Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => PTO Maps => Topic started by: DaveOD06 on March 29, 2012, 10:46:48 PM

Title: [MOD] Wake Retextured (Dec. 1941) [4.09] [4.10]
Post by: DaveOD06 on March 29, 2012, 10:46:48 PM
Wake Island Retextured

(http://i996.photobucket.com/albums/af85/DaveOD06/TBD_over_wake.jpg)

(http://i996.photobucket.com/albums/af85/DaveOD06/Aerial.jpg)
(http://i996.photobucket.com/albums/af85/DaveOD06/g411053.jpg)

(http://i996.photobucket.com/albums/af85/DaveOD06/Wake_map.jpg)



The Naval Air Station
(http://i996.photobucket.com/albums/af85/DaveOD06/airfield.jpg)




Peale Island Pan American Airways Hotel
(http://i996.photobucket.com/albums/af85/DaveOD06/peale.jpg)




KevinP Deserves at least half the credit for this map for helping with the new textures! Thank you Kevin!

Download v0.2:

https://dl.orangedox.com/qG4H9V4145U31b3oaI
Disclaimer: This map was made using UP 3.0 RC4, so make sure you have all the appropriate files if you aren't running UP 3.0.

Some pictures I gathered while doing research (useful for mission makers):

https://dl.orangedox.com/8LX7GSBNm901Hf5kaz
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: farang65 on March 29, 2012, 10:55:51 PM
Hi Dave

Awesome work ;) :D :P

So many Pacific maps coming out of the wood work.  ;D

Have enjoyed your other work I'm sure this one will be quite a treat too

Thanks for the awesome work

Kirby
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Mixx on March 30, 2012, 01:12:09 AM
 Best!
Very nice and realistic!
You're very well glued textures, made a beautiful ocean surf.
Great job!
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Dakpilot on March 30, 2012, 02:25:52 AM
Thanks for this  :)

Can you confirm if this is a "new" map or will it be possible to use as reolacement for the default map? i.e. do the runways/spawnpoints etc have commonality with the original.

Thankyou for providing another historically correct Pacific map

P.S. If this is a new map a set of QMB's will go a long way for a much greater appreciation by a larger audience, the same for your other superb maps :)

Cheers Dakpilot
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on March 30, 2012, 09:44:32 AM
Thanks for this  :)

Can you confirm if this is a "new" map or will it be possible to use as reolacement for the default map? i.e. do the runways/spawnpoints etc have commonality with the original.

Thankyou for providing another historically correct Pacific map

P.S. If this is a new map a set of QMB's will go a long way for a much greater appreciation by a larger audience, the same for your other superb maps :)

Cheers Dakpilot

This map is a completely new map, but it is the same sized map. Honestly, most of the original maps by 1C are complete sh*t and miss the historical mark by quite a bit. Initially I was going to try to use 1C's map but the island shape was off by too much to make my effort worth it. Since the map is the same size and the island is in roughly the same location, if you copy a mission from the old Wake, it wouldn't take too much time to adapt it. As far as QMB missions go, I have never messed with those and don't know how that stuff works but I may look into it. I think there are some how-to guides on this site about them. I will probably release a FMB template for the map at the very least.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Dakpilot on March 30, 2012, 02:00:30 PM
Just tried an old campaign using this as replacement for default Wake all missions ran fine, take-offs, landing taxiing and parking all no problems  :), a full sqad of 12 a/c all landed and parked ok, the odd wandering truck caused a hiccup, but so easy to edit/move in fmb.

Will defininely be keeping this as a direct replacement for the original Wake (just rename map from: Wake_Retextured to:Wake and Bob's ur uncle  :))

Super looking map!

Cheers Dakpilot
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Gumpy on March 30, 2012, 02:30:55 PM
I'm having some problems with it in FMB and I can't use it as a replacement for Wake either.(http://i697.photobucket.com/albums/vv340/Bingo1957/untitled-13.jpg)    DBW 1.71.I can't understand why the Wake1_Fields TGA won't open, it and the rest have been placed into the correct _Tex folder and Ive done a search for the LowLand0 TGA and have found nothing on it.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on March 30, 2012, 02:40:55 PM
I'm having some problems with it in FMB and I can't use it as a replacement for Wake either.(http://i697.photobucket.com/albums/vv340/Bingo1957/untitled-13.jpg)    DBW 1.71.I can't understand why the Wake1_Fields TGA won't open, it and the rest have been put into the correct _Tex folder and Ive done a search for the LowLand0 TGA and have found nothing on it.

It looks like you may have the textures installed wrong. The folder "Tooth_Pacific_Textures" should be in the "maps/_tex" directory. I have never seen the error about Lowland0 being a required texture though.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Gumpy on March 30, 2012, 02:47:56 PM
(UPDATE)You were right Dave after finding my dumb rookie blunder,I got the map working.I had indeed put the contents of the Tooth_Pacific_Textures folder into the old Tooth_Textures folder not noticing they were named differently. BIG BRAIN FART!!  :-[  :-[  :-[   Cool map Dave  8) Thanks









Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on March 30, 2012, 04:49:59 PM
Version has been updated to v 0.2

-Fixes a problem with the bump maps of the textures.


Before at 16:00 hrs:
(http://i996.photobucket.com/albums/af85/DaveOD06/Before_bump.jpg)




After at 16:00 hrs:
(http://i996.photobucket.com/albums/af85/DaveOD06/After_bump.jpg)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: rofl on March 30, 2012, 05:46:06 PM
That looks looks realy nice an realistic now  :o
DL it now and try it out immediately!

Thanks a lot DaveOD06 and KevinP :)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Gumpy on March 30, 2012, 08:00:18 PM
Kinda wondering about the v 0.2 download.When unzipped the folder sill reads v 0.1 is it indeed v 0.2?
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on March 31, 2012, 09:30:46 AM
Kinda wondering about the v 0.2 download.When unzipped the folder sill reads v 0.1 is it indeed v 0.2?

Sorry, I forgot to rename the folder inside the zipped one. It's fixed now.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on March 31, 2012, 12:46:50 PM
Now all this map needs is the G3M Nell and ashe's Yorktown class carrier. I am currently planning the map below for the G3Ms to have a base to take off from. I have the Marshall Islands in WIP but that project has been on hold for a bit. I am now going to resume work.


(http://i996.photobucket.com/albums/af85/DaveOD06/Wake_expanded_concept_map.jpg)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Narvik on March 31, 2012, 01:34:56 PM
Now all this map needs is the G3M Nell and ashe's Yorktown class carrier.

H6K is needed too, I think)
By the way, what is that light rectangle on airfield strip? Is it historical feature, or it will be removed in further versions?

However, thank you for this mod. Some years ago I started making a machinima clip about Wake defense using IL-2, Silent Hunter 4 and Operation Flashpoint games. This work stuck at low stage for different reasons, but possibly I'll resume it after this release.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on March 31, 2012, 02:24:26 PM
Now all this map needs is the G3M Nell and ashe's Yorktown class carrier.

H6K is needed too, I think)
By the way, what is that light rectangle on airfield strip? Is it historical feature, or it will be removed in further versions?


I agree on the H6K as well. The light rectangle is supposed to be a part of the strip that is more "paved" with crushed coral than the other part which is sand. From the pictures and maps I found, that seemed to be the case.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: spdr109 on March 31, 2012, 02:50:11 PM
Would it be possible for you to put together a tutorial explaining how you got the textures to blend together so beautifully?

I can imagine this technique could be quite useful to mapmakers.

 

Thanks
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: zack on April 01, 2012, 12:02:44 PM
I've put everything correctly, but still I can't see this map in Quick Mission Bulider.
Your help will be apprieciated.

PS. Where should I put "land" folder?
DBW 1.71
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on April 01, 2012, 02:17:50 PM
Would it be possible for you to put together a tutorial explaining how you got the textures to blend together so beautifully?

I can imagine this technique could be quite useful to mapmakers.

 

Thanks



KevinP actually did all of the texture joining, so you would have to appeal to him to make a tutorial. I can make one detailing how I made the large texture that everything was cut out of, but I do not know all of the details of joining them together in game.



I've put everything correctly, but still I can't see this map in Quick Mission Bulider.
Your help will be apprieciated.

PS. Where should I put "land" folder?
DBW 1.71

you should be able to merge all of the folders from the "_tex" folder i provided in the download with the one in your "maps" folder.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: spdr109 on April 01, 2012, 03:25:17 PM
I sent KevinP a pm. Here's hoping!
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: redko on August 10, 2012, 03:59:52 AM
Absolutely nice work, nice texturing dude.
The only thing missing for this new Wake is campains/missions, so I hope for you that some mission makers will work on this one. There is too many good maps abondoned here  ;).
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Mick on August 10, 2012, 04:22:46 AM
... JEEZUS GOD ...!!

... hey Redko you're still alive ...!!  ;) :D ;D 8)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Uufflakke on August 10, 2012, 04:52:13 AM
Hey Redko!

(http://ruizamado6.wikispaces.com/file/view/welcome-back.jpeg/250286092/welcome-back.jpeg)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Mick on August 10, 2012, 07:09:08 AM
There is too many good maps abondoned here  ;).

... you must be talking about MrOblongo's Tunisia map, aren't you ...  :D

Redko you have no idea how glad we are to see you back here ...  ;)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: LuseKofte on August 10, 2012, 09:01:50 AM
Many thanks for your work, another great scenery for my Devastator  :)
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: SAS~Tom2 on August 10, 2012, 09:27:59 AM
Welcome back redko! :)

DaveOD06, I'm a fan of your work, I love the Mariana's Expanded map.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on August 30, 2012, 11:21:40 PM
Absolutely nice work, nice texturing dude.
The only thing missing for this new Wake is campains/missions, so I hope for you that some mission makers will work on this one. There is too many good maps abondoned here  ;).

Many thanks for your work, another great scenery for my Devastator  :)

Welcome back redko! :)

DaveOD06, I'm a fan of your work, I love the Mariana's Expanded map.



You guys are all welcome! I can only hope my stuff is good enough to provoke a response from Redko. Hope you all enjoy the map.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: Whiskey_Sierra_972 on July 23, 2014, 05:54:18 AM
Side note of a wonderful map:

If you don't bother I'll keep this version as replacement of stock map in my WIP for the unified maps mods....
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: E69STARK on December 16, 2014, 07:09:53 AM
Hi

Work fine for HSFX 7.03?

Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: DaveOD06 on December 16, 2014, 08:43:44 AM
Hi

Work fine for HSFX 7.03?



ANY map will work with ANY version of the game. You just need to make sure you have all the objects that are associated with said map. Look for the static.ini checker around here, it will tell you if your game is missing any objects on a map.
Title: Re: [MOD] Wake Retextured (Dec. 1941)
Post by: E69STARK on December 17, 2014, 02:05:29 AM
Hi

Work fine for HSFX 7.03?



ANY map will work with ANY version of the game. You just need to make sure you have all the objects that are associated with said map. Look for the static.ini checker around here, it will tell you if your game is missing any objects on a map.

thanks man! ;)