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Author Topic: Burma - retextured, retowned, revillaged  (Read 38942 times)

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Whiskey_Sierra_972

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Re: Burma - retextured, retowned, revillaged
« Reply #48 on: April 16, 2015, 11:32:03 AM »

Cyber!

You did it again!

What you did?

A MIRACLE!!!!

Thanks a lot for this wonderful map!

I love your works with all my heart!
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Uufflakke

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Re: Burma - retextured, retowned, revillaged
« Reply #49 on: April 16, 2015, 12:11:38 PM »

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"The Best Things In Live Aren't Things"

SAS~Tom2

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Re: Burma - retextured, retowned, revillaged
« Reply #50 on: April 16, 2015, 01:44:26 PM »

I would like my view exactly like IL2 1946 Burma - retextured, retowned, revillaged...I run 4.12.2- Im obviously missing alot of folders and I'm clueless how to get the small text in lower corner of screen or use the burma maps. Clueless on how to use antispam image dragging too it seems

Get C.U.P. and follow its instructions and you may have it all.

BTW you were also a FreeFalcon forum member? Recall you from there.

Chrs

Tom
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SAS~Gerax

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Re: Burma - retextured, retowned, revillaged
« Reply #51 on: April 16, 2015, 11:09:27 PM »

I'm clueless how to get the small text in lower corner of screen

Hit SHIFT+TAB and you will get the whole list.

Quote
Clueless on how to use antispam image dragging
click on the pic in the upper left corner and drag it until
it fits to the main pic. Repeat this until its done.
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Mission_bug

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Re: Burma - retextured, retowned, revillaged
« Reply #52 on: April 17, 2015, 07:59:13 AM »

The map looks absolutely stunning cyberolas, thank you very much, greatly appreciated. 8)


Wishing you all the very best, Pete. ;D
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cyberolas

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Re: Burma - retextured, retowned, revillaged
« Reply #53 on: April 17, 2015, 08:02:06 AM »

Thanks for your words and pictures, pilots... 8) 8) ;D
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WxTech

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Re: Burma - retextured, retowned, revillaged
« Reply #54 on: April 17, 2015, 02:24:19 PM »

Very nice, indeed! I especially like the 'feathering' of high terrain at the map edges; much less jarring. And the reduction to sea level in the west gets rid of the awful 'river-water-below-land problem. I desperately want to fly on it in my ancient 4.08 install. I've been able to jump in a plane for a short time, but then the game locks up.

I should add that I'm starting with the version of actors.static posted/supplied for Greybeard (he being a 4.09 Rebel, I believe?  ;)  ) Should I instead be using the original actors.static?

I've added to static.ini the two required buildings, they being the Roman arc and the Med mosque.

From log.lst, I see several Slovakia objects are required, which I'm currently manually adding.

But here's a strange problem. Even though I have BambooHut and BambooHut2 in the Pacific objects folder and my static.ini (and I see at least many BambooHuts populating the map), the console says it can't find them. Is there another version of these buildings in another folder besides "Pacific"? (It would be so nice if the console could supply the full path for missing objects!)

Thanks for any aid that can be supplied!
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WxTech

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Re: Burma - retextured, retowned, revillaged
« Reply #55 on: April 17, 2015, 07:42:18 PM »

Well, the only missing objects fir me now (strangely) are the two BambooHut buildings. I can fly missions, and the Java errors are not too frequent. But it would be nice to resolve this last discrepancy.

I note that the slimmed-down rivers have ended up with odd squiggles, narrowings, straight-line segments and angular bends. All of this detracts from what is really a smoothly curving, sinuous, flat-valley river. And so I'm manually smoothing out all this nasty stuff in map_c. What a labour intensive operation! I just spent perhaps 2 hours fixing about 1/4 of the .tga.

It'll be worth it. And when done to my satisfaction, I'll make it available to all.
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Gumpy

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Re: Burma - retextured, retowned, revillaged
« Reply #56 on: April 17, 2015, 08:45:36 PM »

Ya know WxTech I seem to remember a mod that gave a guy two or three more BambooHut buildings plus bones and skeletons you could place around them to give the appearance of an unfriendly tribe but,where it is and who made it that is the question.(UPDATE) It could be these    http://www.mediafire.com/download/zr0jcjvw8313v3o/3do.7z  with static ini entries   
Code: [Select]
//===========================================================================
[***]
Title Huts
//===========================================================================

[buildings.House$Hut_type01]
Title           Hut_type01
MeshLive        3do/Buildings/Huts/Hut_type01/live.sim
MeshDead        3do/Buildings/Huts/Hut_type01/dead.sim
Body            FuelSmall
Panzer          0.005

[buildings.House$Hut_type02]
Title           Hut_type02
MeshLive        3do/Buildings/Huts/Hut_type02/live.sim
MeshDead        3do/Buildings/Huts/Hut_type02/dead.sim
Body            FuelSmall
Panzer          0.005

[buildings.House$Hut_type03]
Title           Hut_type03
MeshLive        3do/Buildings/Huts/Hut_type03/live.sim
MeshDead        3do/Buildings/Huts/Hut_type03/dead.sim
Body            FuelSmall
Panzer          0.005

[buildings.House$Hut_type04]
Title           Hut_type04
MeshLive        3do/Buildings/Huts/Hut_type04/live.sim
MeshDead        3do/Buildings/Huts/Hut_type04/dead.sim
Body            FuelSmall
Panzer          0.005

[buildings.House$Hut_type05]
Title           Hut_type05
MeshLive        3do/Buildings/Huts/Hut_type05/live.sim
MeshDead        3do/Buildings/Huts/Hut_type05/dead.sim
Body            FuelSmall
Panzer          0.005

[buildings.House$Hut_type06]
Title           Hut_type06
MeshLive        3do/Buildings/Huts/Hut_type06/live.sim
MeshDead        3do/Buildings/Huts/Hut_type06/dead.sim
Body            FuelSmall
Panzer          0.005

[buildings.House$Hut_type07]
Title           Hut_type07
MeshLive        3do/Buildings/Huts/Hut_type07/live.sim
MeshDead        3do/Buildings/Huts/Hut_type07/dead.sim
AlignToLand     0
Body            WoodSmall
Panzer          0.00024

[buildings.House$Hut_type08]
Title           Hut_type08
MeshLive        3do/Buildings/Huts/Hut_type08/live.sim
MeshDead        3do/Buildings/Huts/Hut_type08/dead.sim
AlignToLand     0
Body            WoodSmall
Panzer          0.00024

[buildings.House$Hut_type09]
Title           Hut_type09
MeshLive        3do/Buildings/Huts/Hut_type09/live.sim
MeshDead        3do/Buildings/Huts/Hut_type09/dead.sim
AlignToLand     0
Body            WoodMiddle
Panzer          0.01

[buildings.House$Hut_type10]
Title           Hut_type10
MeshLive        3do/Buildings/Huts/Hut_type10/live.sim
MeshDead        3do/Buildings/Huts/Hut_type10/dead.sim
AlignToLand     0
AddHeightDead   0.25
Body            WoodSmall
Panzer          0.00024
They do not go in the Pacific objects folder.
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WxTech

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Re: Burma - retextured, retowned, revillaged
« Reply #57 on: April 18, 2015, 01:17:52 AM »

Gumpy,
Thanks for the reply. But note that the objects are called

BambooHut
BambooHut2

The different names from those you located suggests they're not the same.

What I might try, though, is to create a 3do/Buildings/Huts folder and simply copy over from the Pacific folder the two required objects, then add the 'new' huts to static.ini.
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WxTech

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Re: Burma - retextured, retowned, revillaged
« Reply #58 on: April 18, 2015, 09:28:17 AM »

No more Java errors!

I copied the two bamboo huts into a new 'Huts' folder. However, for some reason these bamboo huts (supplied with the original Pacific Fighters) have no 'dead' model, even though one is specified in the static.ini! I took the expedient course and faked it by simply making the dead model the existing live one.

I lowered the contrast on the forest ground texture, by somewhat lightening the shadowed areas.

I changed the ForestFar texture, by combining the existing one with the above mentioned forest ground texture, making it suitably lower in contrast for good blending as the graphic transitions when view distance changes. The result is a much less contrasty, 'splotchy' patchwork on distant forests.

I made the water a 'muddy' color, by altering the ATI water color values (even though I have an nVidia card), as follows:

0.23 0.19 0.13 (red green and blue, respectively)

Note the higher red and lower blue; this makes a brownish water color that mimics tropical runoff.
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WxTech

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Re: Burma - retextured, retowned, revillaged
« Reply #59 on: April 18, 2015, 07:03:01 PM »

I've finished smoothing out the rivers, to obtain a better sinuous curving of their courses. It took a solid at hand-aching mouse work in Photoshop on map_c.tga. ;) They certainly look so much more natural now.

A quick perusal of the result shows some little annoyances, such as river banks shifted a little over to adjacent upward-sloping terrain, and some villages just edging into water. They're only noticeable when you're up close, and in the case of rivers edging to higher ground, you pretty much have to be almost looking for it.

These issues don't really bother me, but I'll want to fix at least the shorelines at villages cases before fobbing this off to anyone else.

But most importantly, I must first ask you, Cyberolas, if you deem this adjustment to your fine map to be of any interest. I don't want to rush in like I'm trying to take over.
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