Bombsaway, there may be an easy way, have a look at this after checking my attempt to explain:
Pretty much the first things Boomer explains...
http://ultrapack.tuttovola.org/index.php/topic,1977.0.htmlSo you can do the following:
Mark the entire area of that offending airfield with alt+left mouse, if in doubt add
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste
To
[HotKey builder]
in your config.ini.
The tools you need bTW if you do not have them are in the above linked post at the top.
You need
a) a folder named Maps with only a folder named after your map in it. No files. Right in your e.g. IL-2 1946 main folder..e.g. Maps\MTO.
Nothing in it.B) In jsgmemods "_Unlocked FMB_" and "_UnlockedMaps_"
C) in "_UnlockedMaps_" your map with all your files.
Structure:
IL-2 Sturmovik 1946\jsgmemods\_UnlockedMaps_\#DBW\Mapmods\Maps\your map and also an all.ini
file with your map's load.ini name e.g. ag_uf_Ifni2 ag_uf_Ifni2/load.ini which was my selected map.
Engage both unlocked maps and unlocked FMB in jsgme.
When you start the game, choose FMB and select your map.
I tell you first how to change the airfield and later how to edit the texture, IMHO best edit the underlying texture first.
Go to your airfield and select everything that offends you with alt+ left mouse, pull a square on all parts you want to delete, you can do this in one big square or seperate small areas. Take care not to delete objects you wish to keep like distinctive houses or trees.
Everything that lights up red can now be moved or deleted or copied.
Delete everything you want off with ctrl+x, your changes will later be saved in the above named "Maps" folder.
Now go to your preferred other airfield and mark everything.
Then hit ctrl+c for copy.
Put your mouse over the general area of the former "badly looking" airfield and hit ctrl+v for insert.
Now you have your green field features placed on the old airfields area, all in one place. The runway, the parking points etc..
Now right click next to it and select "unselect all".
Now mark them again and choose in the FMB "Edit" "Rotate objects". You can now move them in an angle you wish the airfield to be placed on the texture. With numpad keys..
Once you have the correct angle, take the entire pack and draw it to the exact position. If in doubt unmark them again (right click-unselect) and mark them again, to not just draw or move a single object out of the complete feature. This counts as well in case your complete airfield did not turn in one bunch. If that happens, counteract whatever last turn you made with the opposite turn and start again.
NO worries, usually it works flawless.
I suggest to replace the underlying texture with your preferred green one
before doing all this.
Because then you see exactly where your repalcement objects have to fit in. You can zoom in by scrolling on the screen's left bar and using the mousewheel.
Replacing textures:
You can do that by selecting objects in the FMB list and then the "Tile" that carries your texture, I assume the above shown greenone you mentioned is under Airfield0=
Then click on the spots where you want the new texture. If you accidently overpaint surrounding textures, you can revert by seelcting their "Tile" in the "Tiles" list and painting them back in.
Sounds difficult but is very easy.
If all fails send me what you have so far and I try it.
After making your edits hit save in the FMB list..does not take long.
Now all your changes will be in the "Maps" folder inside your there placed edited empty map's folder.
To test them, you can either deactivate the FMB+ and your _UnlockedMaps_ in jsgmemods and load it again or copy and paste the edited files in your maps folder in another install and testfly them there.
To go on with editing, best deselect unlocked maps and unlocked FMB in jsgmemods and put the edited files in your map in unlocked maps.
Then reactivate and start over.
You can also edit in steps by copying and pasting the saved files several times out of your IL-2 1946/Maps/yourmap folder..and not exit the FMB+.
Important:
I did it that way, not mandatory:
In DBW, I made a seperate "MapMods\Maps" folder for testing, complete with a _tex folder in case I edit a map with other than default textures.
Whenever I test an edit, I deselect the default "MapMods" folder with an "-".
And seelct the testing version.
Dough, that was badly explained.