Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => MTO Maps => Topic started by: Nowekat on January 12, 2019, 08:45:24 AM

Title: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 12, 2019, 08:45:24 AM
This are two more desert maps with curved roads.

You may download them here:

http://www.mediafire.com/file/uj3pc65my725f8t/JV69_Lybia_NE_CR.7z/file

and

https://www.mediafire.com/file/m4uyikwqgvb7241/vkg_El_AlameinCR.7z/file

Installation:

Throw the "maps" folder within the download into your "MAPMODS" folder.
Add to the all.ini:

JV69_Lybia_NE_CR  JV69_Lybia_NE_CR/load.ini

and

vgk_El_AlameinCR  vgk_El_AlameinCR/load.ini

These maps run and save with VPMedia, BAT and Modact. Other installations may lack some objects. Use the static.ini.checker for this.

Original maps by JV69 and vgk.
Roads layed with RoadBuilder.
Hightadjustment with HeightAdapter.

Before i quit the map business i will make one more map. I like the SandsOfTime map, as it's small, it has water and two islands, sand and sun. But it lacks nearly everything else. So this will be a total conversion of this map.

Nowekat Jan. 19


Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: cgagan on January 12, 2019, 09:17:22 AM
Great improvement! Many thanks for sharing,  8)
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: Mick on January 12, 2019, 10:19:27 AM
Many THX for sharing these winding roads with us ...!  8)
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: stanislao on January 12, 2019, 11:11:02 AM

 ;D ;D ;DVery good, really good job, you have no idea what a pleasure I feel, finally, flying on a map with realistic roads! This was and remains the Achilles' heel of Il2 and your work enormously enriches three of the most beautiful maps ever produced! THANK YOU ;)

Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: cgagan on January 12, 2019, 02:02:06 PM
I installed the Libya map in my vp_modpack, and when trying to load, I get this message: Section [MAP2D] not found in "maps/JV69_NE_CR/load.ini"
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: SAS~Epervier on January 12, 2019, 02:33:51 PM
I installed the Libya map in my vp_modpack, and when trying to load, I get this message: Section [MAP2D] not found in "maps/JV69_NE_CR/load.ini"
And with this line...
JV69_Lybia_NE_CR     VGK_LYBIA_NE_CR/load.ini    ?
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: Nowekat on January 12, 2019, 03:00:27 PM
I'm old and confused. Sorry for that. The maps folder name of the lybia map must be "JV69_Lybia_NE_CR" and not  "VGK_LYBIA_NE_CR." VGK is the Alamein guy. The Lybia guy is JV69. I better don't consider Libyas  spelling. I will write a memo to me, hope not to forget this. So you have just to rename the folder. I also fixed that on the download, thank you for the hint!
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: xxxautoxxx on January 12, 2019, 03:17:22 PM
Same 'error' message for me.... All files/folders installed in MAPMODS ???

thanks xAx
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: jijrod on January 12, 2019, 07:15:47 PM
Where do you put this map? I have vp Modpack and I have placed this map in both mapmods and mapmods replacement, and neither folder works. The Lybia map works fine in the mapmods replacement location. Any assistance will be greatly appreciated.

Hank
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: mechanic on January 12, 2019, 08:16:41 PM
Just to add to the confusion - at least my confusion, the Lybia map runs fine for me in BAT 3.5 with the new folder, but with the Alamein map I get a similar error message to the one mentioned in the Lybia thread above, but mine reads: "Section [MAP2D] not found in "maps/vgk_El_AlameinCR/load.ini"  The original Viking  "vgk_El_Alamein" map (no curves) opens and runs fine. The other Nowekat CR maps are also running (and look) just fine.

The end of my log.lst reads:

Code: [Select]
[at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:95)
at com.maddox.il2.builder.PlMapLoad.mapLoad(PlMapLoad.java:220)
at com.maddox.il2.builder.PlMapLoad$1.doAction(PlMapLoad.java:572)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
section [MAP2D] not found in 'maps/vgk_El_AlameinCR/load.ini
[Jan 13, 2019 2:57:12 AM] -------------- END log session -------------
/code]


Any thoughts and guidance welcome.

Special thanks to Nowekat for the time and effort and thought that went into making these curves appear in maps.

Mechanic
Title: Re: JV69_Lybia_NE_CR/vgk_El_AlameinCR (Curved roads)
Post by: Sikshoota on January 12, 2019, 10:48:52 PM
Great work thank you very much Nowekat.

I too can load & save on the JV69 Lybia map...& don't those roads just look soooo good now!
However, I too am having the same load issues as mentioned above in Mechanics post with the El_Alamein map.

I checked over all spelling for incompatibilities & have hopefully found something that may lead to a fix...

You show in the first post the all.ini entry for the El Alamein map as...

vgk_El_AlameinCR  vgk_El_AlameinCR/load.ini

I may be wrong but shouldn't it read like this instead...

vkg_El_AlameinCR  vkg_El_AlameinCR/load.ini

So anyway I renamed the entry accordingly in my all.ini to vkg_El_AlameinCR  vkg_El_AlameinCR/load.ini but still no luck (yet).  I'll keep digging for a solution?

In the meantime I'm getting stuck into enjoying your reworks of Desert Online & now JV69 Lybia.

Thanks & Cheers
S'
Sik

Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 13, 2019, 12:03:32 AM
You are right. The name must be "vkg_El_AlameinCR" and not "vgk ...". So i changed also this download and the title of the first post. Hope it works now, sorry again.

Nowekat
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Sikshoota on January 13, 2019, 12:20:38 AM

Thanks Nowekat,


Firstly, no apology necessary, this is a minor glitch & your work is highly appreciated :)

Since your last post, I deleted the first downloaded map folder then did a fresh download, extraction & install of both the Map & Tex folders into...

IL-2 BAT/WAW3/Mapmods/Maps. 

Confirmed corrected all.ini entry vkg_El_AlameinCR  vkg_El_AlameinCR/load.ini in all.ini.

Unforunately the map still won't load so my log is included below...

I'm sure there'll be a solution.

Thanks again

Sik



Code: [Select]
INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/vkg_El_AlameinCR/map_T+++++.tga
[7:14:26 AM] WARNING: TPixelMap::Load('MAPS/vkg_El_AlameinCR/map_T+++++.tga')-Error
[7:14:26 AM] INTERNAL ERROR: Type Map not loaded
[7:14:26 AM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WA'
[7:14:26 AM] WARNING: TLandscape::LoadMap('vkg_El_AlameinCR/load.ini') - errors in loading
[7:14:26 AM] World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'vkg_El_AlameinCR/load.ini' loading error
[7:14:27 AM] fps:204 avg:597 max:1000 min:150 #fr:5867
[7:14:32 AM] fps:500 avg:564 max:1000 min:150 #fr:8366
[7:14:37 AM] fps:494 avg:545 max:1000 min:150 #fr:10824
[7:14:42 AM] fps:488 avg:533 max:1000 min:150 #fr:13269
[7:14:43 AM] Y=0 / M=0 / H= 12 , Temperature - 0m = 25.0 .
[7:14:43 AM] Loading map.ini defined airfields:
[7:14:43 AM] Map file: line <7670.24 142854.34 9298.31 141907.3 1.95> is valid!
[7:14:43 AM] Map file: line <40696.66 143418.69 42098.31 141763.77 1.95> is valid!
[7:14:43 AM] Map file: line <41886.31 141708.77 63137.86 126203.01 1.95> is valid!
[7:14:43 AM] Map file: line <64559.39 124877.23 64559.39 124877.23 1.95> is valid!
[7:14:43 AM] Map file: line <81287.91 121715.76 83238.61 120953.7 1.95> is valid!
[7:14:43 AM] Map file: line <94957.39 120891.95 95751.2 119786.33 1.95> is valid!
[7:14:43 AM] Map file: line <109803.44 111879.73 111399.24 110655.43 1.95> is valid!
[7:14:43 AM] Map file: line <161167.45 109753.91 162959.67 108909.51 1.95> is valid!
[7:14:43 AM] Map file: line <184821.98 102272.56 186545.7 101648.54 1.95> is valid!
[7:14:43 AM] Map file: line <208294.89 86781.953 210058.52 86084.73 1.95> is valid!
[7:14:43 AM] Map file: line <225157.84 81643.37 226887.17 80348.5 1.95> is valid!
[7:14:43 AM] Map file: line <250286.11 87451.61 251993.77 86039.0 1.95> is valid!
[7:14:43 AM] Map file: line <268667.2 97849.15 270124.97 96346.48 1.95> is valid!
[7:14:43 AM] Map file: line <275331.1 102431.955 276288.6 100821.958 1.95> is valid!
[7:14:43 AM] Map file: line <192035.3 64128.89 193787.72 62590.42 1.95> is valid!
[7:14:43 AM] Map file: line <44531.89 85391.62 45160.23 84140.66 1.95> is valid!
[7:14:44 AM] Load bridges
[7:14:44 AM] Load static objects
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Pyramid/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/stones/stones_small/Egypt_ss2/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Column/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Short/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Arch/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Medium/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Door/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse07/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse09/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/dead.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse12/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench1/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench6/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench5/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench2/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/animals/Camel_corp1/mono.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/46/Desert_Trench/GunTrench/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Obelisque/live.sim)
[7:14:44 AM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: mechanic on January 13, 2019, 12:27:17 AM
Nowekat

We seem to be on the right de-bug trail as the VKG versus VGK typo also appears in the _ Tex/textures and Egypt textures folder  and sub-folder (which might explain Sixshoota's long list of missing files) so the 2d Map error is gone but  after changing the .ini and folder names to reflect "VKG" new error messages appear on my loading which also match Sixshoota's starting error messages in his posted log.lst . See my log.lst:

Code: [Select]
2

INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/vkg_El_AlameinCR/map_T+++++.tga
WARNING: TPixelMap::Load('MAPS/vkg_El_AlameinCR/map_T+++++.tga')-Error
INTERNAL ERROR: Type Map not loaded
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WA'
WARNING: TLandscape::LoadMap('vkg_El_AlameinCR/load.ini') - errors in loading
World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'vkg_El_AlameinCR/load.ini' loading error
[Jan 13, 2019 7:06:25 AM] -------------- END log session -------------

So I'm past square  one but now on to square2 :-X
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Mick on January 13, 2019, 01:14:46 AM
... THX for the typo fix hint, as I had exactly the same problems and couldn't load the maps ...  8)

I'll give them another try and report back ...  ;)
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 13, 2019, 01:34:16 AM
Once the worm is in it .. the map_t was compressed. Next try with a refresh download or just open the map_t.tga with gimp or similar and resave it without RLE compression. To bad.
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Alfie Noakes on January 13, 2019, 06:01:44 AM
Quote
  ;D ;D ;DVery good, really good job, you have no idea what a pleasure I feel, finally, flying on a map with realistic roads! This was and remains the Achilles' heel of Il2 and your work enormously enriches three of the most beautiful maps ever produced! THANK YOU ;)   

I agree with stanislao entirely...the roads in IL2 have always been jarring to the eye (especially in snowscapes )...this is a great leap forward, I had no idea this could be achieved..many thanks for your work !  :P

Cheers

Alfie

PS The Lybian map loads & saves using Epervier's fix....but I'm still having difficulty loading the El Alamein map in BAT Musketeer :(
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 13, 2019, 08:51:20 AM
Give it an other try. The wrong naming (vgk instead of vkg) was also in the texture folder under the maps folder. Swaping the second and third letter should help. The download is fixed again insofar too. I really hope this was the last fix here .. 
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: jijrod on January 13, 2019, 09:26:25 AM
I  am still getting a map loading error....
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: mechanic on January 13, 2019, 10:16:23 AM
Nowekat,

THANKS! Your last de-compression fix did the trick. Once again a very fine road mod!

Mechanic
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 13, 2019, 12:35:23 PM
If one of the maps still doesn't run, a log is needed to find the flaw. I don't have a "clean" Bat installation, so there may be something you miss. Without log i can't help.
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: jijrod on January 13, 2019, 01:00:51 PM
My log looks like mechanic's in post#13...…

Hank
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 13, 2019, 01:27:42 PM
Is it this:

INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/vkg_El_AlameinCR/map_T+++++.tga

Then you are very near to success ;-) Open the map_t+++++.tga with Gimp or something else and resave it without "RLE" compression. With Gimp you need the save as an "Export" function here, don't know about other programs.  You still have the faulty map_t. Or download the map again and exchange the map_t+++++.tga, this is fixed meanwhile. Hope it works!
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: jijrod on January 13, 2019, 04:51:35 PM
Tried it but still doesn't work.....thanks anyway.

Hank
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: jijrod on January 13, 2019, 05:08:16 PM
Now I'm getting
INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_e0.tga' INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_e0.tga').
 I went into the _tex file and found a TB file which contains  TB_e1.tga' and TB_e2.tga' . Not the one mentioned.

Hank
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Sikshoota on January 13, 2019, 05:59:44 PM
Nowekat,

THANKS! Your last de-compression fix did the trick. Once again a very fine road mod!

Mechanic


...and "Viola", same here, now working just fine.

For those who may find the following useful, here's my steps, after initial failures (see earlier posts) to successfully loading the map (you can leave the all.ini insitu IF it reads as...  vkg_El_AlameinCR  vkg_El_AlameinCR/load.ini  ).


1.  Completely un-install/delete the complete contents of the El_Alamein zip, ie the Tex & Map files.

2.  Re-download Nowekats latest El_Alamein zip then extract contents to wherever you wish, desktop is good.

3.  Install as per Nowekats instructions.


Now its time to start transferring some old missions to these new maps by changing the .mis Map Load name to the new load.ini...


Great Stuff Nowekat & thanks to those others too like Mechanic who helped with the problem solving.

What a community we have here!!

S'
Sik

Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: mechanic on January 13, 2019, 08:19:06 PM
Quote
Now its time to start transferring some old missions to these new maps by changing the .mis Map Load name to the new load.ini

Hadn't thought of that, so I went to M4T and downloaded Poltava's Libya_1941_Hurricane campaign which uses the JV69_LYBIA_N-E map, edited the first mission .mis file to recognize the JV69_Lybia_NE_CR map and yielded a working mission with curving roads (see attached images). With Poltava's permission I would be happy to try and edit all 9 missions within the campaign and make them available directly here or through him.


                                                       
(https://i.postimg.cc/MpdJKqKd/2019-01-14-02-49-19-sml.jpg) (https://postimages.org/)
                                               
(https://i.postimg.cc/5tdLyd7Q/2019-01-14-02-49-26-sml.jpg) (https://postimages.org/)
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Alfie Noakes on January 14, 2019, 05:38:29 AM
I can confirm Sikshoota & mechanic's findings......
Re downloaded the El Alamein file and corrected load.ini and map loads and saves  ;D
Once again many thanks for your innovative work !

Cheers

Alfie
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: xxxautoxxx on January 14, 2019, 09:59:38 AM
hi gang,

    ElAlamein map loads/saves no issue - but new CR Libya wil LOAD, but can;t SAVE mission (either CR version of it??) Any suggestions Pls?

thanks

xAx
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 14, 2019, 10:00:08 AM
jijrod, the TB_e0.tga is a cloud texture and i think it's a standard file. If your other TB-files are also clouds, just rename one.

You named the problem but no help is possible when someone just is posting "there is a problem." A log is needed here.
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Mission_bug on January 14, 2019, 12:47:07 PM
These maps look superb with the new roads, thank you very much, really appreciated. 8)

There is a link to the texture TB_e0.tga in this thread, thanks to Mike:

https://www.sas1946.com/main/index.php/topic,58926.msg657614.html#msg657614


Wishing you all the very best, Pete. ;D
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: jcalonso on January 15, 2019, 12:45:09 PM
Hi guys,

Thanks to Nowecat and everyone working to get these wonderful curve roads maps into IL2.

It will be very helpful, once all problems solved, if someone can please post the whole corrected .7z files for these maps in this forum.

Thanks in advance and congratulations for a great job.

JC
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: SAS~Epervier on January 15, 2019, 01:33:03 PM
@Nowekat
Thank you very much for these new maps ! ;)

A quick question: What is the initial version of this map? 412 ? 413 ?
Because I see I'm missing static objects.
No special objects, fortunately!
Maybe you're the one who added objects?
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: mechanic on January 15, 2019, 09:33:50 PM
With the kind permission of SAS Poltava I edited his Battleaxe 2: Flying the Hurricane IIc Campaign missions to incorporate the new MAP JV69_Lybia_NE_CR curved road map from Nowekat into BAT 3.5.  While I successfully edited the missions I could not get them to run as a Campaign - the Campaign just wouldn't load for me even though the campaign.ini remained unchanged and the mission names did not change. If anyone can guide me on how to properly link single missions to a campaign format in BAT 3.5 please do. The missions can however be run as single missions and I have uploaded them to be downloaded from here:

https://www.mediafire.com/file/vl7uvflvg27fx0q/Hurricane_-_Operation_Battleaxe.rar/file (https://www.mediafire.com/file/vl7uvflvg27fx0q/Hurricane_-_Operation_Battleaxe.rar/file)

Just extract to your root file

I also re-worked Battleaxe - Breda 65, with the same results plus, in the port over to BAT 3.5 I found I was missing a number of vehicle objects which did not interfere with the missions. As well the Breda 65 from DreamK (https://www.sas1946.com/main/index.php/topic,20459.0.html ) is in TGA, not WAW, so I manually added them (2 versions are in the various missions) to the WAW folder after downloading through https://www.sas1946.com/main/index.php/topic,20459.0.html  (https://www.sas1946.com/main/index.php/topic,20459.0.html). A couple of missions also actively deploy the A-20_DB7_BostonMkII which can be found here https://www.sas1946.com/main/index.php/topic,1126.0.html (https://www.sas1946.com/main/index.php/topic,1126.0.html) and again can be loaded into WAW.  The Breda missions can be downloaded from here:

http://www.mediafire.com/file/nbv8cd0wcf58s7a/Battleaxe_Breda_65__Italian_Desert_Single_Missions.rar/file (http://www.mediafire.com/file/nbv8cd0wcf58s7a/Battleaxe_Breda_65__Italian_Desert_Single_Missions.rar/file)

Thanks - and all credit - goes to Nowekat, Poltava, Dreamk and Charlie Chap

Enjoy the curved road scenery.

Mechanic
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: stanislao on January 16, 2019, 10:27:59 AM

;D Excellent work also on the NWeurope dearest Nowekat! Unfortunately I tried to correct the map JV69_Lybia_NE_CR, but I can not open it, a real pity, if you consider that 70% of my fun happens on the African skies.
I do not think conflicts with that of JV69 ....or Yes ??  :(

Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: SAS~Epervier on January 16, 2019, 10:51:06 AM
Unfortunately I tried to correct the map JV69_Lybia_NE_CR, but I can not open it, ...
See your LOG !
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on January 16, 2019, 10:58:16 AM
Many thanks for the friendly comments and sorry again about that file naming disaster. If one of the maps still doesn't run, it might be the best to delete everything installed yet including the all.ini entry and reinstall a fresh download. I don't think that a conflict with a allready installed map can happen as the foldernames differ and afaik the names are the key to a map.

Mechanic, i downlowded these, do they work also with VPmedia? These incompatibilities are really regrettable.

I don't know the games version for these maps. I layed the roads under Modact 5.3 as this starts the fastest and did not change or add any objects but deleted a single windmill, that looked a little bit strange there. I don't know if i use an original static.ini with modact, there are two of them and i don't remember where the 2. bigger one comes from. The maps files came from the extracted sfs files, but these are also a mixture between BAT and VP media. So it's a confusion, not an ideal situation. 
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: dsawan on January 21, 2019, 05:01:51 PM
Hey mechanic or anyone else, can quick missions be uploaded to test? or converted from the campaign? Want the maps to show in quick mission bldr. thx
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: mechanic on January 22, 2019, 09:04:07 AM
dsawan,

Sorry, but I am not versed in loading maps into QMB. I am looking at, and for, the various tutorials on this site to do so, but I am not there yet.

mechanic
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: stanislao on February 01, 2019, 09:19:56 AM

 :(  Sorry, maybe I missed something ... the map JV69_Lybia_NE_CR now I load perfectly, but the map vkg_El_AlameinCR does not want to open, in FMB has always shielded me white, I use the VP 4.12 and the other map El_Alamain opens without problems ... has anyone found the right path?

Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Nowekat on February 01, 2019, 10:46:49 AM
Seems here also is something wrong with your maps installation? There are a lot of downloads and no other error reports yet, so a new download and installation may help? And a log also. Or press Shift and Tab at the same time after the loading failed to see the log on the screen. The last lines should show whats wrong.
Title: Re: JV69_Lybia_NE_CR/vkg_El_AlameinCR (Curved roads)
Post by: Knochenlutscher on March 22, 2020, 07:00:07 PM
Hi Nowecat,
First let me Thank you for making these my favoured maps with curved Roads, love them all.
Must report a missing .tga file from El Alamein.
I'm used to the ZAF version, since ever, since you included I tried.
I strictly use QMB, hence I tried stock, with the sinking to ground, works.
But I need ZAF in QMB and there Log kept telling me one tga is missing...
Looking into the load_ZAF.ini

it lists:
Code: [Select]
[MAP]
ColorMap = map_c+.tga
HeightMap = map_h+.tga
SmallMap = map_M.tga
TypeMap = map_T+++++.tga
FarMap = map_F+.tga
ReflMap = map_R.tga

HeightMap=map_h+.tga
But this one is missing in your Download. Could you please reupload this.

Thanks a bunch
Tobias