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Author Topic: drawing taxyways  (Read 2188 times)

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Krazy_Tom

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drawing taxyways
« on: June 03, 2013, 09:10:17 PM »

If anyone would please offer answers to the most reasonable questions below I would appreciate it. I'm making good progress through trial and error and SAS advice on mapmaking.

Gimp 2.8 anyone know how to set the Paintbox pencil size?  I am trying to draw taxyways on a mapT airfield (I've been able to draw a lake). Would a pixel sixe of 2 be the best to accomodate the wingspan of aircraft?

what makes the FMB plates cut off the tip of a lake or island?

any way to randomise the size of wood textures?  They occur in rectangles at the moment.  That would not be a problem if I could select and rotate them.

does the spellcheker realise that a taxiway is something to do with a taxi and a street not an aircraft and a taxyway?
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SAS~Malone

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Re: drawing taxyways
« Reply #1 on: June 04, 2013, 01:05:04 AM »

i don't use Gimp, so can't really help you with the map questions, however i can say that the spellchecker doesn't realise anything about anything. it's simply a bot trained to look for possible spelling errors.... :D
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SAS~Boomer

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Re: drawing taxyways
« Reply #2 on: June 04, 2013, 01:30:21 AM »

Gimp 2.8 anyone know how to set the Paintbox pencil size?

with Gimp,select pencil
in the Toolbox window,click Brush to select an actual brush size (different brushes are downloadable)
slide scale ,to fine tune brush size by increasing or decreasing the brush size

I am trying to draw taxyways on a mapT airfield (I've been able to draw a lake).

you can draw a lake on map_t,but you need to edit MyMap_C then compile to create a new lake on a map
then that lake needs to be painted correctly on map_t with the correct RGB for lakes to not get waves on shoreline
correct RGB values are in the map tools thread

any way to randomise the size of wood textures?  They occur in rectangles at the moment.  That would not be a problem if I could select and rotate them.

sounds strange,the look like triangles
not sure what you mean
maybe post a Pic ?

Would a pixel sixe of 2 be the best to accomodate the wingspan of aircraft?

I think if I remember right,2 pixel wide is the average width of most rivers in IL-2 when editing map_c
and need to be at least 2 pixels in width to create a river

so park some stationary aircraft along a 2 pixel wide river to see if the wingspan is as wide as a 2 pixel width section of a river

what makes the FMB plates cut off the tip of a lake or island?
not sure what you mean,post a pic maybe ?
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SAS~Malone

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Re: drawing taxyways
« Reply #3 on: June 04, 2013, 01:39:56 AM »

a couple screenshots would certainly help to understand exactly what you mean, K_T... ;)
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Krazy_Tom

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Re: drawing taxyways
« Reply #4 on: June 06, 2013, 07:32:40 PM »

I've got some screenshots on a USB...not familiar with the [img][  /img] function here. Can I ask for assistance uploading the image please?
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S3231541

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Re: drawing taxyways
« Reply #5 on: June 06, 2013, 08:08:52 PM »

Just upload your image on to imageshack or mediafire or photobucket etc, then post the directly link here, enclosed between [img] code.
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Krazy_Tom

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Re: drawing taxyways
« Reply #6 on: June 14, 2013, 05:40:18 PM »

I hope some members will bear with me still  ( a novice map maker)

1.  do I draw a lake on Mymap with a tool having RGB 30?  Surf's up.
2.  Is it true?  Has Photobucket really gone over to the New World Order and is now only taking uploads from a personal mobile phone?
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SAS~Boomer

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Re: drawing taxyways
« Reply #7 on: June 14, 2013, 05:56:41 PM »

1.
On MyMap_C.tga you need to specify water with RGB 0
Any grey's in the water so to speak, will produce underwater Coral like on Pacific maps for example

Surf for seashore and no surf for inland rivers needs to be defined on map_t.tga
water RGB 31 (surf)
water RGB 30 (no surf)

Other than the RGB values,RGB 32,RGB 64 and RGB 128 that are used for the roads/highways and rail roads
RGB values that are above 40 used on the water on map_c, are used to simulate shallow water and surf around coastlines
you won't see water on these areas even though in map_T you've created water textures
The map_C and mapC_tga.table, are what make shallow areas or deep shoals in water

Below is an RGB and load.ini Slot guide with that small explanation on Map_C at bottom of the guide
hope this helps

2.Not true,I use photobucket all the time on my Pc
and I have used it as recently as one minute ago to upload a photo,just to check to make sure  ;)

Cheers

RGB /load.ini guide>
Code: [Select]

low0 RGB 0
low1 RGB 1
low2 RGB 2
low3 RGB 3

mid0 RGB 4
mid1 RGB 5
mid2 RGB 6
mid3 RGB 7

mount0 RGB 8
mount1 RGB 9
mount2 RGB 10
mount3 RGB 11

country0 RGB 12
country1 RGB 13
country2 RGB 14
country3 RGB 15

city0 RGB 16
city1 RGB 17
city2 RGB 18
city3 RGB 19

airfield0 RGB 20
airfield1 RGB 21
airfield2 RGB 22
airfield3 RGB 23

woods RGB 24
water RGB 31 (surf)
water RGB 30 (no surf)

secondary roads RGB 32
railways RGB 64
highways RGB 128

last three RGB values are flattened,RGB 32,RGB 64 and RGB 128


Other than the RGB values above for the roads/highways and rail roads
RGB values that are above 40, are used to simulate shallow water and surf around coastlines
you won't see water on these areas even though in map_T you've created water textures.

The map_C and mapC_tga.table, are what make shallow areas or deep shoals in water

PS:
Here is an RGB Guide I made some time ago to use in Gimp
use as a layer,the use the color picker tool to quickly pick which RGB value you want to work with

https://www.mediafire.com/?tg1bejyhmoz
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