Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => Map Textures => Topic started by: vpmedia on February 16, 2015, 09:00:20 AM

Title: Sky textures [4.09] [4.10] [4.11] [4.12]
Post by: vpmedia on February 16, 2015, 09:00:20 AM
Six new cirrus cloud layers, inspired by tbauchot's sky mod:

(http://i.imgur.com/X9cCDl5.jpg)

(http://i.imgur.com/Px3GQRI.jpg)

(http://i.imgur.com/7bCcbxA.jpg)

(http://i.imgur.com/ay4Y27v.jpg)

(http://i.imgur.com/vm94J9w.jpg)

Donwload: http://ulozto.net/xbgFBVZw/vp-clouds2-7z

Install to: #SAS\MAPMODS\MAPS\_Tex\

To use these clouds you need to edit the map load ini entry manually:

Quote
HighClouds  = vp_clouds01.tga 
HighCloudsNoise  = hi_CloudsNoise.tga

or

HighClouds  = vp_clouds02.tga 
HighCloudsNoise  = hi_CloudsNoise.tga

or

HighClouds  = vp_clouds03.tga 
HighCloudsNoise  = hi_CloudsNoise.tga

If you want to use one of these clouds as a replacement for default clouds rename the files like this:

Quote
HighClouds  = Clouds256.tga
HighCloudsNoise  = CloudsNoise.tga

(http://i.imgur.com/RuvZsoi.jpg)

map load.ini's to help adding the sky textures:
http://www.sas1946.com/main/index.php/topic,20703.0.html

Credits: Benders cloud mod (for some cloud layer sources)
Title: Re: Sky textures
Post by: SAS~Bombsaway on February 16, 2015, 09:13:46 AM
Very nice work VP. :) Downloading now. Thank you. :)
Title: Re: Sky textures
Post by: cgagan on February 16, 2015, 10:08:24 AM
Many thanks!!!! 8)
Title: Re: Sky textures
Post by: Alfie Noakes on February 16, 2015, 04:18:35 PM
+1

Cheers

Alfie
Title: Re: Sky textures
Post by: Mr.Craig on February 16, 2015, 07:19:51 PM
Thank you VP. These look great 8)
Title: Re: Sky textures
Post by: vpmedia on February 17, 2015, 12:25:05 AM
Thanks guys, I added a third version which is a combination of the first and the second texture.

http://i.imgur.com/7bCcbxA.jpg
Title: Re: Sky textures
Post by: tbauchot on February 17, 2015, 02:13:27 AM
Hi VP,

These crystal skies are very nice!
As always, very clean working and with good taste.
I also want to congratulate you for the lovely scrennshot that you regularly present
in the section: Share a screen !  ;)
In this sense, I think that you should surely have too some tormented skies that lurking somewhere
in the back of a drawer ?  ;D

Thank you very much, downloaded !
Thierry.
Title: Re: Sky textures
Post by: marcost on February 17, 2015, 03:46:00 AM
Fantastic, thanks. Will be using these!

If only we had a java expert that could code highclouds and highcloudnoise types to be specified in the .mis file or even random or depending on weather type... Unfortunately because they are specified in the load.ini, they can only be changed after a game re-start.

Regards,

M
Title: Re: Sky textures
Post by: Mick on February 17, 2015, 04:31:22 AM
Fantastic, thanks. Will be using these!

If only we had a java expert that could code highclouds and highcloudnoise types to be specified in the .mis file or even random or depending on weather type... Unfortunately because they are specified in the load.ini, they can only be changed after a game re-start.

Regards,

M

... I totally share your wish, Marcost, this would allow us to get different highclouds, mission after mission ...!  :P

Many THX Istvan, you showed once more your talent and dedication to our beloved sim ...   :-*
Title: Re: Sky textures
Post by: Plowshare on February 17, 2015, 05:01:37 AM
If only we had a java expert that could code highclouds and highcloudnoise types to be specified in the .mis file or even random or depending on weather type... Unfortunately because they are specified in the load.ini, they can only be changed after a game re-start.

You don't really need a game restart. Get back to the main board in Il2, use the Windows key to get back to your desktop, then open the map folder. Change the load.ini file to your liking, save, then go back into Il2.

Or, quicker, have load.ini files with each type of cloud. Name them "load1.ini" "load2.ini" etc then simply change the file name to "load.ini" to activate the clouds you want.

One last option would be to have a bunch of maps from the original that each have different clouds. Example: The original map is called "Smolensk" and the new ones would be named "Smolensk1"; "Smolensk2"; etc. In the mission file, before starting the game, change the "MAP" line at the top of the .mis file. The greatest drawback with this option is the amount of room needed for all the maps!

Of course your ideas of either randomness or changing the .mis file are good. An expansion of this idea might be the ability to change it through the "Configure" tab in 4.12.2.

Bob
Title: Re: Sky textures
Post by: tbauchot on February 17, 2015, 06:32:22 AM
Fantastic, thanks. Will be using these!

If only we had a java expert that could code highclouds and highcloudnoise types to be specified in the .mis file or even random or depending on weather type... Unfortunately because they are specified in the load.ini, they can only be changed after a game re-start.

Regards,

M

Yes, it could be good in a mission file to have the possibility to choose the High clouds rather than in a load map file. And for example in the load map file, the High Cloud and High Cloud noise entries could be  redirected on a spécific folder that contains the program that allow the choice of high clouds in the FMB ... But perhaps my head is in the clouds or in the moon ?
Thierry.   ;)
Title: Re: Sky textures
Post by: marcost on February 17, 2015, 07:48:27 AM

[quote\]

Yes, it could be good in a mission file to have the possibility to choose the High clouds rather than in a load map file. And for example in the load map file, the High Cloud and High Cloud noise entries could be  redirected on a spécific folder that contains the program that allow the choice of high clouds in the FMB ... But perhaps my head is in the clouds or in the moon ?
Thierry.   ;)

Hi Thierry,

My head is in (the) your clouds as well! You are quite correct, the alternative is to have a folder in which a random program creates the clouds .tga's from a pool of .tgas, which the map then loads. I have thought about this but am first experimenting with what can definitely be changed each mission: currently I'm working on adding some random wind effects generated for each mission rather than having to specify in mission.mis. It might just be possible to link the loading of highclouds to the .mis file, let's see.

Best regards,

Martin
Title: Re: Sky textures
Post by: SAS~Bombsaway on February 17, 2015, 07:54:20 AM
Hi VP,

In this sense, I think that you should surely have too some tormented skies that lurking somewhere
in the back of a drawer ?  ;D

Thank you very much, downloaded !
Thierry.

That would be a nice addition. Some really stromy looking skies. :)
Title: Re: Sky textures
Post by: Uufflakke on February 17, 2015, 08:16:32 AM
Just like a William Turner painting.  :D

[img]http://www.ibiblio.org/wm/paint/auth/turner/i/temeraire.jpg

Title: Re: Sky textures
Post by: Alfie Noakes on February 18, 2015, 11:45:27 PM
Quote
That would be a nice addition. Some really stromy looking skies. :) 

+1 
Very much with you on that one Mick !

Quote
Just like a William Turner painting.  :D   

+1
Absolutely, Uufflakke.......but I'm simply not prepared to make screenshots in a crows nest lashed to the mast  :D :D :D

[img width=800 height=601]http://i1353.photobucket.com/albums/q668/alfienoakes2013/N00530_10%201_zps3m99d8ut.jpg

Cheers

Alfie
Title: Re: Sky textures
Post by: Mick on February 19, 2015, 03:47:27 AM
There is an easy way of getting different high clouds for the same map:

1) Make different copies of the original load.ini of a map, modify and rename them

2) Rename the first line of the .mis files


ex for the MTO map:

MTO_load.ini (if this is the name of your original MTO load.ini)

Copy it and rename it for ex: MTO1_load.ini and change the two lines that will modify the high clouds, for ex hi_CloudsNoise for the first line and then vp_clouds01.tga (from VPmedia's mod) and of course put this new load.ini into your MTO folder.

Do the same if you want more different high clouds for your MTO map, for ex MTO2_load.ini, MTO3_load.ini etc ... and of course modify the two lines, for ex hi_CloudsNoise for the first line and then vp_clouds02.tga etc ...

And of course don't forget to modify the first line of your MTO campaign/missions .mis files (the one that tells the mission which map to load) according to your taste ...

This is rather time consuming but doesn't need a lot of space on your hard disk since the new load.inis will only be a few kilo octets since they are in text format ...  ;)
Title: Re: Sky textures
Post by: SAS~Poltava on February 21, 2015, 12:58:01 PM
Can't have too many of these lovely skies! Thanks Istvan! :)
Title: Re: Sky textures
Post by: SAS~Tom2 on February 22, 2015, 05:47:32 AM
Very good. Played with one a bit for MTO...WIP

(http://s20.postimg.cc/qkwkvsogd/22_02_2015_13_30_42.jpg) (http://postimage.org/)

(http://s20.postimg.cc/skd6n7irx/22_02_2015_13_30_50.jpg) (http://postimage.org/)

(http://s20.postimg.cc/3uxg2t58t/22_02_2015_13_31_47.jpg) (http://postimage.org/)


Thanks Istvan!
Title: Re: Sky textures
Post by: benson on February 22, 2015, 10:50:25 AM
Great work. Thank you.
Title: Re: Sky textures
Post by: <Gunny> on February 22, 2015, 09:32:17 PM
This is really nice VP -Thanks.
(http://i539.photobucket.com/albums/ff351/VUDOUX/newclouds.jpg) (http://s539.photobucket.com/user/VUDOUX/media/newclouds.jpg.html)
Title: Re: Sky textures
Post by: David Prosser on February 22, 2015, 09:49:10 PM
This mod is definitely an enhancement. I've had it a week or so, and I wouldn't be without it for DBW 1.71.
I'll try it for DBW1916 too later.
Title: Re: Sky textures
Post by: Uufflakke on February 26, 2015, 01:50:09 PM
Or, quicker, have load.ini files with each type of cloud. Name them "load1.ini" "load2.ini" etc then simply change the file name to "load.ini" to activate the clouds you want.

One last option would be to have a bunch of maps from the original that each have different clouds. Example: The original map is called "Smolensk" and the new ones would be named "Smolensk1"; "Smolensk2"; etc. In the mission file, before starting the game, change the "MAP" line at the top of the .mis file. The greatest drawback with this option is the amount of room needed for all the maps!
Bob

Another quick solution is this:
Select a few high clouds you like most and add all their entries in the load.ini of a map.

[APPENDIX]
//HighClouds = sk_Clouds256.tga
//HighCloudsNoise = sk_CloudsNoise.tga

//HighClouds  = TB_e0.tga
//HighClouds  = TB_d1.tga
//HighClouds  = TB_e2.tga
//HighCloudsNoise  = CloudsNoise003.tga

//vp_clouds01.tga
//vp_clouds02.tga
vp_clouds03.tga
hi_CloudsNoise.tga

The one withouth the // prefix is the activated HighClouds texture. In case you want to have another texture first deactivate the current one by adding the // and remove the // from the one you want to see in game.
Then go to File and select Save.

Note: some highclouds do have other cloudsnoise textures, keep the ones that belong to each other grouped together.  ;)
Title: Re: Sky textures
Post by: vpmedia on March 14, 2015, 02:01:27 AM
Update with 3 more textures:

http://ulozto.net/xbgFBVZw/vp-clouds2-7z

(http://i.imgur.com/vm94J9w.jpg)

I use the one in the center as the default clouds layer (Clouds256.tga) which automatically replaces the clouds on most maps without ini editing. You can also replace the sk_Clouds256.tga and hi_Clouds256.tga and then you've basically changed the cloud layers on most maps without textfile editing.
Title: Re: Sky textures
Post by: Mick on March 14, 2015, 02:40:32 AM
Many THX Istvan ...  :P
Title: Re: Sky textures
Post by: cgagan on March 14, 2015, 03:20:24 AM
Many thanks!!!! 8)
Title: Re: Sky textures
Post by: marcost on March 14, 2015, 04:45:57 AM
Here's another way to vary the clouds:

Backup your /tex folder first!

unzip and put the cloudbuster.bat and two folders into your /tex folder

Populate the folders with your various cloud files, giving each a unique name or number

When you run the .bat, it will choose file at random from each folder, copy to /tex and rename clouds 256.tga and cloudsnoise.tga

Change your map.inis to reference these cloud file names


I have the bat set to run from a shortcut which runs the .bat then starts IL2

http://www.mediafire.com/download/e6txdz08d77ln1a/Vary_clouds.rar

Regards,

M
Title: Re: Sky textures
Post by: SAS~Tom2 on March 14, 2015, 05:11:33 AM
Istvan, I really liked your previous version, one thing stood out a bit (I tried to make a cloud mod myself but it looked BAD :) ):
Can you make a seamless texture, in the beautiful version I used as base for MTO, there is one point in the sky where the texture starts again ..that was the case with all coloured clouds I checked. :-\\
Thanks cheers
 :)
Tom
Title: Re: Sky textures
Post by: PA_Willy on March 14, 2015, 04:52:43 PM
Thank you very much.
Title: Re: Sky textures
Post by: SAS~Tom2 on March 14, 2015, 05:07:49 PM
Absolutelymagnificent, the 1st shot.  :-*
Thanks Istvan, will try what I downloaded earlier.  :P
Title: Re: Sky textures
Post by: PA_Willy on March 15, 2015, 03:24:42 AM
(http://i62.tinypic.com/xkx37n.jpg)
Title: Re: Sky textures
Post by: David Prosser on March 15, 2015, 09:00:17 PM
That looks like a nice easy solution. So four, or five missions on the same map could each have different high clouds. I'll try it soon.
Title: Re: Sky textures
Post by: SAS~Tom2 on March 30, 2015, 03:25:46 PM
Stole and frankened one version to a Sidi Ifni sky. :D

Credit
vpmedia

Only changed the colours, lol, BTW these coloured cloud tex influence the colour of the sun and also seem to have an effect on the landscape colours. In this case 17.00 looked really cool.

http://www.mediafire.com/download/hp9uql44ry3nccx/vp_cloudsSidi.rar


(http://s20.postimg.cc/840gy3e89/2015_03_30_at_22_58_43.jpg) (http://postimg.cc/image/840gy3e89/)