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Author Topic: Kursk map retextured, retowned, revillaged  (Read 48916 times)

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bomberkiller

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Re: Kursk map retextured, retowned, revillaged
« Reply #168 on: July 31, 2012, 11:15:53 AM »

Yes, you are right! The german grammar is hard...!
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FAC N° 9 ...cheers mein Schatz

cyberolas

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Re: Kursk map retextured, retowned, revillaged
« Reply #169 on: August 08, 2012, 10:15:36 AM »

Hm, beautiful screenshot - so look default building textures. Why not? I create it with retextured buildings, but this is ok. Attention to hangar MODS, you need these objects for good saving missions in campaign. (if you want fine working campaigns) I use 4.11.1 with MODS activator.

Edit: I can see there is missing hangar - I see texture this hangar, but object is missing...:)
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drewtwem

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Re: Kursk map retextured, retowned, revillaged
« Reply #170 on: August 08, 2012, 10:42:00 AM »

This map looks great!
I have never updated any maps and scenery on Il2 although I do use DBW.
Can anyone offer assitance into where I place the files? I do not have a MOD folder, the aircraft that I download are in:
C:\Ubisoft\IL-2 Sturmovik 1946\#DBW
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cyberolas

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Re: Kursk map retextured, retowned, revillaged
« Reply #171 on: August 08, 2012, 10:46:11 AM »

Somewhere in this discussion (Kursk map) is guide for all versions il-2....
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w

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Re: Kursk map retextured, retowned, revillaged
« Reply #172 on: August 08, 2012, 03:11:32 PM »

again this is a great map !
 and I hope cyberolas gets to contribute his expertise to the complete full Moscow Map that has been a WIP for 36 months now  ;D
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Ass Eagle

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Re: Kursk map retextured, retowned, revillaged
« Reply #173 on: August 08, 2012, 05:22:40 PM »

Hm, beautiful screenshot - so look default building textures. Why not? I create it with retextured buildings, but this is ok. Attention to hangar MODS, you need these objects for good saving missions in campaign. (if you want fine working campaigns) I use 4.11.1 with MODS activator.

Edit: I can see there is missing hangar - I see texture this hangar, but object is missing...:)
I mounted up3/dbw objects to v4.11. Is this better? Or still missing something? Thanks.

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cyberolas

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Re: Kursk map retextured, retowned, revillaged
« Reply #174 on: August 09, 2012, 04:40:30 AM »

I can´t see this missing hangar - because right now is behind Bf-109:) It is large hangar with arching shape. I´m going to do this:
I will make photo all object in this map (I think, that there is 4 objects from hangar mod) and I show it here. But right now I´m not at home.
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lowfighter

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Re: Kursk map retextured, retowned, revillaged
« Reply #175 on: November 11, 2012, 06:37:52 AM »

This is a very nice map  8)
I have a weird problem though:
In some places if I want to put moving vehicles the builder refuses to insert waypoints although it is land and not water and far away from water. It  happened on some place on the map at the edge of a village.
 This is as if you try to place vehicles in the water where naturally the builder doesn't allow it. 
Maybe something with map_c or the other map (I forgot the name) which shows what are "navigable parts of the map?
By the way it also happened on the Donbass map, somewhere at the edge of Stalino. I never encountered this before on any other maps...
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canonuk

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Re: Kursk map retextured, retowned, revillaged
« Reply #176 on: November 11, 2012, 08:11:48 AM »

It's the ed_map_t.tga file that determines land and water for navigation of vehicles and ships. It needs to have water RGB values where there's water, and land  RGB values where there's land. Just copy and rename map_t
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lowfighter

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Re: Kursk map retextured, retowned, revillaged
« Reply #177 on: November 11, 2012, 09:10:47 AM »

Thanks! :)
It's the ed_map_t.tga file that determines land and water for navigation of vehicles and ships. It needs to have water RGB values where there's water, and land  RGB values where there's land. Just copy and rename map_t
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mojojojo

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Re: Kursk map retextured, retowned, revillaged
« Reply #178 on: November 11, 2012, 10:25:35 AM »

great!
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marcost

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Re: Kursk map retextured, retowned, revillaged
« Reply #179 on: November 11, 2012, 10:27:03 AM »

Great work Cyberolas, thank you!

M
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