# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => PTO Maps => Topic started by: Bee on March 22, 2014, 10:29:32 PM

Title: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Bee on March 22, 2014, 10:29:32 PM
(http://imgur.com/O83E7P6.jpg)

This is not a happy place.

Rabaul was a place of dread for Allied flyers.  A hornets nest of air and naval power and protected by more than 375 anti-aircraft guns in the harbour area alone, it was a daunting target for the American 5th Air Force, Marine Corps and Royal Australian & New Zealand Air Forces.

As the tide turned against Japan, Rabaul and it's airfields were hit repeatedly by high and low level bombing raids. Everything from surplus ordnance from 1914-18 to the most sophisticated guided bombs were aimed at the place.  By the end of 1943 the garrison at Rabaul was being bypassed.  Damage to airfields and facilities had become intolerable.  Keravat had to be abandoned due to disease, and others such as Vunakanau were struggling to remain serviceable under constant bombardment.  The decision was eventually made that all serviceable aircraft be withdrawn to Truk, and on 20th February 1944 there began the "Great Withdrawal". Afterward what remained were the unfit and injured aircrews and the many derelict and unserviceable aircraft littering New Britain's airfields. The raids continued, but hidden under the jungle canopy wrecked aircraft were being salvaged and brought back to life. Airmen were recovering.  Plans were being made to strike back.

This map originally began as an early Beta supplied by the Tainan Group several years ago.  At first I thought the industrial texture for the township wasn't quite right and sought to replace it.  That led to me moving or replacing some buildings and objects.  Later I realised there were airfields the wrong shape, upside down, in the wrong place and pointing in the wrong direction.  Rivers were running at crazy angles and pretty soon there were a hundred different things that needed changing.  What followed was a lengthy process (sometimes tedious but always rewarding) of research and reconstruction.  Nothing of the original map remains that was not modified, removed or replaced outright.  Many times I wished I'd just begun from scratch.  But by then, I'd already come too far to go back.

The period of Rabaul's encirclement has always fascinated me.  While rebuilding the map I was relying heavily on USAAF strike photos for reference. Part of the challenge was deducing what was there amid all the smoke and damage.  Things would be a lot easier if there wasn't all those damned craters in the way!  It was then that I began experimenting with ways of showing the bomb damage as part of the landscape texture.  The maps of the Il-2 series never seem to show the marks of war in their landscape, and the destruction-brush just doesn't seem to cut it.  I'm no whiz at photoshop though, so this was a real process for me but eventually I managed to find a balance that worked surprisingly well.  Some areas like Vunakanau, Rabaul's largest offensive base had taken such a thrashing that by that stage of the war, I had to dial back the destruction a bit to make it even look believable.  Craters are one thing New Britain seems to have in abundance though.  Some are natural, some are man made.  Others have been hurriedly filled in, before the effort became too great.

I went to a lot of trouble to get every road and street in Rabaul correct and in its proper place.  I lost count of the number of hours spent placing each tiny road plate and how many versions I went through.  The end result is as close to the real thing as I can get it.  The roads outside the township add a lot to the feel of the map too and again are placed as meticulously as possible.  Roads such as Numanula and Kokopo etc. are placed with reference to period maps and aerial photographs, and are again as accurate as I can make them.  Their curves will be a challenge to mission makers, but their effect from the air is far better than the “zippers” we are all used to.

I very much hope you enjoy this map.  I'm pleased with the way it has come out and I find it immersive and challenging.

Special thanks for this map go to:

Carsmaster for his excellent 2048x texture mod (included in download).  Without which, this would be a blurry mess.
Asheshouse for extending the map to the east, allowing Green Island to be shown.  As well as his invaluable advice at several crucial points along the way.
Blumax for the most painstaking and creative efforts in getting the airfields takeoff and taxi points to function.
Spdr109 for extracting the blast-pen textures so I could modify them.
Il-2 community who kindly frequented the WiP thread and gave me the encouragement to keep going  (thanks all!)

Now some screens of what you get:

Looking north along Mango Avenue towards Malaguna Road.  The seaplane anchorage and compass rose are visible on the left.  Parafrags are falling on the town.
(https://i.imgur.com/3nonHYP.jpg)
(https://i.imgur.com/sypUggT.jpg)

NDL wharf, looking back towards Lakunai and Sulphur Creek.
(https://i.imgur.com/x15aZ89.jpg)
(https://i.imgur.com/2M5jxSk.jpg)

Rabaul west, looking east towards the Customs wharf and dock area.
(https://i.imgur.com/5IE1gMd.jpg)

On a clear day
(https://i.imgur.com/WluxGB1.jpg)
(https://i.imgur.com/sypUggT.jpg)
(https://i.imgur.com/gHm7wfV.jpg)
(https://i.imgur.com/JKikqZU.jpg)
(https://i.imgur.com/sygfK5G.jpg)
(https://i.imgur.com/bGoF4kp.jpg)

Kavieng
(https://i.imgur.com/dXasAmp.jpg)

B-25 over Gasmata to the south-west
(https://i.imgur.com/uUDrZ4V.jpg)
(https://i.imgur.com/qPsDFvZ.jpg)
(https://i.imgur.com/NfEIoEc.jpg)
(https://i.imgur.com/rSFmStk.jpg)

Rapopo fighter strip under attack, south-east of Rabaul
(https://i.imgur.com/XGycnVk.jpg)

Vunakanau & Tobera.
(https://i.imgur.com/mnAYykN.jpg)
(https://i.imgur.com/u5ilUty.jpg)

Namanatai on New Ireland.
(https://i.imgur.com/4l8We9x.jpg)

Nissan Island, the Allied base to the east.  If you don't love the P-38 yet, you soon will.  That second engine is a life saver.
(https://i.imgur.com/NxTVTSk.jpg)
(https://i.imgur.com/JT9LnZb.jpg)
(https://i.imgur.com/AtQoEVb.jpg)
(http://imgur.com/HoRZMT5.jpg)

How to get there.  The distinctive Kamdaru and Weitin rivers angle across New Ireland and point the way to Green Island.  Follow them to the east coast and fly 090 degrees to find your way home.  Green Island control recommend a transit altitude of no less than 4000ft or you might miss it.  It's tiny.
(https://i.imgur.com/FDEPsuF.jpg)

(https://i.imgur.com/d4DuMJn.jpg)

(https://i.imgur.com/ruFPFmn.jpg)

(https://i.imgur.com/wqGIeFT.jpg)

(https://i.imgur.com/qLcOKR3.jpg)

(https://i.imgur.com/5IE1gMd.jpg)

(http://imgur.com/OscAEE9.jpg)

(http://imgur.com/KPcjzDN.jpg)

(http://imgur.com/zTB1cIX.jpg)

This map was built using Boomers objects packs, and any setup from UP2 onwards should sufficient for everything to function correctly.  Included are Carsmasters dll's that allow 2048x textures.  Backup your original ones before installing, or disregard these if you already have them,

The download contains everything else you need.  Palm distance and Road and blast-pen repaints are optional, but will increase your enjoyment of the map considerably.

As always with Mediafire links, right-click the download button and select “Save Target As” to avoid being messed around with ads.  If you can do me a favour,  please do not mirror the download.  So few people say thanks for these things, and I'd like to know how many people it reaches.  After all the hard work that went into it, I hope you'll allow me this small vanity  ;)

**********************************************************************************************

Please Note:  Some users reported not having some objects in their install.

Legarto kindly provided one.  Namely the "Cbridgeshortend" which spans the causeway from Lakunai to Matupi Island

[buildings.House$cbridgeshortend] Title cbridgeshortend MeshLive 3do/bridges/country/short/end/mono1.sim MeshDead 3do/bridges/country/short/end/mono2.sim AlignToLand 0 Body FuelSmall Panzer 0.8 The other missing object, a ruined stone wall uses stock 3d assets which can be put right by just adding the entry below to your Static.ini Thanks to Ben_wh for the fix. [buildings.House$46StoneWall22]
Title           46StoneWall2
AlignToLand     0
Body            RockMiddle
Panzer          0.08

Please note also that Boomer's object compilation appears to now be hosted at M4T.  This is the object set which I used throughout the project.
(When using the two fixes above, this pack did not prove necessary for HSFX 7 however)
Title: Re: Welcome to Hell - Rabaul 1944
Post by: Gumpy on March 22, 2014, 10:38:40 PM
Title: Re: Welcome to Hell - Rabaul 1944
Post by: farang65 on March 22, 2014, 11:12:13 PM
Hi Bee,

Thanks a heap  :D for this amazing mapping effort.

You need a break and a good ol' rest  :D

I know you have been working on this beauty for quite some time.

Researching, placing objects replacing objects fixing rivers, hand made roads all fun  ;D

Again thank you for your great effort  :D

Now you can really really enjoy it  :D

Cheers

Kirby
Title: Re: Welcome to Hell - Rabaul 1944
Post by: 352nd_Hoss on March 22, 2014, 11:21:29 PM
Awesome Bee, been a very anticipated map, now I've got work to do making missions and exploring this little gem

Thanks

Hoss

EDIT: Missions don't save for me............. I'm using HSFX 7.0.2, so there must be something missing, I'm using Carmasters 2048 texture mod instead of your dll's.............  the map loads fine and I can place stuff all over it, but it won't save...

Title: Re: Welcome to Hell - Rabaul 1944
Post by: farang65 on March 23, 2014, 12:26:05 AM
Hi Bee,

Just had a flight around Rabaul  ;D

Perfect in a 4.12.2 SAS Modact 5.3 using Carmaster's supplied mods through jsgme  ;D with Boomer's Object pack (sfs version) installed.

Thanks again for a most excellent effort.

kirby
Title: Re: Welcome to Hell - Rabaul 1944
Post by: Bee on March 23, 2014, 12:37:25 AM
Phew!  Glad it works for you.  Hope you enjoy it - and sorry about the wait!!!
Title: Re: Welcome to Hell - Rabaul 1944
Post by: vegetarian on March 23, 2014, 12:57:40 AM
This looks fantastic Bee - congratulations. Downloading now and can't wait to make a few missions for it.

Rabaul was such a pivotal location for the SW Pacific area campaign, and this map fills a much needed void. BTW, a good resource for battles around Rabaul is Fortress Rabaul: The Battle for the Southwest Pacific January 1942-April 1943 by Bruce Gamble. An excellent read.

Title: Re: Welcome to Hell - Rabaul 1944
Post by: ben_wh on March 23, 2014, 01:16:24 AM

EDIT: Missions don't save for me............. I'm using HSFX 7.0.2, so there must be something missing, I'm using Carmasters 2048 texture mod instead of your dll's.............  the map loads fine and I can place stuff all over it, but it won't save...

Hoss,

I have an HSFX install plus additional objects from Uzin's Belarus and Estonia maps as well as those from the War over Italy map added.

One object is still missing in this install:  buildings.House$46StoneWall22 I'm searching for this object now. You can check what's missing in yours with the universal static.ini checker utlity available from farang's post here: http://www.sas1946.com/main/index.php?topic=33463.msg360665#msg360665 Cheers, EDIT: Found this in my DBW install :) - Seems like it is just 46StoneWall2 redefined? Entry in DBW 1.71: [buildings.House$46StoneWall22]
Title           46StoneWall2
AlignToLand     0
Body            RockMiddle
Panzer          0.08

You should already have a 46StoneWall2 in HSFX object list.  Search for this entry:

[buildings.House$46StoneWall2] Title 46StoneWall2 MeshLive 3do/Buildings/46/StoneWall2/live.sim MeshDead 3do/Buildings/46/StoneWall2/dead.sim AlignToLand 0 Body RockMiddle Panzer 0.08 Title: Re: Welcome to Hell - Rabaul 1944 Post by: Gumpy on March 23, 2014, 01:17:52 AM So far so good in DBW Bee looks great and can save missions.I only have one question,I have this strange green blur along the coastlines on the whole map (http://i59.tinypic.com/14t4jdd.jpg) with absolutely no wave action at all on any of the coastlines,even the smaller islands and I'm using Carsmaster's 2048x texture mod is it supposed to be that way? DBW Example Beta with coral coastline and wave action (http://i60.tinypic.com/148koie.jpg) then 1944 with green blur and no wave action (http://i58.tinypic.com/vy83df.jpg) Title: Re: Welcome to Hell - Rabaul 1944 Post by: cgagan on March 23, 2014, 01:24:15 AM The map is truly majestic! D/loaded and installed in my SAS ModAct 530 setup. All fine, running & saving missions. Many thanks for this great present of yours, 8) Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 02:17:51 AM You're welcome cgagan. Thanks for hanging in there! Hi Gumpy, the coast shouldn't look like that. I had something similar through the early stage of development but haven't seen it for a while. Changing the coastline texture in the load.ini may help, but I'm not sure. I would really have liked to do some good shallows for the map, but it's way outside my skill set unfortunately. I messed around with it for ages but the best I could managed was a slight lightening of the water around Kavieng and Nissan Island. :( The stone wall mentioned sounds like it's from the destroyed WW1 object set in the ones that Boomer put together. I used those for some of the retaining walls that border Vunakanau and Tobera runways. Title: Re: Welcome to Hell - Rabaul 1944 Post by: Uufflakke on March 23, 2014, 02:58:14 AM It was a long pregnancy period but finally you gave birth to your little baby! ;D I hope that many simmers will visit your new born baby. :D I'm going to d/l it after I've got my new high end system up and running one of these weeks. (Yes, I'm still on XP :-[ which won't be supported anymore after the 8th of April.) Looking forward to fly over the map and enjoy the view on the city layouts, the vulcanoes and bombed airfields. About the surf/no surf issue. It has been a problem for a long time in mapmakers world but this seems to be the solution: Reply #11, 12 and 13. http://www.sas1946.com/main/index.php?topic=36153.0 (http://www.sas1946.com/main/index.php?topic=36153.0) Title: Re: Welcome to Hell - Rabaul 1944 Post by: ben_wh on March 23, 2014, 03:13:34 AM Hi Bee, Thank you for the map. It is beautiful and the hard work that went into it is self-evident. Bravo! One question - Green Island is not registered as an airbase on the map (thought the area is clearly visible as an airbase). Is this intentional? Thanks again for the wonderful map. Cheers, Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 03:22:54 AM Uufflakke, that is a huge help. Thank you! Changing the existing lines at the bottom of the load.ini to the following helps a lot: Water2 = water/CoastLine.tga Water3 = land/summer/grnd/fields_sand3.tga I'll go back to the original map and try to work on the coasts more. I hope it doesn't stop people enjoying it too much in the meantime. Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 04:09:09 AM One question - Green Island is not registered as an airbase on the map (thought the area is clearly visible as an airbase). Is this intentional? Yikes. Must have deleted them accidentally. Added a new Actors file to the original post. Thanks for letting me know. Title: Re: Welcome to Hell - Rabaul 1944 Post by: Lonestar67 on March 23, 2014, 04:39:20 AM Really a very nice map with many Details! Installed in DBW and works great! Many thanks for all the work, Bee! :) :) Title: Re: Welcome to Hell - Rabaul 1944 Post by: ben_wh on March 23, 2014, 04:46:51 AM Yikes. Must have deleted them accidentally. Added a new Actors file to the original post. Thanks for letting me know. No problem - Green Island works now with the new Actors file. This is a truly an excellent map - it does so much to enrich the Pacific Theater. Thanks again. Cheers, Title: Re: Welcome to Hell - Rabaul 1944 Post by: Gaston on March 23, 2014, 05:11:07 AM Woaw ! Thanks a lot ! Looks wonderful ! Question : I am not a Hi-ret user (and do not want to use it). Does this map work without Hi-Rez mod ? Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 05:33:57 AM Hi Gaston, You should be fine, but you will need to resize the landscape textures and their bumph files to 1024x size first. Title: Re: Welcome to Hell - Rabaul 1944 Post by: crazyeddie on March 23, 2014, 06:04:26 AM Bee Wonderful, bloody wonderful, I knew it was going to be worth the wait. Had a few object problems to sort out but that didn't take long, the attention to detail is exceptional, this has to be one of the best maps made, if not the best. Well done mate. A VERY impressed crazyeddie Title: Re: Welcome to Hell - Rabaul 1944 Post by: Gaston on March 23, 2014, 06:12:04 AM Hi Gaston, You should be fine, but you will need to resize the landscape textures and their bumph files to 1024x size first. OK. I know how to do it for the tga files. But for the bumph ones ? Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 06:16:13 AM I add .tga to the end, resize and save, then remove the .tga extension. Title: Re: Welcome to Hell - Rabaul 1944 Post by: Ranwers on March 23, 2014, 06:20:53 AM Bee - jestes WIELKI ! Title: Re: Welcome to Hell - Rabaul 1944 Post by: Ibis on March 23, 2014, 06:21:54 AM Thank you Bee for all your hard work, be sure it will be appreciated by many for years. I have waited impatiantly for this map . ;) Cheers, Ibis. Title: Re: Welcome to Hell - Rabaul 1944 Post by: vpmedia on March 23, 2014, 06:44:00 AM Hi Gaston, You should be fine, but you will need to resize the landscape textures and their bumph files to 1024x size first. OK. I know how to do it for the tga files. But for the bumph ones ? 1024 map textures http://ulozto.cz/xqy7MtwJ/rabaul-tex-7z Title: Re: Welcome to Hell - Rabaul 1944 Post by: Gaston on March 23, 2014, 06:51:48 AM Oh, thanks, vpmedia ! Now, I will try this map... last question : should the ed_m01, ed_mo2, map_c, map_F, map_h and map_T also be resized, or will it work ? Title: Re: Welcome to Hell - Rabaul 1944 Post by: SAS~Bombsaway on March 23, 2014, 07:33:10 AM Thank you Bee. Looks fantastic. Downloading now. I have been following your WIP thread on this map for a long time waiting for you to release it and I'm very happy for you. About the texture bleeding into the water... I have had this as well when retexturing along the coast. I havent tried it yet but thought if you know where these are you could try opening map_c and color the areas just slightly with white to add just a small amount of land it may cover that texture bleed up. Not sure about it though. Cheers to your great work on the map. :) Title: Re: Welcome to Hell - Rabaul 1944 Post by: Gaston on March 23, 2014, 08:30:38 AM So... troed in HSFX7. Map opens superbly (a little bit long though, but it is OK !9. Everything looks superb (I am not using Hi-Rez mod, thanks to vpmedia). But I have 2 objects missing, which means I can't save mission. These objects are : buildings.House$46StoneWall22
buildings.House$cbridgeshortend Do you know where to find them ? Title: Re: Welcome to Hell - Rabaul 1944 Post by: panzerkeil on March 23, 2014, 09:09:00 AM This map is amazing!! Thankyouthankyouthankyouthankyou... (x1000 times) :) Title: Re: Welcome to Hell - Rabaul 1944 Post by: csvousden on March 23, 2014, 09:12:04 AM I too tried HSFX7.02 and had those missing objects, then I looked in my DBW static file and found them. I just took them from that static.ini file. Now the map works for me. I suspect that the map is for DBW and up. My UP2.01 static file does not have all the objects, nor does the Boomer static. Love the map, but understand what it is like to have to look for objects. So here is what did it for me: [buildings.House$cbridgeshortend]
Title cbridgeshortend
MeshLive 3do/bridges/country/short/end/mono1.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

and

[buildings.House$46StoneWall22] Title 46StoneWall2 MeshLive 3do/Buildings/46/StoneWall2/dead.sim MeshDead 3do/Buildings/46/StoneWall2/dead.sim AlignToLand 0 Body RockMiddle Panzer 0.08 Title: Re: Welcome to Hell - Rabaul 1944 Post by: max_thehitman on March 23, 2014, 11:16:33 AM AH! What a great looking map. Its not just a IL2+mods map, but a wonderful work of art. Love the little details in all of this. Super nice job. Thank you so much Bee, you have just raised the bar once again on the evolution of the IL2+Mods flight-sim. This game just keeps on getting better all the time!. Thank you Bee! Title: Re: Welcome to Hell - Rabaul 1944 Post by: c87 on March 23, 2014, 03:57:54 PM Downloaded, added to my DBW installation and just took my first flight over in a Corsair. Beautiful map Bee. Thank you for sharing it with us. Now it's off to harassing the enemy and hoping not to get shot down in the process! Title: Re: Welcome to Hell - Rabaul 1944 Post by: Lagarto on March 23, 2014, 04:13:22 PM Some glorious landscapes, even without the 2048x mod (thank you Istvan for uploading the down-scaled textures); the volcanoes are fabulous, and the pockmarked airfields are truly amazing. My hat off to you, Bee. (http://i1351.photobucket.com/albums/p794/starkad71/grab0053_zps7f2d9391.jpg) (http://i1351.photobucket.com/albums/p794/starkad71/grab0054_zpsaa23774c.jpg) (http://i1351.photobucket.com/albums/p794/starkad71/grab0057_zpsba595d4f.jpg) (http://i1351.photobucket.com/albums/p794/starkad71/grab0058_zpsc33c5539.jpg) Title: Re: Welcome to Hell - Rabaul 1944 Post by: BravoFxTrt on March 23, 2014, 05:11:47 PM Thank You Very Much Bee! Title: Re: Welcome to Hell - Rabaul 1944 Post by: rhinofilms on March 23, 2014, 05:26:23 PM Looks fantastic. Where do I put il2_core.dll and il2_corep4.dll? Title: Re: Welcome to Hell - Rabaul 1944 Post by: BravoFxTrt on March 23, 2014, 05:43:48 PM Cant wait to see what the Mission guru's will do for this Map! Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 05:53:41 PM Looking forward to some missions myself. :) Glad you guys are liking it. Apologies though for the missing object. I tried to make the map so that custom ones were unnecessary, as I hate installing new objects. I had a go at modifying the map_c etc to cure the green shore lines. Only had limited success however. I wonder if there are any local geniuses willing to take up the reigns in that area? Great screenshots Lagarto. It is so nice to see pictures of the map I haven't taken myself for a change. I notice your roads are very bright. Did you put the repainted textures in? Title: Re: Welcome to Hell - Rabaul 1944 Post by: BravoFxTrt on March 23, 2014, 06:17:20 PM Im glad to tell you Bee, it works right off the bat in PreDBW2 (http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-03-24at02-11-53_zpsc34dcda8.jpg~original) Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 06:37:38 PM Wow, that screenshot is Great! :) Title: Re: Welcome to Hell - Rabaul 1944 Post by: BravoFxTrt on March 23, 2014, 06:50:03 PM Thanks, and thanks for your hard work and long hours perfecting this map. Im going to see if it will be included for DBW2. Title: Re: Welcome to Hell - Rabaul 1944 Post by: WTE_Ikey on March 23, 2014, 07:33:27 PM Many thanks for all your hard work on this map, our mission builders are rubbing their hands with glee. cheers Ikey Looks fantastic. Where do I put il2_core.dll and il2_corep4.dll? Hi Rhinofilms, You should find these in the root directory. I just backed up the originals 1st then extracted the Rabaul ones . I hope I've done it correctly :-\ Title: Re: Welcome to Hell - Rabaul 1944 Post by: 352nd_Hoss on March 23, 2014, 07:58:10 PM You can always gen up a jsgme and enable it when you want to use this map. or just download this mod.......... http://www.sas1946.com/main/index.php?topic=33239.0 Hoss Title: Re: Welcome to Hell - Rabaul 1944 Post by: duffys tavern on March 23, 2014, 08:09:19 PM Anyone know where I can find Boomers objects packs? Any help appreciated. Title: Re: Welcome to Hell - Rabaul 1944 Post by: rhinofilms on March 23, 2014, 08:24:46 PM Many thanks for all your hard work on this map, our mission builders are rubbing their hands with glee. cheers Ikey Looks fantastic. Where do I put il2_core.dll and il2_corep4.dll? Hi Rhinofilms, You should find these in the root directory. I just backed up the originals 1st then extracted the Rabaul ones . I hope I've done it correctly :-\ Ok so replace the current il2_core.dll and il2_corep4.dll in the root directory with the files included with this map? Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 10:05:30 PM The ones I included in the download are the right cores to use. If you already have Carsmaster's cores from any other source you won't need the ones I provided though. Title: Re: Welcome to Hell - Rabaul 1944 Post by: carsmaster on March 23, 2014, 10:30:41 PM to Bee Looks fine. Thank you very much for your work. You talent. Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 23, 2014, 10:38:40 PM Hi Carsmaster, I was hoping you might come by. Your 2048x mod was a massive boost to this project and I don't think I'd have finished it without it. Thank you for all your hard work. ;) Title: Re: Welcome to Hell - Rabaul 1944 Post by: Phas3e on March 24, 2014, 12:08:13 AM I soooo hope this ends up in what ever the next big Mod pack is, I would love to fly RNZAF Coops on it :) Title: Re: Welcome to Hell - Rabaul 1944 Post by: Lagarto on March 24, 2014, 01:37:51 AM Great screenshots Lagarto. It is so nice to see pictures of the map I haven't taken myself for a change. I notice your roads are very bright. Did you put the repainted textures in? Gosh, you're right, I took the screenshots before I put the 'optional repaints' in. I was just eager to see if the map works :) Title: Re: Welcome to Hell - Rabaul 1944 Post by: Riptide_One on March 24, 2014, 07:14:06 AM Bee, Congratulations on Rabaul 1944 :)! I've installed it and flew it a little. It's beautiful, immersive and pure IL-2 fun. I love the airfields, particularly Nissan Island, and craters, natural and manmade. It is obvious that you put a lot of effort, attention to detail and creative energy into making this superb map. Your contribution to the IL-2 Community is much appreciated. Thanks! Cheers, Riptide Title: Re: Welcome to Hell - Rabaul 1944 Post by: SAS~Gerax on March 24, 2014, 07:23:11 AM Wonderful, many thanks Bee! Sadly I had a bad HD crash this weekend and have to reinstall all my Il-2 installs before I can enjoy this great map. :P Title: Re: Welcome to Hell - Rabaul 1944 Post by: 242Sqn_Cat on March 24, 2014, 02:42:12 PM Anyone know where I can find Boomers objects packs? Any help appreciated. EDIT: Solved. See initial post. Lovely map Bee - it really fills a big hole in the Pacific scenario and looks absolutely stupendous. :cheers: Title: Re: Welcome to Hell - Rabaul 1944 Post by: ben_wh on March 24, 2014, 03:20:02 PM Cat, Thanks for your work on HSFX. As mentioned in my earlier post on this thread, I have an install of HSFX 7 + Uzin's Belarus & Estonia Maps + War Over Italy Map buildings.House$46StoneWall22 was the only missing object for me.  So for buildings.House$cbridgeshortend you may want to look into Belarus, Estonia or the War over Italy Map to see what objects were added. (assuming that you already have HSFX) As for buildings.House$46StoneWall22 - is that not a variation of a stock object?  I added the lines below to my static.ini without adding new 3DO and it was fine.

[buildings.House$46StoneWall22] Title 46StoneWall2 MeshLive 3do/Buildings/46/StoneWall2/dead.sim MeshDead 3do/Buildings/46/StoneWall2/dead.sim AlignToLand 0 Body RockMiddle Panzer 0.08 Perhaps someone with more knowledge on this can chime in. Cheers, Title: Re: Welcome to Hell - Rabaul 1944 Post by: Lagarto on March 24, 2014, 04:09:07 PM As far as I can see they are only available now in a complete DBW or perhaps UP install. Does anyone please have these two troublesome objects, extracted from somewhere, that they can share? buildings.House$cbridgeshortend

Here's the bridge object, Cat:

[buildings.House$cbridgeshortend] Title cbridgeshortend MeshLive 3do/bridges/country/short/end/mono1.sim MeshDead 3do/bridges/country/short/end/mono2.sim AlignToLand 0 Body FuelSmall Panzer 0.8 As for the other file, I did the same as ben_wh Title: Re: Welcome to Hell - Rabaul 1944 Post by: 242Sqn_Cat on March 24, 2014, 06:01:39 PM Wonderful, chaps - thankyou! :cheers: Title: Re: Welcome to Hell - Rabaul 1944 Post by: 352nd_Hoss on March 24, 2014, 06:13:01 PM Bee, I noticed when I was building a mission template for the group there are no spawn points and taxi markers for the Allied base to the far east on the map, did I mess something up, I have the update you put out. Hoss Title: Re: Welcome to Hell - Rabaul 1944 Post by: Bee on March 24, 2014, 06:50:21 PM Hmm, thats odd. I'll look into it today and see what I can find out. I've got another couple of revisions that I've made and will hopefully addthem to the first post today as well. Experiments with coastline were a bit discouraging. I messed around with them until 3am this morning, and the foamy shorelines do indeed disappear as soon as a texture with the ",-2" modifier goes near them. This is a real shame, as the map depends on that to get the texture coverage. I could perhaps juggle the textures a bit, but the volcanoes, Green Island and Gasmata are the real problem areas. There just isn't enough slots to do them proper justice :'( Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 25, 2014, 12:32:39 AM Update on page 1. Got the green out of the coasts. Spawn points at Green Island to follow ;) Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: 352nd_Hoss on March 25, 2014, 05:51:50 AM Thanks Bee, was going to make a singles mission and went to do the spawn points on view and they were not there, so the mission is on hold for a bit................ Still populating the template, big job... Cheers Hoss Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Gaston on March 25, 2014, 06:06:45 AM Great, Bee ! Any changes in the textures ? or I still can use the LoRez ones provided by vpmedia ? Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 25, 2014, 06:21:40 AM Nah, you'll be fine with VP's ones. I moved Rapopo's beach up about 3 meters and changed the name of the texture and it's bumph to "Rapopo_fields" to be rid of some random trees. Nothing major. Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: trent on March 25, 2014, 09:15:05 AM What a beautiful map! Thank you very much, Bee! :) Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: 352nd_Hoss on March 25, 2014, 06:35:34 PM Update on page 1. Got the green out of the coasts. Spawn points at Green Island to follow ;) I'll wait to update till that fix comes out............... Cheers Hoss Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Gumpy on March 25, 2014, 11:19:11 PM Update on page 1. Got the green out of the coasts. Spawn points at Green Island to follow ;) What coast did you get the green out of with the update Bee?I can't find one. (http://i60.tinypic.com/futnia.jpg) I got the green out of the coastline and established wave action on them all (http://i62.tinypic.com/331i254.jpg) with a edit of your load ini but,some of the textures aren't stretched correctly which seems to be the main problem with the green coastlines some of the green textures appear to stretch beyond the coast out into the ocean. Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 26, 2014, 01:42:28 AM Having to choose between good land textures and waves on the shoreline is a real pain. I don't have the green bleeding through however. I wonder if it's the same problem for everybody? Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: langereis on March 26, 2014, 03:30:41 AM Hi Bee, Thank you very much for your amazing work. The Rabaulmap 1944 shows up in my game, however when a make a trial mission in FMB nothing happens when I click on Play. (the game doesnot save the mission. ) I have 409m + UP2.01 plus a lot of mots. I have not installed 2048 resolution and I won't do that. Your reply to Gaston Hi Gaston, You should be fine, but you will need to resize the landscape textures and their bumph files to 1024x size first. I add .tga to the end, resize and save, then remove the .tga extension. FromVpmedia: 1024 map textures http://ulozto.cz/xqy7MtwJ/rabaul-tex-7z I cannot read that language; cannot download that. Hopefully you know a solution so I can use your great map! Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Gaston on March 26, 2014, 04:03:53 AM I understand you, langereis. Personnally, I have always thought that LoRez should always be by default, and HiRez an option... Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: farang65 on March 26, 2014, 04:33:09 AM I havn't uploaded the recent updates as yet. :-[ The first initial upload I had no green bleeding at all i recall the probs you had some time ago with that. Kirby Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: vegetarian on March 26, 2014, 06:03:17 AM Hi Langereis, did you save the mission first? You have to save the mission first before you can fly it. Select Save from the drop down menu, give the mission a name - eg: Rabaul_1944 _B25 Test or whatever - and once it has been saved then you can play it by selecting Play. Cheers Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 26, 2014, 06:11:24 AM Hi Gumpy, here's how the shore looks for me. No waves due to the -2 load.ini settings, but no green either. (http://i221.photobucket.com/albums/dd119/Feathered_IV/2014032609-43-19_zps4cafa4f6.jpg) Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Gaston on March 26, 2014, 07:12:32 AM OK. I try the update, and put the LoRez textures on it. Map does not load. I saw that 2 of the textures (Rapopo_Fields.tga and bumph) are not LoRez. So, these need to be modified too in order to work without HiRez mod. And I think the new rabaul_township.tga should reduced too... Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: max_thehitman on March 26, 2014, 07:12:45 AM The green on the shoreline is seaweed! Did you ever notice seaweed on the beach coastlines ? http://i.dailymail.co.uk/i/pix/2009/08/20/article-1207817-061C6AB8000005DC-820_964x611.jpg http://designyoutrust.com/wp-content/uploads/2013/07/230.jpg :D http://designyoutrust.com/wp-content/uploads/2013/07/160.jpg http://cdn.acidcow.com/pics/20100701/seaweeds_invade_the_shores_of_china_14.jpg Leave the seaweed BEE! SAVE THE SEAWEED! SAVE THE SEAWEED! SAVE THE SEAWEED! SAVE THE SEAWEED! 8) Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Lagarto on March 26, 2014, 07:13:11 AM Hmmm... actually, I thought the green at the water's edge looks ok, like seaweed or some other smelly residue. After all, Rabaul was not a holiday resort. LOL, max_thehitman - you beat me to it :) Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: CzechTexan on March 26, 2014, 12:22:36 PM Looking awesome! Rabaul is one of those maps I've been wanting for since the early days of stock IL2. Even back in those days (before Mods) I made a map template of Rabaul on a stock map. I think it was on the Palau map. Nothing is as good as the real thing! Another of my IL2 dreams has come true - a realistic Rabaul map. Thank you! Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) [4.09] Post by: langereis on March 26, 2014, 01:49:16 PM Gaston and Vegetarian, Thank you for your replies: 1 Gaston:I understand you, langereis. Personnally, I have always thought that LoRez should always be by default, and HiRez an option... 2Vegetarian _1944 _B25 Test or whatever - and once it has been saved then you can play it by selecting PlayHi Langereis, did you save the mission first? You have to save the mission first before you can fly it. Select Save from the drop down menu, give the mission a name - eg: Rabaul. However it doesnot work for me: I have not changed the resolution of the textures (also I don't know how to do that). When I have made a mission, I tried to save it with a name, but this is will not succeed. My game runs with 4.09m + UP2.01 and mods. Missions for other maps is no problem at all. What should I do to play the new map Rabaul 1944, which is succesfully installed. Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 26, 2014, 03:10:34 PM Langereis, it sounds like you have objects missing. Did you add the two objects described in the first post? Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Gaston on March 26, 2014, 04:24:34 PM You will find it with the Static ini checker. Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Gumpy on March 26, 2014, 05:01:20 PM Hi Gumpy, here's how the shore looks for me. No waves due to the -2 load.ini settings, but no green either. http://i221.photobucket.com/albums/dd119/Feathered_IV/2014032609-43-19_zps4cafa4f6.jpg WOW! that looks great,I wonder why I got the green bleeding through on the coastline?I don't really care for seaweed look.(UPDATE) Defiantly something in my DBW install causing the problem,installed in 4.12 and no green bleed through on coastline.Very troubling indeed,this problem may be a pain in the butt to track down. :( Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Whiskey_Sierra_972 on March 27, 2014, 08:17:10 AM Out for some days and just discovered this amazing map released! Thanks for all your work mate! Thanks for share such great map! Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) [4.09] Post by: langereis on March 27, 2014, 08:55:32 AM Bee and Gaston, Yes I had did so already. Gaston regarding your reply:You will find it with the Static ini checker. Ihave downloaded Universal_static.ini checker V.1.3. There is a readme file with it, but I don't understand what to do with this Universal_static.ini checker V.1.3 Path in my 4.09m +UP2.01 version: Map Files, com, maddox, il2, objects and last: air,chief,rockets,ships,static, stationary,technics, vehicle Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: langereis on March 27, 2014, 09:03:30 AM Gaston, Rergarding to your remark on the page 1 Please note also that Boomer's object compilation appears to now be hosted at M4T. This is the object set which I used throughout the project. http://www.mission4today.com/index.php?name=Downloads3&c=156 they are for 4.10.1 and I use 4.09m +UP2.01. :( Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Mission_bug on March 27, 2014, 12:23:49 PM You have done an outstanding job on this map Bee, thank you very much indeed, I am sure it will get plenty of use. 8) Wishing you all the very best, Pete. ;D Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Uufflakke on March 27, 2014, 12:30:33 PM Gaston, Rergarding to your remark on the page 1 Please note also that Boomer's object compilation appears to now be hosted at M4T. This is the object set which I used throughout the project. http://www.mission4today.com/index.php?name=Downloads3&c=156 they are for 4.10.1 and I use 4.09m +UP2.01. :( That is no problem with objects. You can drop 4.10.1 objects easily in a 4.09m installation. The good thing is you have more objects in the list and existing errors are ironed out now. Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: CzechTexan on March 27, 2014, 01:16:20 PM The airfield on Nissan Island does not have taxi nor stay points for aircraft to land and park. I assume this minor issue will be fixed and in a future update? Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 27, 2014, 03:33:23 PM Yep fix is on the way. Will have an update Saturday night. Friday night if I can manage it. Title: Re: Welcome to Hell - Rabaul 1944 (Update 25/03) Post by: Bee on March 29, 2014, 06:12:30 AM Update #2 added to first page - Airfield spawn and taxi points added to Allied base at Green Island, sufficient for up to 70x aircraft. Sincerest thanks go to Blumax for this great work. - Fixed Nav map and Map_C anomalies on Tatau Island. - Map_T tweaks and load.ini to refine coastlines Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: SAS~Tom2 on March 29, 2014, 09:24:20 AM Thanks Bee! :) :D And all involved. :) Just saw it as I came back for one day home. ;) Chrs Tom Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: 242Sqn_Cat on March 29, 2014, 09:42:10 AM Great stuff Bee. Now for some mission building! :cheers: Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: SAS~Tom2 on March 29, 2014, 11:06:19 AM :) (http://i378.photobucket.com/albums/oo230/Thorongil69/grab0010_zps05304359.jpg~original) (http://s378.photobucket.com/user/Thorongil69/media/grab0010_zps05304359.jpg.html) (http://i378.photobucket.com/albums/oo230/Thorongil69/th_grab0014_zps45208411.jpg) (http://s378.photobucket.com/user/Thorongil69/media/grab0014_zps45208411.jpg.html) Need some new Pacific Lightning skins :P :-* Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: rollnloop on March 29, 2014, 03:45:24 PM Hi Bee, thanks a lot for my new favorite map :) I installed Blumax's additions, and build a 40+ US planes mission, i noticed that when landing north, with your initial version planes landed on west runway, and revised version on east runway, only one runway is used for landing. Since my planes come to land in straight line, i have collision problems i hopefully could avoid if planes were to land on both runways. 1/Are you able to use both runway for landing AI at the same time ? (in this case i'll just try to find my error in mission building) 2/if you are not, is there any chance of another revision that would allow landing on both runways ? Here's my WIP mission for testing if you want to have a look (HSFX 7.02, using triggers, Boyington's 2nd solomons' tour, dec 16, 1943, incomplete french briefing) https://dl.dropboxusercontent.com/u/51388873/VMF214-2-1.7z Thanks again for this map ;D Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: Blumax on March 29, 2014, 05:28:10 PM Hi rollnloop this is an issue that i wrestled with for hours without solution, it would seem that because the takeoff / landing point on the north end of the east runway lays midway between the landing points on the west runway that whenever a plane is directed to takeoff or land on the northern end of the east runway it is directed onto the west runway. No matter how hard i try to position the north takeoff / landing point on the east runway it always directs planes onto the west runway at one end or the other, it's a problem that i cant seem to solve and i have spent many hours trying to sort it out. Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: BravoFxTrt on March 29, 2014, 05:45:07 PM Howdy Blumax, good to see you around here again Mate! Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) [4.09] Post by: langereis on March 30, 2014, 01:49:02 AM Bee, Gaston,Vegetarian,Uufflakke, Missions can be saved now! :-\ Thank you, as described on page 1 by Bee: This map was built using Boomers objects packs, I had to install these files first:-[ :-[ :-[ In the meantime I have now too a lot of other objects for FMB for my 4.09m +UP2.01 version! Kind regards Title: Re: Welcome to Hell - Rabaul 1944 (Update 29/03) Post by: Bee on March 30, 2014, 05:00:26 AM Ah thats good news langereis. I'm uploading the final version now as an all-in-one download. It has the following improvements: //tidied texture duke york island //namanula rd east road plate sticking up fixed //scrap of forest near vulcano fixed //rapopo beach fixed //tiny gasmata seamless mismatch fixed //jagged coast at rabaul smoothed //curved road sticking up in supply area east side simpson harbour fixed //far east supply area moved closer to water //performance improvements //smaller download with optimised textures Users who have their own 1024x version of my textures can continue to use those without worry. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Gaston on March 30, 2014, 05:22:55 AM Hi Bee. Thanks. But the new upadates of the map do not work in LoRez, because the new textures coming in the updates are not LoRez. I have to stay in the first version to have it working with LoRez 1024 textures. The textures which need to be downsized are : -new "rabaul_township.tga", -Rapopo_fields.tga and Rapopo_fields.bumph. And then, a non HiRez game will use this beautiful map. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on March 30, 2014, 06:04:09 AM Changing the size of an image is extremely simple. I would highly recommend you download the excellent free program Xnview http://www.xnview.com/en/ You can then resize all the images you could ever want. In the meantime, here are the three textures you requested. Resized to 1024 in the above program. http://www.mediafire.com/download/8soywgeashw572h/1024.rar Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: rollnloop on March 30, 2014, 09:35:41 AM Thanks for answer Blumax. :) As a workaround or to help you solve the matter, please be informed that if i select west runway/north landing point the planes will land west runway/south landing point, facing north. So i have my workaround for my mission, but it's still counter intuitive, and i don't know (yet) how to get planes to land properly on west runway facing south. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Blumax on March 30, 2014, 10:01:04 AM That's a bit strange, it all works fine on my install, i'll have a little play around with it and see if i can alter the design a bit, it's got me bugged now and i want to find a solutionm it might be a day or two. Hi Bravo, it's just a flying visit while i try and sort out some airfield issues with Bee's stunning masterpiece! Bee, i watched a movie last night called ' Sisters at War ' it was a true story about a group of Australian Army nursing sisters and the nuns from an Australian Catholic mission station just north of Rabaul who were held prisoner at the mission by the Japanese during WWII, it was a good film and showed a small clip of B-26's shooting the place up, it got me right in the mood for playing your map this morning......which was not a good idea right before Helen gave me my first official flying lesson in her Cessna.... i got told off for messing about and now i'm grounded already until i get out of the dog house.....i only said '' look no hands! ''......bloody women..no sence of humour! Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: deSAD on March 30, 2014, 10:29:17 AM @ Bee Indeed, a great job, thanks 8) But ... where's the river? ??? (https://lh5.googleusercontent.com/-1vj0hTxv9r8/UzhFndbT67I/AAAAAAAAFyE/EOKCI8sq35c/s1024/Rabaul_NO_rivers.png) Or I made a mistake when installing the map? :-[ Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on March 30, 2014, 03:26:04 PM That's it mate. It's only a creek, much smaller than those big tendrils of ocean that Oleg made. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on March 30, 2014, 04:23:17 PM Hi Blumax, thanks for looking into that one. Bit out of my depth there. :) Hope you're out of the dog house soon. Buy her a copy of Reach for the Sky as an apology. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: SAS~Gerax on March 30, 2014, 07:10:22 PM That's it mate. It's only a creek, much smaller than those big tendrils of ocean that Oleg made. I love this painted river! ;) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: BravoFxTrt on April 01, 2014, 03:17:06 PM Rainy day on Rabaul 44 TFM4.12 (http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-01at22-25-27_zps82245baf.jpg~original) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: max_thehitman on April 02, 2014, 07:49:58 AM Anyone got some nice quick missions for this island map? I am always looking for some new and exciting quick missions. I want to try what you guys got. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Gaston on April 02, 2014, 07:57:14 AM Installed all updates with LoRez textures. Just fantastic map ! Thanks ! Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: 352nd_Hoss on April 02, 2014, 06:15:17 PM If yer done with updates Bee I'll post the two single missions I have made using HSFX 7.0.2. they should work with 4.12.2 with MA 5.3 or TFM. I have to warn you they are long missions going from Nissan Is to Rabaul and back first in B-25's and then second mission as the escort P-38's. Making up some USN missions for AG-51 which I will post on there as Single missions and throw in the coops as a bonus. I'll have to switch out the Beast for Turkeys though, or I may put both versions out . Cheers Hoss Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on April 02, 2014, 09:10:13 PM Yep I'm done. Thinking about Malta and the default Burma map now. :) Anyone tried flying back to Green Island by dead reckoning yet? Scary stuff as you really start to doubt yourself by about the halfway mark. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: ben_wh on April 02, 2014, 10:17:30 PM Yep I'm done. Thinking about Malta and the default Burma map now. :) Anyone tried flying back to Green Island by dead reckoning yet? Scary stuff as you really start to doubt yourself by about the halfway mark. Bee, thank you very much again for the beautiful map. It should certainly be ranked among the classics of IL-2 mod maps. Regarding flying to Green Island - your instruction about following the Kamdaru and Weitin rivers is actually very helpful. It is when you reach the end of these rivers and have to make the turn that gets a bit tricky - one need to get the angle right. I really like to fly the P-38 in PTO - the range of that fighter and the two engines really help in such occasion. Also glad to hear that you're looking at your next project - Malta and Burma would certainly be great choices, but if you are still deciding: 1) You may want to take a look at this thread for inspiration (http://www.sas1946.com/main/index.php?topic=27841.0), OR 2) If you are considering MTO and PTO - Corsica, Cape Gloucester (right next to your recent masterpiece) (http://www.sas1946.com/main/index.php?topic=8753.msg93295#msg93295), or the Philippines may be worth looking into. Regardless of what you choose - we're sure that it'll be a great map and eagerly await. Thanks again, Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: rollnloop on April 03, 2014, 04:00:11 AM Yep I'm done. Thinking about Malta and the default Burma map now. :) Anyone tried flying back to Green Island by dead reckoning yet? Scary stuff as you really start to doubt yourself by about the halfway mark. I cheat, put a YG beacon :P Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: 352nd_Hoss on April 03, 2014, 05:55:09 AM Awesome!................... I did put a Beacon on the island for those that like to use realistic navigation.................... A map for your consideration could be the Philippines............. your textures rivers, roads and airfields would be awesome on that map................. and I could redo my missions for that map on the Bee RRR map...... Thanks for Rabaul Bee Hoss Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: baders on May 12, 2014, 02:18:48 AM Hi Bee. Finally getting around to installing your wonderful map, but..........how to ? I have not installed a map before and despite some advice from 242 Squadron, cannot figure it out. I would like to install this map into my IL2 4.12.2 HSFX 7.02. Have downloaded Boomers objects, but again, where to put them ? Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Boelcke on May 12, 2014, 06:33:12 AM it´s described here: http://www.sas1946.com/main/index.php?topic=37295.0 the only difference to the HSFX pack is that the Mods folder in DBW is called #SAS and in HSFX it´s called Mods so, you have to replace #SAS/MapMods/maps with Mods/MapMods/maps and so on ... Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: baders on May 13, 2014, 12:05:41 AM Thanks Boelcke, problem is I don't have a "Mods" folder. If someone can post the exact folder structure for both the locations of Boomers objects and Bees map files it would help. Sorry to be a pain, but I'm used to a somewhat more, errr, structured approach to modding :) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: baders on May 13, 2014, 12:12:26 AM OK, I see Bees map download has a Mod folder. I put this under.......................? ........and with that (Bees) folder/file structure intact ? Where do Boomers objects files go ? Yeah yeah, I know, I'm a numpty. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: rollnloop on May 14, 2014, 02:55:23 AM I made an "easy install" file for my squadmatesusing hsfx 7.02, see if it helps: http://we9xoivfns.1fichier.com/ Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: kapitansky on May 14, 2014, 04:21:02 AM I made an "easy install" file for my squadmatesusing hsfx 7.02, see if it helps: http://we9xoivfns.1fichier.com/ Hi Rollnloop. I recommended activation JSME? Before I mess up in my installation .... I HSFX 7:02 Thanks Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: duffys tavern on May 14, 2014, 01:40:37 PM Thanx for the swell map, it's wonderful. I d/l the latest version and it works well however, I do not have spawn points for Green Island. Am I missing something? Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: baders on May 16, 2014, 10:54:24 PM OK, some progress, but still no luck getting Bees Rabaul or Bombsaways Coral Sea maps to work :( I have done the following. For Bees map. 1) Created a Mods folder. 2) Placed (following the folder structure of Bee) Rabaul_1944 folder under Mods/MAPMODS/Maps 3) Entered "Rabaul_1944 Rabaul_1944/load.ini" in all.ini and saved under Mods/MAPMODS/Maps in [all] section. 4) Placed Boomers objects 4 x files under the IL2 root directory. 5) Winmerged Boomers static.ini with stock static.ini and saved under Files/com/il2/objects Shift Tab shows last line says "Runtime error......Rabaul_1944 load.ini loading error." For Bombsaways Coral Sea I have; 1) Placed Bombsaways_CoralSea folder under Mods/MAPMODS/Maps. 2) Placed BA_CoralSea folder under Mods/MAPMODS/Maps/_Tex 3) Entered "Bombsaways_CoralSea Bombsaways_CoralSea/all.ini" in load.ini and saved under Mods/MAPMODS/Maps in [all] section. For this one, I am getting a similar error as to Rabaul above. Other maps load just fine.I really want to get this working so if anyone can help it would be appreciated ! (http://s28.postimg.cc/bnb7yltn1/il2folder01.jpg) (http://postimage.org/) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Gumpy on May 16, 2014, 11:36:55 PM When you press Shift Tab in Fmb baders does it say anything besides Rabaul_1944 load.ini loading error?If you look at it carefully it should say something about a tga file that's not loading properly or something that might give you at least a clue as to what the problem is. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: baders on May 17, 2014, 06:37:00 AM Hey thanks for the help Gumpy ! Shift Tab FMB says for Rabaul; Internal error; Texture buffer XXXX too small for XXXX bytes Internal error; load texture from tga (Maps/_Tex/Rabaul/rabaul_township.tga) rabaul_township.tga exists in that folder. (It is there). For Coral Sea; Can't open file ....................transparent.tga in Maps/_Tex/Trees transparent.tga does not exist in that folder.(Not there). Any ideas ? Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on May 17, 2014, 08:38:52 AM Hi Baders, sorry to see that you are having difficulties. Did you backup your il2_core.dll and il2_corep4.dll and replace them with the ones supplied in the Rabaul download? It sounds like youu don't have these new Dll's that allow 2048x textures. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: baders on May 17, 2014, 07:46:00 PM Thanks Bee. *Slaps forehead*. I did copy the dll files to root directory, but forgot to rename the original old files, therefore new files were named (2) automatically. Rabaul now loads ! I'm still getting an error with Bombsaways Coral Sea, missing the transparent.tga texture. I'll post in the Coral Sea thread. Bee, Im looking forward to finding some time to explore your beautiful map. Please accept my congratulations on your work of art. Thank you for the help. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on May 18, 2014, 04:34:47 PM No worries. Looks like you've got them both sorted now. Hope you enjoy it! Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: ol' Navy on June 20, 2014, 06:10:03 PM I need some help as usual. :-[ I unzipped your map and; replaced .dll's with yours in main folder, copied Rabaul_1944 into SAS/Mapmods/Maps, copied _Tex into SAS/Mapmods/Maps/Tex, added line to All.ini. Didn't know what to do with those three files 00_Rabual Blast Pen repaint, 00_Rabaul Road repaint, 00_Palms longer distance, so I haven't done anything with them. Anyhow, I can't get the map to show up either in QMB or FMB. I get some sort of load.ini error at the bottom of the FMB screen. What have I missed/done incorrectly? Any help or info you can provide will be greatly appreciated. Thank you. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on June 20, 2014, 08:43:45 PM From what I can tell, your "_Tex" folder should not be inside a folder called "tex". The repaint and palm folders just go inside your MODS folder. Good luck! Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: CzechTexan on June 21, 2014, 10:09:07 AM BobHolmes, Sounds like its more of an issue with the 2048x2048 textures (Carsmasters mod) which this map requires. Make sure that mod is installed correctly. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: 'MadDog' on June 21, 2014, 10:13:07 AM I need some help as usual. :-[ I unzipped your map and; replaced .dll's with yours in main folder, copied Rabaul_1944 into SAS/Mapmods/Maps, copied _Tex into SAS/Mapmods/Maps/Tex, added line to All.ini. Didn't know what to do with those three files 00_Rabual Blast Pen repaint, 00_Rabaul Road repaint, 00_Palms longer distance, so I haven't done anything with them. Anyhow, I can't get the map to show up either in QMB or FMB. I get some sort of load.ini error at the bottom of the FMB screen. What have I missed/done incorrectly? Any help or info you can provide will be greatly appreciated. Thank you. Bob, what game version are you trying to install this map into? Last I knew you were using TFM-412 which already contains this map with its update. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: leitmotiv on June 21, 2014, 12:14:34 PM Superb work as always, Bee. Nearly done installing. Will report after using! Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Uufflakke on June 21, 2014, 12:28:38 PM Welcome at SAS1946 Leitmotiv. :) One of the old guys of Ubi. ;) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: ol' Navy on June 21, 2014, 07:44:44 PM I need some help as usual. :-[ I unzipped your map and; replaced .dll's with yours in main folder, copied Rabaul_1944 into SAS/Mapmods/Maps, copied _Tex into SAS/Mapmods/Maps/Tex, added line to All.ini. Didn't know what to do with those three files 00_Rabual Blast Pen repaint, 00_Rabaul Road repaint, 00_Palms longer distance, so I haven't done anything with them. Anyhow, I can't get the map to show up either in QMB or FMB. I get some sort of load.ini error at the bottom of the FMB screen. What have I missed/done incorrectly? Any help or info you can provide will be greatly appreciated. Thank you. Bob, what game version are you trying to install this map into? Last I knew you were using TFM-412 which already contains this map with its update. Well shoot, I guess I screwed up. From what you say, should I go in and delete everything I did with this? Thanks. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: 'MadDog' on June 24, 2014, 07:44:26 AM Answer is yes you should retrace your steps. TFM-412 has this great map and there are some nice quick missions available for it too. Within a couple of days you'll have the first campaigns for TFM anyway, so stop your tinkering and get one up! Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: henkypenky on June 24, 2014, 01:05:23 PM Quote there are some nice quick missions available for it Hi MadDog can you please give a link for these? Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: ol' Navy on June 25, 2014, 10:49:35 AM Answer is yes you should retrace your steps. TFM-412 has this great map and there are some nice quick missions available for it too. Within a couple of days you'll have the first campaigns for TFM anyway, so stop your tinkering and get one up! MD, you seem to be the unfortunate one who gets saddled with helping me. You said "retrace my steps". Does that mean getting rid of the mod in the SAS/Mapmods/Maps folder, and also the one in the _Tex folder? If doing so, would that "bring back" the one that was in the TFM-412 mod? Anything else I should do? I'm sorry to cause you misery, again. Thank you. Bob.. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: CzechTexan on August 15, 2014, 10:37:28 AM I made a short fictitious campaign featuring Mexian Thunderbolts using this Rabaul map here. Download here: http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2017 Inside it has a new static.ini file which IMHO has better airfield takeoff, taxi, and stay waypoints on Nissan Island. (http://i5.photobucket.com/albums/y182/CzechTexan/Pacific%20Theater%20of%20War/Aztec.jpg) (http://s5.photobucket.com/user/CzechTexan/media/Pacific%20Theater%20of%20War/Aztec.jpg.html) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Fresco23 on August 16, 2014, 12:38:30 AM DL'ed and loving this map! Thanks Bee! :) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: SAS~Tom2 on August 16, 2014, 01:13:59 PM As coincidence finished 2 Quicks for each side today, based on one mission template. Available in the QMB mission area (and tested on 4.12). This map is also great for sightseeing in paradise, as many inhabitants rather call the area "paradise", not hell. :D ;) Despite the volcano activities. :) Thanks Bee! (http://s20.postimg.cc/kg9289r9l/il2fb_2014_08_16_19_09_19_59.jpg) (http://postimg.cc/image/kg9289r9l/) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Tecnico66 on August 19, 2014, 02:41:01 PM ...please a little help, how install a new map in UP2 DBW1.71? Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: SAS~Tom2 on August 20, 2014, 06:43:53 AM Hi, you need the high resolution true colour texture mod. http://www.sas1946.com/main/index.php/topic,33239.0.html If you have problems getting this mod to run, you can use a version with carsmaster's "light" DII files, as outlined above in the thread link.(ed) For the rest, follow the instructions Bee gave and/or read here: http://www.sas1946.com/main/index.php/topic,37295.0.html ;) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: SAS~Tom2 on August 20, 2014, 06:49:04 AM BTW; Installing maps is straightforward mostly: Use the textures the author provided like he instructed as per his readme if given, put the map folder into MapMods\maps and add the all.ini entry. If additional static objects are needed, install them as per author's instructions. For DBW that may not be necessary, first try if the map loads and safes missions, if that works, no more objects (or missing textures) are needed. :) Chrs Tom Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Bee on June 14, 2015, 03:17:07 AM Here's a quick couple of pictures of an update that is in the works. Adding two more Japanese airfields - Borpop on the east coast of New Ireland and Rakanda, a further landing ground on Duke of York Island. Plus doing some colour tweaks to textures and adding a few dozen targets of opportunity along the coasts. Strafers paradise. ;D A bit of recent progress: The beginnings of Borpop airfield and seaplane base. Hope you like it. PS: I'm trying to find "Survey of Japanese Airfields in the Empire Area. CinCPac-CinCPOA Sept. 1944." It would be a huge help in any future research. If anyone has seen a copy, do let me know. Cheers! (http://i221.photobucket.com/albums/dd119/Feathered_IV/2015.06.13%2016-35-29_zpsmo8jujtn.jpg) (http://i221.photobucket.com/albums/dd119/Feathered_IV/2015.06.13%2012-42-06_zpsp4kekb1j.jpg) Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: Lagarto on June 14, 2015, 11:11:11 AM Very cool, thank you Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: decipher on June 19, 2015, 07:58:49 AM one of my favorite maps. thank you for your detailed work and dedication! but how can you update an already perfect map! :D looking forward to it! cheers this map is definitely way up on my list of maps i want to properly prepare for a new CUP-QMB set. with all the sound mods and AI-traffic etc. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: crazyeddie on June 19, 2015, 01:09:39 PM Fantastic map Bee. I left the site for a year and a bit to do other things and when I got back I hoped this map would be ready, it was, and it is amazing. I have two maps I fly on mainly, this and the Darwin map, which is also excellent quality. I had also hoped to see Helen of Sparta's Norway map when I got back, but she seems to have jumped ship and the map is nowhere to be seen. The WIP images she posted of that were good. Anyway, I do believe this is the best map on the site, for attention to detail and sheer quality it beats all others by quite a large margin, and he keeps improving on it, what more could we ask of the guy. Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03) Post by: printenduevel on June 30, 2015, 03:05:07 PM Hi, I read this thread, but I don' really understand, what I must do. 1) I found these: [buildings.House$cbridgeshortend]
Title cbridgeshortend
MeshLive 3do/bridges/country/short/end/mono1.sim
AlignToLand 0
Body FuelSmall
Panzer 0.8

and

[buildings.House\$46StoneWall22]
Title           46StoneWall2
AlignToLand     0
Body            RockMiddle
Panzer          0.08

Well I know, that must I write these in the static.ini, but where? There are millions of entries.

2) Where do I put il2_core.dll and il2_corep4.dll

After searching I found the informations, that the originals are in the root directory and that they can be replaced. That was easy.

When I follow the Link to M4T, I found eight compilations. Which is the right one?

4) I want test this map in the QMB, but the map isn't listet. What can I do?

Thx for help
Printe

Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Bee on July 01, 2015, 06:21:23 AM
Hi printenduevel, I'll try to answer as best as i can.

1) These entries can be added at the bottom of your static.ini just above the "EOF" end-of-file bit.

2) il2_core.dll and il2_corep4.dll go straight into your main Il-2 Sturmovik 1946 folder.  Backup the existing ones first though.

The SFS files go into your SFS_AUTO folder if you are using SAS Modact.
The other packs at M4T appear to be added by somebody else and do not relate to this particular mod.

If it helps, here are the extra lines from my own newly compiled static.ini These include the entries you were uncertain about in question 1
You can paste the entirety of this into the bottom of your own static ini...

PS: there are the slightly retextured roads and blast pens for added immersion.  If you have trouble installing those report in and I will try to help.  It depends on what sort of mod system you are running.  I use SAS Modact myself, and these go straight into the #SAS folder.
HSFX and others may require a different location.

Hope that helps a bit...  ;)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: printenduevel on July 02, 2015, 12:26:19 AM
Hi Bee,

thank you for the quick response!

I will make the changes this evening.

I use multiple installations.

- 4.07 Stock (need for a special Online-Server)
- 4.13 Stock (need for different Online-Server in the Hyperlobby)
- 4.12.2 + HSFX 7.03 + CustomModPaccage of JG42
This is my favorite, because we fly every thursday with some guys (10 - 20 pilots) a Moving Dogfight Campaign, which will
generated bei DCG. We startet in 1940 and now we are in 1944. I think in three month we have after three years finished the
campaign.
I also use this installation for flying on Spit vs. 109, Zeke vs Wildcat, AoE and AotP.
At the moment we plan and organize the new campaign and looking for some interesting WW2 theatres. Rabaul is one of my
favorites. So I will test your map in this version.
- 4.12.2 with CUP
This installation don't work fine, it crashes always! I want this for my Offline-Campaigns.

Best regards and Horrido
Printe
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: printenduevel on July 02, 2015, 11:43:39 AM
Hi Bee,

it helps a little bit.

PS: there are the slightly retextured roads and blast pens for added immersion.  If you have trouble installing those report in and I will try to help.  It depends on what sort of mod system you are running.  I use SAS Modact myself, and these go straight into the #SAS folder.
HSFX and others may require a different location.

Hope that helps a bit...  ;)

I don't use Modact in this installations only in my CUP, because it is a great mysterium for me.

Where must I place the Objects in a 4.12.2 + HSFX 7.03 Version. Is JSGME the right way?

Thx + Horrido
Printe
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Bee on July 02, 2015, 05:21:08 PM
I'm not sure about HSFX as I don't use it anymore.  It's own read me or website might have instructions though.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: printenduevel on July 04, 2015, 04:28:41 PM
No problem. I have got a tip from this user, follow the link: http://www.derrierloisirs.fr/il2/bdd2012/

Bee, it is a lovely map. I have fly some quicks that I have found here. Great work!
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: johnnycolt on July 19, 2015, 10:00:49 AM
I am trying to run this map, however every single time I try loading it in the FMB I get a load.ini error. Specifically about the Township.tga. Currently I am using DBW 1.71 with DCG and the carrier operations campaign. Ive tried to install this map on another clean install of DBW and i get the same error. I added the lines in my all.ini and copied the il2_core files to my map. Can anyone provide me with a solution?

Many thanks,

Johnny
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Jim_diGris on September 26, 2015, 04:43:14 PM
absolutely brilliant map, gorgeous scenery!
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Jim_diGris on September 26, 2015, 06:52:17 PM
couple of questions

What is this white cross with a circle (I have highlighted in orange)? is it supposed to be there?

(http://www.sas1946.com/images/imageshit/a/img661/3755/XK4Ili.jpg)

(http://www.sas1946.com/images/imageshit/a/img913/7013/YedD5O.jpg)

And what causes this white mist? I get this in the Aleutians map as well. (running DBW)

(http://www.sas1946.com/images/imageshit/a/img540/990/xobeTb.jpg)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: farang65 on September 27, 2015, 01:13:25 AM
I have seen the white mist before when I have been making maps.

Sometimes if you forget to make a texture 1024 x 1024 or 512 x 512 and load up the game with an originally made texture perhaps like 620 x620 and forget to make it 1024 x 1024 you will see the entire area of that texture in a white mist or white out.

That is where I have seen the white mist effect in making maps.

Kirby
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Bee on September 27, 2015, 04:23:39 AM
Not sure about the white mist.  Looks like something peculiar to landscape settings that aren't set to Perfect-mode.
The white cross with a circle is meant to be there.  It's the compass rose that was marked on the ground there for the Sulphur Creek seaplane base.  There are a few unusual things around the Rabual area, such as this mysterious sign between Tobera and Ropopo airfields:

http://pacificwrecks.com/airfields/png/tobera/wartime/usa/index.html

;)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: vpmedia on September 27, 2015, 06:08:49 AM
The white mist is the map_F.tga which is only being used in DirectX graphics mode.
Switching to OpenGL will fix the problem.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: vonofterdingen on December 12, 2015, 10:46:13 AM
For fans of this map (and I am one such person) here is a dynamic campaign for Rabaul:

http://www.sas1946.com/main/index.php/topic,49367.0.html (http://www.sas1946.com/main/index.php/topic,49367.0.html)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: zsoltfireman on January 12, 2016, 03:46:58 PM
Unfortunately it could not load the map  ::(

(http://kepkezelo.com/images/pr1rvyy9vntcf2kmf06p.jpg)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: SAS~Gerax on January 13, 2016, 02:20:21 AM
zsoltfireman, the game doesn't find at least this tex: rabaul_township.tga
So: whereto have you installed the texture tgas for this map?
and: in wich games modded version? DBW? HSFX? Modaxt xx?

check you install again and take care of the paths.  ;)
and when reporting further problems please give more details.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: zsoltfireman on January 13, 2016, 03:49:43 AM

Yes, I use the DBW 1.71
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Uufflakke on January 13, 2016, 04:09:21 AM
When maps and texture folders are installed correctly, have you installed and enabled the highrez mod by Carsmaster?
Several textures are highrez ones (2048x2048)namely.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: zsoltfireman on January 13, 2016, 04:19:49 AM

Yes!
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: vonofterdingen on January 13, 2016, 07:11:36 PM
Check your config.ini. In the [Render_OpenGL] section make sure that HardwareShaders is set to 1. The entry in [Render_OpenGL]:

Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: zsoltfireman on January 13, 2016, 10:20:16 PM

That's fine, but ...
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Uufflakke on January 14, 2016, 12:38:35 AM

Otherwise it doesn't not make sense since there is no further information in this topic than a missing texture rabaul_township.tga.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: vpmedia on January 14, 2016, 04:21:40 AM
Here's an example of the correct path:
#DBW\MAPMODS_Rabaul\Maps\_TEX\Rabaul\rabaul_township.tga

Iirc if its an OpenGL/High res texture mod problem you get an error message about the incorrect size of the tga file, so this is probably a problem with the image location/path + the error is generated when it tries to load the first texture slot. A complete logfile wont hurt, but in this case the posted error message is enough.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: zsoltfireman on January 14, 2016, 05:08:56 AM
Here the log file:

[12:06:52]   WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING'
[14.01.2016 12:07:00] -------------- END log session -------------
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Bee on January 14, 2016, 06:19:23 AM
When maps and texture folders are installed correctly, have you installed and enabled the highrez mod by Carsmaster?
Several textures are highrez ones (2048x2048)namely.

Hi Zsolt.  Uufflakke is correct.  Please check that you have Carsmasters Hires mod installed.  It is part of the map download I provided.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: zsoltfireman on January 14, 2016, 07:11:57 AM

Hi,

I use it!

Zsolt
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Bee on January 15, 2016, 02:59:43 AM
It goes straight into your Il-2 Sturmovik 1946 folder.  Not your Mods folder, or #SAS folder or anything else like that.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Ibis on February 08, 2016, 07:56:06 PM
Rabaul 1966

(http://img.photobucket.com/albums/v624/Ibis/Rabaul-%201966.jpg) (http://smg.photobucket.com/user/Ibis/media/Rabaul-%201966.jpg.html)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: langereis on November 23, 2016, 08:49:42 AM
Actual footage of Rabaul:

(https://s15.postimg.cc/itzriju63/Gunfightoverrabaul.jpg) (https://postimg.cc/image/lbbipte2f/)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Kopfdorfer on November 23, 2016, 10:06:53 AM
Thanks langereis ,

Nice Footage.

Kopfdorfer
Title: "Welcome to Hell - Rabaul 1944" map in action!
Post by: Motörhead on July 08, 2017, 03:00:20 PM
Few screenshots from this beautiful map, US carriers second strike on Rabaul, november 11, 1943:
(https://s10.postimg.cc/ayxgbo3qx/2017.07.08_20-28-26.jpg) (https://postimg.cc/image/qkervmfp1/)

(https://s9.postimg.cc/xdzg31j2n/2017.07.08_20-32-43.jpg) (https://postimg.cc/image/8xha8kibv/)

(https://s16.postimg.cc/k542wnlnp/2017.07.08_20-34-50.jpg) (https://postimg.cc/image/9v1nxevs1/)

(https://s9.postimg.cc/jj8d28727/2017.07.08_20-35-32.jpg) (https://postimg.cc/image/b0ywxw0jf/)
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: CzechTexan on June 27, 2018, 08:24:05 AM
Bee, on page 12 you mentioned you were updating the map.  https://www.sas1946.com/main/index.php/topic,39938.msg519484.html#msg519484
Has this been finished?  What is the status?
Thank you for this realistic looking place.
Title: Re: Welcome to Hell - Rabaul 1944 (Update 30/03)
Post by: Torch on July 29, 2018, 06:42:56 PM
Bee

This looks fantastic! Hopefully I'll be able to add to this sim. I have V4.12.2m HSFX 7.03 installed. A couple of questions before I make an attempt to install.

1.) Would this conflict with Cyberolas Signapore map (Not yet installed) I am still waiting on an answer from him about the install process jsgmemod or ?

2.) Can I use the jsgmeod to install Welcome To Hell?