Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => PTO Maps => Topic started by: dpeters95 on March 11, 2016, 02:17:51 PM

Title: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 11, 2016, 02:17:51 PM
GILBERT_MARSHALL_ISLANDS

(http://i.imgur.com/LLIU951.jpg)

The Gilbert and Marshall Islands campaign, from November 1943 through February 1944, were key strategic operations of the United States Pacific Fleet and Marine Corps in the Central Pacific. The purpose was to establish airfields that would allow land based air support for the upcoming operations across the Central Pacific.

I created this map to allow interaction between US and Japanese airfields.  There are maps that contain portions of this map but not all of the map.  This map includes the majority of the Marshall and Gilbert Islands and all of the islands that were involved in the campaign.

This map is large so it was created in a 1:2 scale so that the file sizes would be manageable.  Basically, the only airfield that had to be stretched out from the way it was in reality was the Tarawa airfield.  In order to get 4 B-25's (fully loaded) to take off, I needed to lengthen the runway.  Other than that, the scale didn't hurt me too much.

Here are some screen shots:

(http://i.imgur.com/P6rA5Ui.jpg)

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

(http://i.imgur.com/0bYLl3i.jpg)

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

Texture credits:
Tooth_Pacific_Textures - Pacific Textures
BA_Shallows_Wake_D - Bombsaway
Marshall Textures - DaveOD06

I would also like to send a BIG THANK YOU to DaveOD06!  I think his maps are just fantastic and he could not have been nicer corresponding with me.  He not only gave me access to his textures but even offered to allow me to copy areas from his map to save me some work.  Unfortunately, due to the difference in scale between his "Marshall Islands" map and this one, I couldn't really use anything.  But, I certainly used his map for visual inspiration when I couldn't find old pictures of certain areas!

Download link:
http://www.mediafire.com/download/oor9fdmft4x0b9g/Gilbert_Marshall_Islands_Beta_3_11_2016.7z

Full update release March 15, 2016:
http://www.mediafire.com/download/o0eio80lob0grcb/Gilbert_Marshall_Islands_3_15_2016.7z

Full update release March 29, 2016:
http://www.mediafire.com/download/vy1v8o6g4on5fcg/Gilbert_Marshall_Islands_3_29_2016.7z


Installation:
=============

1. Copy-Paste the folders "Gilbert_Marshall_Islands" and "_Tex" into your
   MODS(or #SAS, #UP,#DBW,resp.)/MAPMODS/MAPS folder.

2. Add the content of the "Add to your all.ini file.txt" file to your
   MODS(or #SAS,#UP,#DBW,resp.)/MAPMODS/MAPS/all.ini file.


Any problems, just let me know.

Thanks,
Dennis

Title: Re: Gilbert_Marshall_Islands Map
Post by: Lonestar67 on March 11, 2016, 05:03:42 PM
Really nice map, thanks for your work! :)
Btw: Works perfect in my DBW (4.10) installation!
Title: Re: Gilbert_Marshall_Islands Map
Post by: flyer138 on March 11, 2016, 05:12:37 PM
Great work! Thank you very much.
Title: Re: Gilbert_Marshall_Islands Map
Post by: Whiskey_Sierra_972 on March 11, 2016, 11:59:12 PM
Thanks mate for this unification work!

This area is very important for the central Pacific Campaign!

I'll test it with great pleasure!

Thanks for share!

All the very best!
Title: Re: Gilbert_Marshall_Islands Map
Post by: D.Rasta on March 12, 2016, 07:43:51 PM
Big hanks for your work!

Works in HSFX 7.03!
Title: Re: Gilbert_Marshall_Islands Map
Post by: cgagan on March 12, 2016, 11:47:03 PM
A most welcome addition! Many thanks for sharing, 8)
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 13, 2016, 05:08:09 AM
Installed and followed instruction.  I have crash to desktop after selecting the "Gilbert..".  Installed in HSFX 7.03.  No logfile showing.

Can I put it in Files/Maps folder?
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 13, 2016, 09:14:44 AM
Installed and followed instruction.  I have crash to desktop after selecting the "Gilbert..".  Installed in HSFX 7.03.  No logfile showing.

Can I put it in Files/Maps folder?

Yes!  I just checked in my HSFX install and the two folders along with the modified "all.ini" file must go in the Files/Maps folder not the MODS/MAPMODS/Maps folder.  I thought all IL-2 versions were the same except for the name of the Mods folder.  Thank you for pointing that out.  I will correct the install instructions in the first post.

Dennis

***EDIT***  March 14, 2016
This was incorrect.  The original install instructions are correct.  There was another error in a previous map installation that I had that prevented me from loading this map as per the instructions.
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 13, 2016, 10:43:31 AM
Hmmm...same result for me, CTD.  I think this mod thing is not for me.  My game just wont take addding map.
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 13, 2016, 12:37:24 PM
Hmmm...same result for me, CTD.  I think this mod thing is not for me.  My game just wont take addding map.

daggar,
     Let's not give up...  Without adding these map files, what do you currently have in your "HSFX root folder/Files/Maps folder"?  If you have not added maps before to your game, I would think it would just have the "all.ini" file.

If so, just add the "Gilbert_Marshall_Islands" and "_Tex" folders to that folder.  Then, add this line, "Gilbert_Marshall_Islands Gilbert_Marshall_Islands/load.ini" directly under the "[all]" section in the "all.ini" file like this in my file:

Code: [Select]
CoralSeaOnline2 CoralSea/2_load.ini
Empty1a Empty1a/load.ini
Empty1a_Winter Empty1a_Winter/load.ini
Empty1b Empty1b/load.ini
Empty1b_Winter Empty1b_Winter/load.ini
Empty2a Empty2a/load.ini
Empty2a_Winter Empty2a_Winter/load.ini
Empty2b Empty2b/load.ini
Empty2b_Winter Empty2b_Winter/load.ini
Empty4a Empty4a/load.ini
Empty4b Empty4b/load.ini
NetIslands NetIslands/load.ini
Net7Islands Net7Islands/load.ini
PalauOnline Palau/Online_load.ini
AutumnStgrad Stgrad/aload.ini
ferte fa/load.ini

[all]
Gilbert_Marshall_Islands Gilbert_Marshall_Islands/load.ini
Slovakia_1955(jsgme) Slovakia/load_1955.ini
Slovakia_1955_winter(jsgme) Slovakia/load_1955w.ini
2B_FlightTest 2B_FlightTest/load.ini
Ardennes_S Ardennes/sload.ini
Ardennes_W Ardennes/wload.ini

-snip-

That should work!
Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 13, 2016, 01:00:55 PM
I have the CY6 North Korea map.  Gilbert's _tex merges with the CY6's _tex.  I tried putting the line just under "all".  It put me to desktop again.

Is this a logfile for the problem?  sorry, i dont understand logfile.  I dont  know which line to include.  i dont know how to interpret this. DELETED.

New logfile.  CTD again.

Code: [Select]
[13.03.2016 21:26:43] ------------ BEGIN log session -------------
[21:26:43] OpenGL provider: Opengl32.dll
[21:26:44] OpenGL library:
[21:26:44]   Vendor: NVIDIA Corporation
[21:26:44]   Render: GeForce GT 640/PCIe/SSE2
[21:26:45]   Version: 4.3.0
[21:26:45]   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_bindless_texture GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[21:26:45] Size: 1024x768
[21:26:45] ColorBits: 32
[21:26:45] DepthBits: 24
[21:26:45] StencilBits: 8
[21:26:45] isDoubleBuffered: true
[21:26:45] Sound: Native library (build 1.1, target - P IV) loaded.
[21:26:45]
[21:26:45] *** Looking for Advanced CPU Instructions...
[21:26:45] [x] PentiumPro
[21:26:45] [x] Multimedia (MMX)
[21:26:45] [x] 3D (SSE)
[21:26:45] [x] 3D (SSE2)
[21:26:45] [-] 3D (3DNow)
[21:26:45] ColourBits 32, ABits 0, ZBits 24
[21:26:45]
[21:26:45] *** Looking for Render API Extensions ...
[21:26:45] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[21:26:45] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[21:26:45] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[21:26:45] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[21:26:45] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[21:26:45] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[21:26:45] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[21:26:45] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[21:26:45] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[21:26:45] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[21:26:45] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[21:26:45] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[21:26:45] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[21:26:45]
[21:26:45] Maximum texture size : 16384
[21:26:45] Maximum simultaneous textures :4
[21:26:45] MaxAnisotropic (1.0 = none) : 16.000000
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[21:26:46] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[21:26:46] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[21:27:03] FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
[21:27:03] FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
[21:27:03] FM called 'FlightModels/AD4.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:04] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:04] FM called 'FlightModels/A1J.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:04] FM called 'FlightModels/F4U-4.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/F4U-4B.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/AU-1.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:04] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:04] FM called 'FlightModels/La-11.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:04] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:04] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:04] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:05] FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
[21:27:05] FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
[21:27:05] FM called 'FlightModels/AD4.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:05] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:05] FM called 'FlightModels/A1J.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:05] FM called 'FlightModels/F4U-4.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/F4U-4B.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/AU-1.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:05] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:05] FM called 'FlightModels/La-11.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:05] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:05] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:05] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:06] FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
[21:27:06] FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
[21:27:06] FM called 'FlightModels/AD4.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:06] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:06] FM called 'FlightModels/A1J.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:06] FM called 'FlightModels/F4U-4.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/F4U-4B.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/AU-1.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:06] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:06] FM called 'FlightModels/La-11.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:06] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:06] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:06] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:13] Initializing DirectSound playback device...
[21:27:13] Primary buffer created.
[21:27:13] Playback format is set : sampling rate = 44100, num channels = 2.
[21:27:13] Not enought hardware buffers (0), hardware disabled
[21:27:13] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[21:27:13] Default speaker config is : 1310724.
[21:27:13] Direct sound audio device initialized successfully :
[21:27:13] DX Version : 7
[21:27:13] Hardware    - disabled [buffers : 0]
[21:27:13] Extensions  - enabled :
[21:27:13]   EAX ver. 1 [ ]  - disabled
[21:27:13]   EAX ver. 2 [ ]  - disabled
[21:27:13]   EAX ver. 3 [ ]  - disabled
[21:27:13]   I3D ver. 2 [ ]  - disabled
[21:27:13]   ZoomFX     [ ]  - disabled
[21:27:13]   MacroFX    [ ]  - disabled
[21:27:13] SIMD render [X]
[21:27:13] num channels 32
[21:27:13]
[21:27:46] Total number of airports for loaded mission: 0
[21:27:46] Detected Vertex Shaders 3.0.
[21:27:46] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[21:27:46] Vertex texture units: 32
[21:27:46]
[21:27:48] PBuffer: suitable formats: 6
[21:27:48]
[21:27:48] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[21:27:48] Depth = 24, stencil = 8
[21:27:48] PBuffer: suitable formats: 6
[21:27:48]
[21:27:48] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[21:27:48] Depth = 24, stencil = 8
[21:27:51] Loading vertex/fragment programs: *568846328*
[21:27:51] *** Loading: [vpFogFar2Tex2D]
[21:27:51] *** Loading: [vpFog2Tex2DBlend]
[21:27:51] *** Loading: [vpFogFar4Tex2D]
[21:27:51] *** Loading: [vpFogFar8Tex2D]
[21:27:51] *** Loading: [vpFogNoTex]
[21:27:51] *** Loading: [vpFog4Tex2D]
[21:27:51] *** Loading: [vpFog4Tex2D_UV2]
[21:27:51] *** Loading: [vp4Tex2D]
[21:27:51] *** Loading: [vp6Tex2D]
[21:27:51] *** Loading: [vpTex
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 13, 2016, 02:59:21 PM
First of all, it's the correct logfile but, before the moderator jumps all over you  :P  when you insert your logfile, first press the "#" button above the smilees on top of the window where you type.  it will insert  "the code boxes" and then paste your logfile between the two [ ]PASTE[ ] boxes.  It will put your file in a scrollable window like I have in mine 2 posts back.  That way it doesn't take up so much room...

From your logfile, it says it doesn't support the format of the "MAPS/_Tex/marshalls/dense_palms_sandy_2_fields.tree.tga".  It looks like the file is RGB are not grayscale as it is supposed to be.  I just checked and it is in the correct format???

Try this, remove the "dense_palms_sandy_2_fields.tree.tga" file from the "_Tex" folder.  It's not required for now.  It's only needed to enhance the graphics for the trees.  Be sure to only remove that file.  There will be 3 with a similar name.

Then load HSFX and go to Full Mission Builder, Map, Load Map, Gilbert_Marshall_Islands and let me know if it will then load.

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 13, 2016, 03:36:47 PM
Hello.  Thanks for all your help but CTD again.  I deleted the long logfile and put a new one.  It is posted in the previous post.  Thanks again.
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 13, 2016, 03:56:37 PM
Hello.  Thanks for all your help but CTD again.  I deleted the long logfile and put a new one.  It is posted in the previous post.  Thanks again.

There ya go, that looks better.  Unfortunately, you still have the CTD.  I checked my logfile and I have that same TGA file error in HSFX and in UP 3.0.  I will need to find out why the game does not like that particular file and try to fix it but it wouldn't cause the CTD.

Anyway, your logfile shows that it starts loading Vertex programs and gets about 1/2 way through before it stops.  How much memory do you have in your computer and are you using the IL-2 Selector to load the game or just running it from the game icon?
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 13, 2016, 04:49:25 PM
Ok, I found out why an error was being generated with the, "dense_palms_sandy_2_fields.tree.tga" file.  The file had a Alpha Layer attached.  I removed the extra layer and now the error is gone.  I will add the new file to the next release.  I now see no errors in the logfile using this map other than the mystical "Clamp" error that is always there, all the time.  :P

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 13, 2016, 05:24:30 PM
i believe that my PC has 2G of memory.  I am able to run Il2CUP without problem besides slow frame rates on campaign games.  I am not using selector.  I also discovered that Philippine and Thailand map (HSFX built, not a download) are CTD's too.  But i dont know if they are related to the current issue.  But im more interested in Gilbert now.  Thanks again for your untiring effort. 
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 13, 2016, 08:02:05 PM
i believe that my PC has 2G of memory.  I am able to run Il2CUP without problem besides slow frame rates on campaign games.  I am not using selector.  I also discovered that Philippine and Thailand map (HSFX built, not a download) are CTD's too.  But i dont know if they are related to the current issue.  But im more interested in Gilbert now.  Thanks again for your untiring effort.

I was just wondering if the map was too large for you to load???  2G should be large enough but you can try the following.  Even if it doesn't work it's still a good idea to do:

Edit your conf.ini file in the root of the HSFX folder.
Scroll down to section [Render_OpenGL] and set the following two parameters as follows:
TexCompress=2
TexFlags.TexCompressARBExt=1

This will save you some memory space when loading maps/missions.

I hope this helps you because I'm running out of ideas  :(
Title: Re: Gilbert_Marshall_Islands Map
Post by: farang65 on March 13, 2016, 09:25:00 PM
Hi Dennis,
Congrats  :D to you for providing a very interesting map project.  ;D :D
Looks like you kind of used the PNG map idea of developing an entire region.
Well done  :D Excellent work  :P

Cheers
Kirby
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 14, 2016, 02:46:15 PM
Hahahaha. That is a good one.  You nailed it Dpeter.  It fixed your Gilbert and along with the Thailand.  The Philippine map is still CTD though.  It would be perfect if everything is fixed but thanks a lot for your help.  Philippine will be some other time.  Thanks again. 
Title: Re: Gilbert_Marshall_Islands Map
Post by: dagger123456 on March 14, 2016, 02:53:22 PM
Correction.  It fixed everything. At first, i put TexCompress=1.  Then i put it at 2.  Now im a happy man.  You are a genius Dpeter.
Title: Re: Gilbert_Marshall_Islands Map
Post by: D.Rasta on March 14, 2016, 06:56:55 PM
Installed and followed instruction.  I have crash to desktop after selecting the "Gilbert..".  Installed in HSFX 7.03.  No logfile showing.

Can I put it in Files/Maps folder?

Yes!  I just checked in my HSFX install and the two folders along with the modified "all.ini" file must go in the Files/Maps folder not the MODS/MAPMODS/Maps folder.  I thought all IL-2 versions were the same except for the name of the Mods folder.  Thank you for pointing that out.  I will correct the install instructions in the first post.

Dennis

I have it working with added map's line to "all.ini" in MODS\MAPMODS\Maps...

(http://s17.postimg.cc/9vafg2pen/ddd.jpg)

(http://s18.postimg.cc/9boqzytq1/grab0122.jpg) (http://postimg.cc/image/pzg92gohh/full/)
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 14, 2016, 08:34:08 PM
Correction.  It fixed everything. At first, i put TexCompress=1.  Then i put it at 2.  Now im a happy man.  You are a genius Dpeter.

Well, I don't like to throw the word "Genius" around too much!  Hahahaha

I'm glad it's finally working for you.  I hope you enjoy the map!
Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 14, 2016, 08:41:00 PM
D.Rasta,
   Hmmm, I will have to try it again.  When I tried it in "HSFX/MAPMODS/maps/", it didn't work for me.  I had to put it in the "HSFX/Files/maps/" folder.  I will have to try it again and get back with you.

Thanks,
Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 14, 2016, 08:57:42 PM
D.Rasta,
   Hmmm, I will have to try it again.  When I tried it in "HSFX/MAPMODS/maps/", it didn't work for me.  I had to put it in the "HSFX/Files/maps/" folder.  I will have to try it again and get back with you.

Thanks,
Dennis

You are correct!  I just tried it and it does load in the "MAPMODS/Maps folder".  That is, when you haven't added another map incorrectly previously!  :(  I found my error and when I fixed it, everything loaded fine.  In fact, it works either way but I will remove the special "NOTE" I added to the first post since it's not really needed.

Thanks for pointing it out,
Dennis

Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 15, 2016, 07:25:19 AM
*****FULL UPDATE RELEASE*****

The first post has also been updated with the new download link:
http://www.mediafire.com/download/o0eio80lob0grcb/Gilbert_Marshall_Islands_3_15_2016.7z



I finally found a couple pictures of the O'Hare airfield (Abemama) and I was able to piece together what I believe it actually looked like in late 1943/Early 1944 so I updated the very generic looking airfield in my beta release and hopefully captured a more correct layout.

(http://i1250.photobucket.com/albums/hh539/dpeters95/Abemama1.jpg)

I also corrected one of the textures that was creating an error and the game not being able to load it correctly.

With those changes, I believe the map is no longer a beta version and can be called a final version.  Still, if anyone finds a problem, don't hesitate to let me know.  I can always update the map as needed.

Thanks,
Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: D.Rasta on March 27, 2016, 05:23:30 PM
Can we hope that in the future, the map can be extended to the Rongerik-Utirik area?

US carrier task force attacked Roi-Namur from that area on 4/5 December 1943 and 29-30 January 1944 ...

Sorry for the audacity ...
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 27, 2016, 09:49:26 PM
Can we hope that in the future, the map can be extended to the Rongerik-Utirik area?

US carrier task force attacked Roi-Namur from that area on 4/5 December 1943 and 29-30 January 1944 ...

Sorry for the audacity ...

Sorry, but the answer to that would be no.  The map is already as big as possible in a 1:2 scale.  To extend the map farther North to include that area, I would have to reduce the scale of the map even more!  I was just able to fit the airfields at this current scale so reducing the scale would make it impossible.  The only other way to add that area would be to cut off more of the Southern Gilbert Islands and that would mean losing the US airfield on Abemama and I don't want to do that.  Including US airfields and Japanese airfields on the same map in this area was the sole purpose for this map.

If you want to build missions in that specific region, I would recommend using "The Marshall Islands" map by DaveOD06.  It is a very good map that includes all of the Marshall Islands.

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: SAS~Tom2 on March 28, 2016, 10:47:28 AM
Very well done Dennis!

(http://s20.postimg.cc/6x2al61jh/grab0005.jpg) (http://postimage.org/)

(http://s20.postimg.cc/e1k3u78st/grab0007.jpg) (http://postimage.org/)

Thanks a lot for this map..
 :P
Cheerio

Thorsten
Title: Re: Gilbert_Marshall_Islands Map
Post by: Motörhead on March 28, 2016, 01:45:49 PM
Hi Dennis!
Your map is really good! I'm certainly use it in my "Pearl Harbor - Tokyo" next version. Your work give me possibility to recreate VMSB-231 with Elmer Glidden late war actions, thing i always dream about.
Theres one question. Is this possible, to add airfield on Majuro atoll? In 1944 there was a major USMC base. Based here is MAG-13 with VMSB-231 and VMSB-331.
I cannot find images of this airfield on Pacificwrecks, but here a quote from "History of Marine Corps Aviation in WWII" by Robert Sherrod, page 231:

(http://s7.postimg.cc/z8z9boi4b/Majuro_airfield_1944.jpg) (http://postimage.org/)

What you think about it?
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 28, 2016, 02:31:33 PM
Motorhead,
   I was able to find an aerial view of Majuro Airfield and the timeline does fit the current map so, it looks like I have some more work to do!  They didn't host any large bomber planes so I should be able to physically get an airstrip there.

Stay tuned!
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on March 29, 2016, 07:54:09 AM
*****FULL UPDATE RELEASE*****
March 29,2016

The first post has also been updated with the new download link:
http://www.mediafire.com/download/vy1v8o6g4on5fcg/Gilbert_Marshall_Islands_3_29_2016.7z

This update includes some minor fixes such as removing some random trees from the ocean  :o  and the addition of the US airfield on the Majuro Atoll.

(http://i1250.photobucket.com/albums/hh539/dpeters95/Majuro.jpg)

Thank you to all those that have left feedback and kind words for the map!  I hope this will improve upon the previous version.  As always, if anyone finds a problem, don't hesitate to let me know.

Dennis

Title: Re: Gilbert_Marshall_Islands Map
Post by: Motörhead on March 29, 2016, 09:07:11 AM
Whow, thats great! Thank you Dennis! You build Majuro airfield faster than seabees in 1944))
Title: Re: Gilbert_Marshall_Islands Map
Post by: NavyAce on April 05, 2016, 02:40:22 PM
Hi,
 I am having a map problem and I hope someone out there has the knowledge to help me fix things. I am wanting to build a mission with a squadron of P-39 fighter-bombers flying from Makin to strafe and shoot up the Japanese bases at Mili and Taroa. I selected the new map from dpeters at SAS titled Gilbert_Marshall_Islands. I originally downloaded and installed the only available version, which was 3_15_2016.7z. The map duly appeared in my FMB map list and when I clicked on it found that it loaded fine. However, when I scrolled down to the surface of the islands in question, I found that while there was plenty of detail, (hangars, objects, buildings, revetments, etc.), and although the runway end markers (white crosses) were visible, the runways themselves were not defined, and in fact in many cases appeared to have trees and other objects in between the end markers. This occurred in both 2D and 3D views. When the next version came along, 3_29_2016.7z, I downloaded it, uninstalled the old version, and installed the new one, thinking there might be some fixes in the new one. Unfortunately I had the same problem. The author of this map says that he does not have the same problem. In fact, he sent me a screen shot of the strip at Abemama, which shows a B-24 on a concrete runway. I am running v. 4.12.2m with the appropriate Mod Activators, Diff FM, Buttons, etc., but have no idea why this map isn't displaying properly. I even went into the Video Options Landscape Detail in the game and changed the default Excellent setting in the latter to Perfect, but it didn't help. Does anybody have any ideas? Thanks.
 NavyAce
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 05, 2016, 02:57:30 PM
Can any of you smart fellas out there give NavyAce a hand with this problem...  I don't have a plain 4.12.2m installed but I do have CUP installed (which uses 4.12.2m) and I don't have any problems when I install it there.  I can't figure out why his map loads fine with no errors and he sees all the objects I have used but no runway surfaces???  I didn't use any special tiles for the runways.  Most are just the stock bitumen tiles and I didn't use any blank plates under the actual runways either.  I used some blank plates before and after some of the runways just to keep the autogen trees away but that's it.  I don't think I have ever seen anyone post this type of problem before...

NavyAce was the person who originally requested that I build this map so I would really like for him to be able to load it properly!   ;)

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on April 06, 2016, 06:18:20 AM
Ok. I think I have found the problem. I could not get the runway plates on the map to show up in a basic 412modact install. However, all was good in a TFM412 and CUP install. It seems to be down to missing static. I copied over my static .ini from CUP into my basic 412 modact and the runways now show up on the map. Not the perfect solution as this may cause other problems, but it looks as though just a couple of lines of static need to be added into NavyAces's modact ini.

EDIT

For NavyAce and basic ModAct install only. Drop this 3do fix into your MAPMODS folder http://www.mediafire.com/download/dns9hjixnq74554/Gilbert_Marshal_Addon.rar and insert the following lines into your static .ini file (can be placed at the end of the file):

Code: [Select]
//===========================================================================
[***]
Title CanonBitumenEarthGroundPlate
//===========================================================================

[buildings.Plate$bitumenearthGroundParking]
Title           Parking
Mesh            3do/airfield/bitumenearth/Parking/mono.sim

[buildings.Plate$bitumenearthGroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/bitumenearth/ParkingSide/mono.sim

[buildings.Plate$bitumenearthGroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/bitumenearth/ParkingCorner/mono.sim

[buildings.Plate$bitumenearthGroundRunway]
Title           Runway
Mesh            3do/airfield/bitumenearth/Runway/mono.sim

[buildings.Plate$bitumenearthGroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/bitumenearth/RunwayEnd/mono.sim

[buildings.Plate$bitumenearthGroundTaxi]
Title           Taxi
Mesh            3do/airfield/bitumenearth/Taxi/mono.sim

[buildings.Plate$bitumenearthGroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/bitumenearth/TaxiEnd/mono.sim

[buildings.Plate$bitumenearthGroundTurn]
Title           Turn
Mesh            3do/airfield/bitumenearth/Turn/mono.sim

//===========================================================================
// eof
//===========================================================================

Regards,

Bergkamp 
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 06, 2016, 08:54:22 AM
EDIT:

Aghhhh, bergkamp edited his post while I was posting!   :D

Thank you for your help kind sir!  I did, however, also use "Pac_Sandplate" tile for the runway on the Majuro Atoll.

***** I have deleted my original post to avoid any confusion *****


Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on April 06, 2016, 09:22:18 AM
Hi Dennis. That's never happened to me before!! :D

Hopefully, Navy can see the airfields now. Didn't check the plates on any other area of the map but shouldn't be a problem now that we know how to solve any issues.
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 07, 2016, 09:16:28 AM
NavyAce, here are the additional files for the other runway at Majuro Atoll:

http://www.mediafire.com/download/ym23tuzeqtrw248/Gilbert_Marshal_Addon_part_2.7z

Just add to your MAPMODS folder as you did with the file from bergkamp and allow the overwrite.  It will add a new folder.

Also, add the following lines to your "static.ini" file right below the lines from bergkamp:

Code: [Select]
//===========================================================================
[***]
Title Pac_SandPlate
//===========================================================================

[buildings.Plate$Pac_SandParking]
Title           Parking
Mesh            3do/airfield/Pac_Sand/Parking/mono.sim

[buildings.Plate$Pac_SandParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Sand/ParkingSide/mono.sim

[buildings.Plate$Pac_SandParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Sand/ParkingCorner/mono.sim

[buildings.Plate$Pac_SandRunway]
Title           Runway
Mesh            3do/airfield/Pac_Sand/Runway/mono.sim

[buildings.Plate$Pac_SandRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Sand/RunwayEnd/mono.sim

[buildings.Plate$Pac_SandTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/Taxi/mono.sim

[buildings.Plate$Pac_SandTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Sand/TaxiEnd/mono.sim

[buildings.Plate$Pac_SandTurn]
Title           Turn
Mesh            3do/airfield/Pac_Sand/Turn/mono.sim

//===========================================================================

 Be sure to let me know if this works for you so I can add these files to the map download for anyone else using a 412 Modact install.

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on April 08, 2016, 04:39:20 AM
A goodly day to you Dennis.

Let me apologise for any confusion I may have caused. Firstly, I reiterate, your map works perfectly in C.U.P. and TFM412.There is no need for you to re-upload with 3do/static fixes.

Secondly, I believe I have erroneously assumed Navy has a correctly installed ModAct5.30, in particular, set up to be able to install modmaps. Let me explain.

Since the inception of TFM412, I have always kept a vanilla ModAct install for testing individual mods/maps etc. Within this, I have the 19 UP-SFS files in my main game root directory, together with the static .ini and a bunch of 3do folders in the MApMods folder and a modified .rc file.

As I never keep any maps/mods in this install, once tested, I was able to look at your map on its own and track down the missing "bitumenearth" static. I had assumed this would "fix" the missing runway plates for Navy.

Now to the point of all this waffle. I had the idea to "break" my modact and deleted everything in my 3do folder with the exception of the "bitumenearth" folder. Although the map loaded and I could see the runway in 2D mode, I was not able to save a test mission on the map. I found there was a whole load of other missing objects. This leads me to reason that Navy has not got his modact install set up correctly.
I now think you are wasting your time trying to get this map to work for Navy until we know what his modact install looks like. As he does not appear to be following this thread, it's best to call time for now pending a reply.

If I get time, I will try and extract the necessary 3do/static entries required or maybe just upload my whole 3do folder and static .ini. for a vanilla modact.

Regards,

Bergkamp

Edit

Dennis. FYI only. This is the missing static if you put your map into a vanilla ModAct:

Code: [Select]
Missing objects in your static.ini:

buildings.House$FurniturePalmAg3
buildings.Plate$bitumenearthGroundRunway
buildings.Plate$BlankFieldPlate
buildings.Plate$bitumenearthGroundTurn
buildings.House$MongolyaHangar_JAP1
buildings.House$MongolyaHangar_JAP2
buildings.House$wooden_hut
buildings.House$storage_004
buildings.House$TypeA_Shed
buildings.Plate$bitumenearthGroundTaxi
buildings.House$Atelier-grueB
buildings.Plate$bitumenearthGroundParking
buildings.Plate$ConcretePlate1Runway2
buildings.Plate$ConcretePlate1Taxi
buildings.Plate$RoadPlate3sk_HighwayTurn15
buildings.Plate$RoadPlate2sk_Highway
buildings.Plate$RoadPlate1sk_HighwayTurn30
buildings.Plate$ConcretePlate1Runway1
buildings.Plate$ConcretePlate1Runway0
buildings.House$Country_Bridge_Short_End
buildings.Plate$RoadPlate2sk_HighwayTurn45
buildings.House$Hangar_briq_bois
buildings.Plate$ConcretePlate1TaxiLong
buildings.Plate$bitumenearthGroundRunwayEnd
buildings.Plate$bitumenearthGroundParkingSide
buildings.Plate$RoadPlate1sk_RoadShort
buildings.Plate$RoadPlate1sk_Road
buildings.House$ThaiFarm
buildings.Plate$RoadPlate2sk_RoadTurn30
buildings.House$generic_HQ
buildings.House$SEHouse07
buildings.Plate$RoadPlate11sk_Road_Y
buildings.Plate$RoadPlate1sk_RoadTurn45
buildings.Plate$RoadPlate1sk_HighwayShort
buildings.Plate$RoadPlate11sk_Highway_Y
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 08, 2016, 08:36:09 AM
bergkamp, thank you sincerely for all your efforts with this.  Yes, I was also assuming his setup was correct.  He has contacted me by PM so he is following and yesterday said he was going to test out our two downloads we provided.

No, idea about his ability to save a mission at this time.  From what you found, I suspect he won't be able to do that successfully.

I would appreciate it if, when you get time, you would upload your 3do folder and static.ini for the vanilla Modact install.  I'm sure that would help him out a lot.

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on April 09, 2016, 09:24:16 AM
Hi Dennis.

Hopefully this will get your map working for Navy. Firstly, I have taken this from the TFM412 thread:http://www.sas1946.com/main/index.php/topic,40015.0.html

Check this:

INSTALL CHECKLIST
1)Clean Il2/1946 4:12.2m install required. - Tested and working.
2)Add SAS Modact V5.3 and AI Flyables.     - Tested and working.
3)Add UP-SFS files from UP3 Packs (see the list below).

Code: [Select]
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs


If Navy has an earlier DBW.4.10 install, then the above SFS files can be copied over to his 412 Modact install. Just drop them into the main game folder.

If he does not have those SFS files, then they can be downloaded from the first page of the TFM412 thread. Just scroll down the page to where you can see "Alternative sources for the sfs files required by TFM-412 maps"

That will form the basis of a basic ModAct install.

Make a copy/backup the STD folder

Download my Gilbert&Marshalls file. http://www.mediafire.com/download/36v3o3h8fzx032z/Gilbert%26Marshalls.7z

Just drop the MAPMODS folder into the #SAS folder. Allow overwite

Drop the STD folder from the download into the #SAS folder. Allow overwrite.

Install your Gilbert Islands map as normal.

Let me know how it goes.

Regards,

Bergkamp
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 09, 2016, 02:30:11 PM
Bergkamp, YOU DA MAN!  Thanks for all this help you have provided.  Without having it installed on my PC it was difficult to provide a lot of feedback concerning the 412 + Modact problem on NavyAce's end.  I am waiting for him to get back here with his previous results and then we can direct him to your above reply!

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: NavyAce on April 09, 2016, 02:31:48 PM
Hi Dennis and bergkamp,
       I followed bergkamp's instructions, putting in the 3do fix in the MAPMODS folder and then adding the static.ini code lines and viola! I can now see the runways in all the island bases. Since I am new to mission building I am going to have to build my mission in several steps, first adding some additional objects (AA guns, vehicles, etc.) to the map, then placing player and AI friendly aircraft on the airstrip, then adding objects and planes to the enemy airstrip, then plotting the fixes for both sides. Because of this slow, step by step process I am going to have to SAVE my work after each session. In some of your posts you were saying that this might not be possible? In other words, would I have to completely populate my map and click PLAY each time I wanted to fly it? At least we have made progress. Hopefully the end is in sight! Thanks so much for all your help and patience guys.
                                                                                                                                                                         Wayne  (NavyAce)
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 09, 2016, 02:37:00 PM
Hi Dennis and bergkamp,
       I followed bergkamp's instructions, putting in the 3do fix in the MAPMODS folder and then adding the static.ini code lines and viola! I can now see the runways in all the island bases. Since I am new to mission building I am going to have to build my mission in several steps, first adding some additional objects (AA guns, vehicles, etc.) to the map, then placing player and AI friendly aircraft on the airstrip, then adding objects and planes to the enemy airstrip, then plotting the fixes for both sides. Because of this slow, step by step process I am going to have to SAVE my work after each session. In some of your posts you were saying that this might not be possible? In other words, would I have to completely populate my map and click PLAY each time I wanted to fly it? At least we have made progress. Hopefully the end is in sight! Thanks so much for all your help and patience guys.
                                                                                                                                                                         Wayne  (NavyAce)

No!  Create a very simple mission.  Just add a takeoff waypoint a return waypoint and a landing waypoint from any of the bases.  See if you can save the mission.  If not, see Bergkamp's REPLY #40 above.  You may be missing some objects that won't allow you to save a mission.

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on April 10, 2016, 04:34:59 AM
Hi Dennis and Navy.

Navy, seems like you are trying to walk before you can crawl ;)

I do not think you will be able to get this map to work for you until you have my basic ModAct up and running (my reply #40). Until you do, I think you will just be running around in circles. A condition I reserve for myself after too many beers. :P

Regards,

Bergkamp
Title: Re: Gilbert_Marshall_Islands Map
Post by: NavyAce on April 14, 2016, 10:08:51 PM
Hi Dennis and bergkamp,
       I just finished my test mission with the Gilberts Marshall Islands map with bergkamp's runway fix. I only put in four waypoints and one player aircraft to keep things simple, clicked Save As, named the mission and clicked Save. The Save box disappeared but when I clicked File and Exit I got another box asking if I wanted to save the mission changes. I clicked yes, but each time I clicked File and Exit I got the same box back asking the same question. The only way I could get rid of it permanently was to click No. Also the test mission did not appear in the Recent Missions tab. So no luck in saving. This also happened to me when trying to save a mission using a downloaded New Guinea map to do a fighter sweep to Wewak. Same sequence. Re bergkamp's Reply 40: I have a clean Il-46 v 4.12.2m install tested and working. However, I am using the v 4.12.2m Free Modding Mod Activator instead of the SAS Modact V5.3 as this was the way a friend helped me set up the game when I first began the modding process. I do have AI Flyables tested and working, although perhaps not the most recent version. Also, I am not running any version of DBW, just Il-46 v. 4.12.2m. Is there a way to switch v 4.12.2m for V5.3 without messing up everything I have done to date with the game in its present modded state? I'd hate to end up having to start all over. What do you think?
                                                                               NavyAce
                                                                               Wayne
 
Title: Re: Gilbert_Marshall_Islands Map
Post by: NavyAce on April 19, 2016, 03:48:13 PM
Hi Dennis and bergkamp,
       I do have all 19 of the sfs files Dennis mentioned in my root folder so I'm assuming they have been incorporated into my FMB map list. I have been able to save a few test missions using the default maps that came with the original FMB list, but seem to be having trouble with addon maps.
                                                                         NavyAce
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 19, 2016, 07:40:42 PM
Wayne, if you have those SFS files, I guess it's time for you to run the "Universal_Static.ini_Checker".  You must be missing objects that we are unaware of?

Run the program and select "Missing Objects" under the search tab.  Paste the results here using the "Insert Code" hashtag symbol above the smilies on top of the text window.

--- OR ---

See reply #40 from Bergkamp above and start over with a fresh installation.  That will fix it for sure!
Title: Re: Gilbert_Marshall_Islands Map
Post by: NavyAce on April 20, 2016, 09:07:57 PM
Hi Dennis,
       I ran the Universal_static.ini_checker.ini program and I believe I did it right, although I had a bit of a problem getting the pathway straight and I never did find it in any program folder. But through trial and error I managed to click Missing Objects under the Search tab, and this is what it gave me. I can't seem to copy and paste so I will have to do this manually.

Name                    Type
actors.static           STATIC File
ed_m01.tga           TGA File
ed_m02.tga           TGA File
ed_m03.tga           TGA File
labels.txt               Text Document
load.ini                  Configuration set...
map_c.tga             TGA File
map_c.tga_ta...     TGA_TABLE File
map_f.tga             TGA File
map_h.tga            TGA File
map_T.tga            TGA File
old map_T.tga       TGA File
texts.txt                Text Document

Across the top there is a line that reads "Select mod maps file of type (insert name of file) to examine, and each file has a Date Modified. At the bottom of the box there are two buttons, Close and OK. Is there a way to click something and automatically have all of the missing files go where they are supposed to go? If I highlight one, say the actors.static, and click OK I get a box saying Select static.ini manually with an OK button at the bottom. I didn't do that as I wanted to run this by you first to see if you think I'm on the right track, and how I should go about installing the files from the missing file list. I do believe we are making progress!
                                                                                  Wayne


 
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 20, 2016, 09:54:27 PM
Wayne,
     Nope, that is not the list of missing objects.  That is just a list of files in my map folder.  In order for the Univ. Static.ini checker to work, you must find the static.ini file in your install so it can compare it to the actors.static file I have in my map folder!
   
     Run the Univ. Static.ini checker and click on "Search" then "Missing Objects".  It will then ask for the "actors.static" file in my Gilbert-Marshall Islands map folder.  Then it will ask for you to find the "static.ini" file in your IL2 installation.  It will then list any missing objects...

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on April 21, 2016, 03:25:22 AM
I have not been around for a while and am not at my main pc. In my concise instructions at my reply #40, within the links to the downloads, I provided a static ini, which together with my instructions to set up this map, will provide all the missing objects required.

Navy, at the moment, unless somebody else has a solution, until you start over with a MA530 install (not some other mod activator pack - nothing against them), you will continue to go round in ever decreasing circles.
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on April 21, 2016, 02:35:57 PM
Wayne,
   Agree with Bergkamp above.  Even if you get the Univ. Static.ini program figured out, we will still have to supply you with what you are missing and you will have to add it all correctly to have it work.  You may have a hard time with this approach.

   If you want to keep 412 and Modact v5.3 follow the step by step instructions in Reply #40.  That will solve your problem.  No installing or de-Installing add-on's to worry about.  I think starting with a clean slate will be your best bet!
Title: Re: Gilbert_Marshall_Islands Map
Post by: SAS~Tom2 on April 22, 2016, 04:48:18 PM
I would assume the answer given here in post 1 will also help guys with maps in 4.12 MA 5.3

http://www.sas1946.com/main/index.php/topic,35419.0.html

And replies 10 and 53.
--

Since I miss a list of static.ini entries in reply 40, I see no sense in the latter. :-| :-[ :D
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on May 04, 2016, 09:41:20 AM
Just thought I would post an update to the problems that Navyace was having with his 412 Modact install and the map.  He has followed the advice Bergkamp posted in Reply #40 in this thread and all is now working!  So, if anyone else is having a similar problem with that IL2 version/map, the information in Reply #40 should fix the problem.  Thanks to all that tried to help!

I also want to post a big thank you to Bergkamp for all his additional help in this matter!

Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: max_thehitman on May 04, 2016, 10:09:56 AM

HURRAY! for the new update and upgrade to this fine map!

THANK YOU !  8)
Title: Re: Gilbert_Marshall_Islands Map
Post by: bergkamp on May 04, 2016, 10:45:03 AM
Just thought I would post an update to the problems that Navyace was having with his 412 Modact install and the map.  He has followed the advice Bergkamp posted in Reply #40 in this thread and all is now working!  So, if anyone else is having a similar problem with that IL2 version/map, the information in Reply #40 should fix the problem.  Thanks to all that tried to help!

I also want to post a big thank you to Bergkamp for all his additional help in this matter!

Dennis

Thanks, Dennis. Glad I was able to help Navy. Can I just say that this map works perfectly ,without problems, in VPMedia's modpack, CUP and TFM 412. Navy is new to the game and didn't yet want any of the large modpacks, so I just set him up with a 4.12.2 with ma 5.3 install and the missing textures and static entries to make this map work for him.

 
Title: Re: Gilbert_Marshall_Islands Map
Post by: -)-MAILMAN- on April 17, 2019, 10:16:23 PM
I have had DaveOD06's The Marshall Islands v0.2 installed and working for more than a year in my HSFX 7.0.3 installation & 4.13.4m with a mod activator.  I have created a few missions with this map and they work.  There is an airfield under construction and a couple of piers at Kwajalein.

I installed your Gilbert_Marshall_Islands map tonight.  It loads and I can create, save and run missons just fine.

What I did notice is that there is no airfield nor any piers on Kwajalein.  Is this by design, omission or have I missed something?

Thanks
Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on June 04, 2019, 05:36:15 PM
Mailman, sorry it took a bit to respond I didn't notice this question until tonight for some reason...

There is an airfield in the North of Kwajalein Atoll (Roi-Namur Airfield) and a Seaplane Base (Ebeye Island) on the Eastern side.  However, for some reason I did not place Bucholz Army Airfield on the Southern tip.  It's been so long since I made this map that, to be honest, I don't know why I didn't.  Sorry about that.
Title: Re: Gilbert_Marshall_Islands Map
Post by: -)-MAILMAN- on June 07, 2019, 03:26:03 PM
No worries, everyone is busy and have lives away from Sims and thank you for replying

My questions wasn't because I was looking for another operating airfield, but rather a target area where TBD's performed unescorted level bombing of Kwajalein and it's anchorage.  I have created a mission to recreate Halsey's  Enterpise attack of the Marshall Islands in Feb. '42 on DaveOD06's map, but due to it's limited map area I could not include the simultaneous Fletcher's Yorktown attack of Makin & Southern Marshalls.  This isn't a complaint, just a fact of the map maker wanted it this way.

Your map made the mission possible to have the two missions run simultaneously which was historical.  The only compromise is not being able to place Enterprise in its historical position further north than the limit of your map as I could with DaveOD06's map.  Again not a complaint.

Your map is one of the few maps where I can use the A5M for the time frame of which I am interested along with Lonestar's Coral Sea expanded where I can historically place an IJN CVL representing Shoho with its A5M's.

Thank you for the wonderful map.



Title: Re: Gilbert_Marshall_Islands Map
Post by: dpeters95 on June 13, 2019, 08:09:36 AM
Thank you for the kind words!  Yeah, when I started building the map I wanted to include more of that Northern area but I just couldn't do it and maintain the 1/2 scale.  The problem is that as the scale gets smaller so do the land masses.  I couldn't fit runways on the islands because they weren't long enough for takeoff and landing!  The Marshall Islands map by DaveOD06 is 1:1 I believe and it is ideal for what he wanted to build.  I didn't want to duplicate what he did so my idea was to try and get as much of both the Island chains on one map as possible.  It turned out to be a much bigger area than I originally thought!

If you post your mission for download, please let me know I would love to check it out!
Dennis
Title: Re: Gilbert_Marshall_Islands Map
Post by: -)-MAILMAN- on June 14, 2019, 06:30:39 PM
I will do that.  I am trying to create missions for all of the early 1942 carrier raids in the Pacific.

I have the Enterprise part of mission created for DaveOD06's map.  Launched in early morning darkness SBD's struck ROI and encountered A6M5's; TBD's level bombed Kwajalein anchorage unopposed;  Wildcats hit Wotje; a cruiser and two destroyers shelled Wotje.  I designed the coop mission  to have two deckloads of aircraft launch from Enerprise.  Second deckload is AI planes only.