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Author Topic: Kursk map retextured, retowned, revillaged  (Read 69369 times)

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SAS~Tom2

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Re: Kursk map retextured, retowned, revillaged
« Reply #156 on: July 30, 2012, 03:20:19 PM »

On behalf of Uufflakke.. :D..Some of the tree files are hidden in SFS files, depending on the game version you play. You will know if they are in once you try to load the map..I saw that many times when new maps called for tgas which did not appear in my texture folder but where in the game anyway..just compiled in SFS for default maps of the game's version like DBW/HSFX/UP etc..
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SAS~Tom2

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Re: Kursk map retextured, retowned, revillaged
« Reply #157 on: July 30, 2012, 03:23:47 PM »

(PS:..to get those files avaialable to edit, you need either someone who has your tree file stored somewhere or extract them from the game.)..From my previous pages' big post, I can upload my trees folder, only (sorry) no sk tree in there..
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cyberolas

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Re: Kursk map retextured, retowned, revillaged
« Reply #158 on: July 30, 2012, 03:42:23 PM »

Yes, yes, yes...I use SFX extractor, it´s one from my basic instruments, but Alteredbush8a.mat doesn´t exist, I think.
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Sonny Tucson

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Re: Kursk map retextured, retowned, revillaged
« Reply #159 on: July 30, 2012, 03:51:58 PM »

Sonny,

where are you living? Where did you learn "deutsch"? Your avatar give no advise - schade, lol.

I'm stupid, omg, you mean the car and the TV. I thought you meant my IL-2, sorry for that - lol.

Thank you very much for your wishes!

All what I can do for you is looking in my "-tex" folders 2 & 3. They are'nt deactivated (just seen it in the moment),

please look on my "#DBW-folder screenshot", they are only renamed...

Our respective countries hockey teams have just ended their fair play confrontation  in the Olympic Games ! ;)

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Ass Eagle

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Re: Kursk map retextured, retowned, revillaged
« Reply #160 on: July 30, 2012, 04:05:12 PM »

Yes, yes, yes...I use SFX extractor, it´s one from my basic instruments, but Alteredbush8a.mat doesn´t exist, I think.
your right.. I have however a bunch of AlteredBush8a.tga and alike in my documents for IL2.
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bomberkiller

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Re: Kursk map retextured, retowned, revillaged
« Reply #161 on: July 31, 2012, 01:02:42 AM »

Quote
Our respective countries hockey teams have just ended their fair play confrontation  in the Olympic Games !

Hallo neighbour
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Hangman

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Re: Kursk map retextured, retowned, revillaged
« Reply #162 on: July 31, 2012, 04:35:36 AM »

Thank's for letters bomberkiller

Der Schwarz Adler


Hope the spelling is right I have studied german only two years almost three years ago ;)
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Uufflakke

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Re: Kursk map retextured, retowned, revillaged
« Reply #163 on: July 31, 2012, 06:16:51 AM »

Hmmm, your idea is great, but I can´t find Alteredbush8a.mat. Can you write me how I can change RGB in existing file Alteredbush8a.tga? I found very good treefile, I need only change RGB (and alpha canal keep!).
Thanks to all pilots!

When an entry is not in the filelist I add the line to the list and sometimes the requested file pops up after extracting SFS files.
Maybe it is also the case after adding "Alteredbush8a.mat"? Not sure though.

Noticed that the light tree issue only occurs in shadowed areas on a map when seen from certain angles.
For darker trees why not adding the trees Avala created for his Serbia map and add the Tree0 entry to your load.ini? These trees are darker and do light up also but not that noticable.
Never understand what the function is of the  "TreeLightMask = Trees\LightM256.tga" but Avala left this line out of the load.ini.
With or without I don't see any difference.
https://www.sas1946.com/main/index.php/topic,14483.0.html

About changing RGB values of a .tga + keeping it's original alpha layer:
As far as I know it is just a matter of playing around a bit in GIMP with darkness, saturation whatever and click SAVE AS (nót SAVE) and uncheck RLE compression.

In case .tga is saved without original alpha layer you can add it again by following next steps.
(I learned these steps from RealDarko by the way.)

Code: [Select]
Layer -> Mask -> Add Layer Mask -> Transfer layer's alpha channel.
Check the box "Move Active Layer" in Toolbox.
Hit the "alt" key while clicking with the left mouse's button in the new layer that appears in the right.
The new layer will be surrounded by a green line.
So you can copy it and paste it, but before paste it, you need to do the same in the destination texture:
 Layer -> Mask -> Add Layer Mask -> Transfer layer's alpha channel
Hit the "alt" key while clicking with the left mouse's button in the new layer that appears in the right.
Then paste the alpha there (Control C/Control V) and right click on the layer and "Anchor layer"
Right click again and "Apply Layer Mask".
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cyberolas

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Re: Kursk map retextured, retowned, revillaged
« Reply #164 on: July 31, 2012, 07:11:55 AM »

I tried to add line Alteredbush8a.mat to filelist, but it was unsuccesfull.
"TreeLightMask = Trees\LightM256.tga" - this is mysterium for me too.
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bomberkiller

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Re: Kursk map retextured, retowned, revillaged
« Reply #165 on: July 31, 2012, 08:34:12 AM »

Quote
Der Schwarz Adler

Hallo Hangman,

I'm sorry to say that: Your spelling isn't right.

Right is: Der schwarze Adler

Better is: Schwarzer Adler

Regards, Gerhard
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Sonny Tucson

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Re: Kursk map retextured, retowned, revillaged
« Reply #166 on: July 31, 2012, 09:48:11 AM »

Quote
Der Schwarz Adler

Hallo Hangman,

I'm sorry to say that: Your spelling isn't right.

Right is: Der schwarze Adler

Better is: Schwarzer Adler


I was right ... but didn't dare to post ... ! Ach ...Grammatik !

Sonny  ;D

Regards, Gerhard
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Hangman

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Re: Kursk map retextured, retowned, revillaged
« Reply #167 on: July 31, 2012, 10:22:40 AM »

Yes I was almost sure of that I will fix spelling thank's a lot
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