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Author Topic: WIP of Stock New Guinea map  (Read 7090 times)

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Piotrek1

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Re: WIP of Stock New Guinea map
« Reply #36 on: January 28, 2023, 08:21:52 AM »

Beautiful map, Thank you WxTech 8) ]thumleft[, unfortunately I can't save the mission, I'm missing 4 objects,
I should rather have them somewhere in my archives but so far I haven't been able to find them,

missing objects in Vp modpack:

buildings.Plate$PCPRunwayLong
buildings.Plate$NGNBGroundRunway
buildings.Plate$NGNBGroundRunwayEnd
buildings.Plate$NGNBGroundRunwayLong

Best Regards,
Piotrek
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Flamer50

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Re: WIP of Stock New Guinea map
« Reply #37 on: January 28, 2023, 09:10:48 AM »

Piotrek1,
You need this for your VPpack:
https://www.mediafire.com/file/miybirge485m8i9/DT_NGNB_Objects.rar/file

Good Luck
Flamer'

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Piotrek1

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Re: WIP of Stock New Guinea map
« Reply #38 on: January 28, 2023, 09:32:30 AM »

Thank you very much Flamer 8), this almost solved my problem, I only had to find buildings.Plate$PCPRunwayLong,

Best Regards,
Piotrek
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WxTech

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Re: WIP of Stock New Guinea map
« Reply #39 on: January 28, 2023, 09:48:48 AM »

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Piotrek1

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Re: WIP of Stock New Guinea map
« Reply #40 on: January 28, 2023, 09:54:54 AM »

Thank You very much, WxTech 8),

Ps. Problem solved, QMB and FMB missions work ]thumleft[,

Best Regards,
Piotrek
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genXgamer

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Re: WIP of Stock New Guinea map
« Reply #41 on: January 28, 2023, 10:30:09 AM »


We have wooden jetty objects that look very similar, you may have to lower them though.
Also it would look silly them spanning such wide in-game rivers unless you create narrower ones.

I would suggest putting Kokoda in the correct location.

I can provide the following;

Detailed Kokoda sketch maps
1939 Port Moresby town layout 300+ MB .TIFF format
1942 Port Moresby area Army Survey map 900+ MB .TIFF format
1942 High Detail Buna sketch map


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WxTech

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Re: WIP of Stock New Guinea map
« Reply #42 on: January 28, 2023, 11:32:47 AM »

Shane,
Those are mighty big files! And the detail could be unnecessarily high in the context of a simple game map? If the big files could be scrunched down, though...  ;)

It's already bad enough with the river widths as I have them, suffering the numerous closed off points (like sclerotic arteries) that result from the map_c's 32x32 pixel fragmentation process.

I should look to further restricting the river widths as much as possible in the higher inland reaches, anyway. Those closed off bits don't matter much there, and indeed have a certain validity, suggesting tree canopy coverage.

I need to be mindful of becoming too subsumed in this project; I have lots of other tasks crying for attention.

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WxTech

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Re: WIP of Stock New Guinea map
« Reply #43 on: January 28, 2023, 11:57:13 AM »

Here's an idea for the ed map (appears on the in-flight kneeboard); use an actual 1930s era printed map that might (?) have been used in the early part of the war. Here I show the best fit I could obtain on the game's map, with the printed map having a partial transparency here to facilitate assessment of the errors.

Note the discrepancies. Particularly in the northern part, the departures are pretty significant. I don't think this is due to any distortion in the scanning process. Nor do I think it's due to a difference in the map projections. The vertical regional boundaries suggest something like a Mercator projection, which our game maps tend to be when using DEM elevation data.

I could at least offer this one as an alternative for the afficionado of more realism. It would add to the uncertainties in navigation!  ;)

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WxTech

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Re: WIP of Stock New Guinea map
« Reply #44 on: January 28, 2023, 01:36:59 PM »

An experiment to thin out the upper parts of rivers, in the highlands. Here the lower right stretch is the current width (made with a 2 pixel wide brush), and the upper reach has been treated so as to effectively make the width of the lines a bit narrower. This causes a frequent breaking up, as the threshold pixel darkness varies across the threshold required. I kind of like it, as it suggests a narrow river being intermittently seen through the tree canopy. And the higher percentage of the lighter 'shallows' by area suggests rapids and falls as the stream cascades through the steep and strongly descending valleys. I could apply some different darker texture along the course, as well as allow the layered forest to cover the river here and there.

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stanislao

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Re: WIP of Stock New Guinea map
« Reply #45 on: January 30, 2023, 02:08:16 AM »


Yes, I agree, the idea of covering the broken sections of the river with layered forest seems to me the most intelligent, practical and realistic solution!  ;)

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Frankiek

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Re: WIP of Stock New Guinea map
« Reply #46 on: January 30, 2023, 04:32:20 AM »

Please look into the possibility to change the water color in the river that deep blue really hurts
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WxTech

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Re: WIP of Stock New Guinea map
« Reply #47 on: January 30, 2023, 06:03:01 AM »

I'll do some experimenting on the river color. It might be tough to avoid ugly clashing...

Any example of a game map that succeeds in this, without oddly colored ocean water?
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