aircraft and aircraft associations
Flights Random = 5 max. Number of not participating in the actual mission, additional schools
MaxFLAK = 10 000-100 ; number of generated flak from the launch site and target
UseParkedPlanes = 1 = 1 means that places will be equipped with parked aircraft
HistoricalRanks = 1 = 1 means historic ranks
MaxBomberSkill = 2
NoAirfieldHighlight = 1 = 0 means that more seats be equipped with Flak
NoBadWeather = 0 = 1 means that you do not fly in bad weather
CampaignLength = VeryLong = Long , Medium , Short, VeryShort ; Specifies the length in campaign missions.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: bomberkiller on August 16, 2014, 05:12:03 PM
...about the shimmering, watch at the end in your "conf.ini":

Code: [Select]
VideoSetupId=2
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

...the two "PolygonOffset" entries,

regards, Gerhard
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Device6 on August 18, 2014, 01:26:41 PM
Hi folks,

I have new shots.  Video is in the making, need some time to sort out a couple of issues with the recording software.

BTW, the game is brilliant.  I can see magnificent scene along the shorelines: sea water washes the sand on the shore, animated vividly, impressive!!

Also the ground texture is rendered so well that they don't give you a feeling of a groups of flat surface put together to form a hill or mountain.  And you know what: when look at them from a distance, they are quite 3D stereo.  And the sea surface reflects the mountains, it does even better than FSX.

My installation is : 4.12.2m + SAS_JSGME_Options_for_Modact_5.3x + SAS_AI_Flyables_5.30_for_IL-2_4.12.2m + SAS_Modact_5.30_for_IL-2_4.12.2m. BUT I have enabled none of the mods in JSGME.  Even without them, the game looks so fabulous!
Also, nothing done on NVidia Control Panel, no AA, no AF...just the default and there are no jaggies observed.  Shimmering also less obvious now.

(http://s12.postimg.cc/gc9k0vg1l/2014_08_18_16_38_51.jpg) (http://postimg.cc/image/gc9k0vg1l/) (http://s28.postimg.cc/txjupf6xl/2014_08_18_16_39_12.jpg) (http://postimg.cc/image/txjupf6xl/)

To view more screenshots in their original sizes, please visit my dropbox:
https://www.dropbox.com/sh/trk2dqz6lnuvm1w/AAD4_V4HLJRuB2XyrAkfbMgZa

Only a 15 minutes clip, and for some unknown reason, the recording only records up to 720 even though the video is made in 1080 MP4. Camtasia 8 is used.

https://www.youtube.com/watch?v=HHo6RlnmJ7A

Title: Re: Kuban map retextured, retowned, revillaged
Post by: cyberolas on August 18, 2014, 03:13:12 PM
Welcome to our virtual pilots family Device! Watch this web with news for il-2. Now I´m working hard on winter Stalingrad.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Device6 on August 18, 2014, 11:34:25 PM
You're genius cyberolas. And just want to say,

your work is GREAT!!
Title: Re: Kuban map retextured, retowned, revillaged
Post by: SAS~Malone on August 19, 2014, 05:02:49 AM
cool video, Device6 - a handy tip, learn to lock your tailwheel so that you don't have the steering issues when taking off  ;)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Device6 on August 22, 2014, 04:34:30 AM
cool video, Device6 - a handy tip, learn to lock your tailwheel so that you don't have the steering issues when taking off  ;)

I will do that, that's really great!

By the way, is it true that Spitfire don't have aileron Trim?

I dug up Cliff of Dover and installed it for the last couple of days and tried that also, the Spit in that game also doesn't seemn to have aileron trim, worst, it dives and always banks to the right. 

How do I maintain a level flight in a Spit?
Title: Re: Kuban map retextured, retowned, revillaged
Post by: Toobone on April 02, 2018, 07:52:41 AM
History names of towns for stock Kuban from Yt2 (Kuban_txt.zip):

http://forum.aviaskins.com/showpost.php?p=176066&postcount=388 (http://forum.aviaskins.com/showpost.php?p=176066&postcount=388)
Title: Re: Kuban map retextured, retowned, revillaged
Post by: burinis on October 07, 2018, 09:44:55 AM
How to fix the "square shores"?
(https://image.ibb.co/j35S69/il2fb_2018_10_07_17_13_15_863.jpg)
I have Il 2 Sturmovik 4.12.2 (russian) + BAT (all addons to V3.4 Linebacker)
Sorry for my bad english.
Title: Re: Kuban map retextured, retowned, revillaged
Post by: CzechTexan on October 07, 2018, 09:57:07 AM
Burinis,
This is more of a "Technical Help" forum question.
You will need to have "Perfect" settings able to work in your graphics setup.  You may need to get a better graphics card to do so (or may not).
Title: Re: Kuban map retextured, retowned, revillaged
Post by: burinis on October 07, 2018, 11:04:53 AM
CzechTexan, thank you! The thing is, I play on a laptop. In the settings of the NVIDIA control panel there was a discrete graphics card (NVIDIA GeForce 625M). I turned on Intel integrated video card - the problem has miraculously disappeared. If I turn on the discrete from NVIDIA, there is no problem either.