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[MAPS] TUTORIALS

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fly_zo

Mod Member

Posts: 4586

Joined: Fri Oct 12, 2007 4:01 pm

Post Sun Nov 25, 2007 6:41 pm

[MAPS] TUTORIALS

Revoked and new textures how to

by boomrang & uf_josse ... thanks guys :D

french:

http://opfortitude.free.fr/tutotext.pdf

english:

http://lespotesajosse.free.fr/Newtextures-tutorial.pdf
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Vpmedia

Posts: 1078

Joined: Fri Nov 02, 2007 9:28 pm

Location: HU

Post Mon Nov 26, 2007 4:59 am

You will also need to create your own textures:

http://www.tutorialized.com/view/tutori ... shop/29973
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uf_josse

Posts: 119

Joined: Mon Oct 29, 2007 10:57 am

Post Wed Nov 28, 2007 6:35 am

here is the translation of Boomerang's textures tutorial...

Translation made for me by my friend St
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JV69_BADA

Posts: 163

Joined: Wed Oct 31, 2007 1:19 pm

Post Wed Nov 28, 2007 7:33 am

Static objects' adresses library version a1 :D

http://files.filefront.com/actors+stati ... einfo.html

will be updated asap
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boomrang

Posts: 20

Joined: Sun Nov 25, 2007 5:44 am

Post Wed Nov 28, 2007 4:48 pm

JV69_BADA wrote:Static objects' adresses library version a1 :D

http://files.filefront.com/actors+stati ... einfo.html

will be updated asap


congratulation great work thx :shock:
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Vpmedia

Posts: 1078

Joined: Fri Nov 02, 2007 9:28 pm

Location: HU

Post Thu Nov 29, 2007 4:11 pm

this info was posted in another topic by LAL_RONE:

Influence fps by turning off auto generated trees and playing with texture quality (examples in bold):

LowLand1 = land/summer/fields_midland_ian.tga,2
texture, 2 : the texture is zoomed. Quality is poor. Generated trees are absent.

LowLand1 = land/summer/fields_midland_ian.tga,-2
texture, -2 : the texture is unzoomed. Quality is very high. Generated trees are absent.

LowLand1 = land/summer/fields_midland_ian.tga
texture : the texture is normal. Quality is average. Generated trees are present.[/quote]
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lowfighter

Posts: 1098

Joined: Wed Oct 31, 2007 3:22 am

Location: Have no idea

Post Fri Nov 30, 2007 2:05 am

Hi BADA, what is the use of it? :? :? :?



JV69_BADA wrote:Static objects' adresses library version a1 :D

http://files.filefront.com/actors+stati ... einfo.html

will be updated asap
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JV69_BADA

Posts: 163

Joined: Wed Oct 31, 2007 1:19 pm

Post Thu Dec 06, 2007 4:11 pm

First "prototype" of RGB vs Height data, especially for working with 3DEM software

http://files.filefront.com/rgb+vs+haute ... einfo.html
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deSAD

User avatar

Posts: 51

Joined: Sat Nov 03, 2007 3:57 pm

Location: Kiev, Ukraine

Post Mon Dec 10, 2007 7:26 am

It's NO 'tutorial', but maybe be of use to 'mapmoders' :roll:

High resolution National Geographic Maps (size: 33.58 MB)
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asheshouse

Posts: 1368

Joined: Mon Nov 05, 2007 10:56 am

Post Mon Dec 10, 2007 10:26 am

JV69_BADA wrote:First "prototype" of RGB vs Height data, especially for working with 3DEM softwarel


Many thanks. That nicely covers all of the range up to the highest point in Belgium (694m).
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fly_zo

Mod Member

Posts: 4586

Joined: Fri Oct 12, 2007 4:01 pm

Post Mon Dec 10, 2007 1:57 pm

deSAD wrote:It's NO 'tutorial', but maybe be of use to 'mapmoders' :roll:

High resolution National Geographic Maps (size: 33.58 MB)



Thank you m8 :D

z
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asheshouse

Posts: 1368

Joined: Mon Nov 05, 2007 10:56 am

Post Fri Dec 14, 2007 12:07 pm

Here is a reference to a brief tutorial on preparing map_h.tga using SRTM data.
viewtopic.php?p=14374#14374
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zino1

User avatar

Posts: 6

Joined: Sun Nov 04, 2007 8:19 pm

Post Mon Dec 17, 2007 12:35 pm

Re: TUTORIALS

fly_zo wrote:Revoked and new textures how to

by boomrang & uf_josse ... thanks guys :D

french:

http://opfortitude.free.fr/tutotext.pdf

english:

http://lespotesajosse.free.fr/Newtextures-tutorial.pdf




The tutorial says to go to

IL-2 Sturmovik 1946/files/maps
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asheshouse

Posts: 1368

Joined: Mon Nov 05, 2007 10:56 am

Post Mon Dec 17, 2007 1:10 pm

zino1
Yes -- you should make a /files/maps folder
in this you will have sub-folders for any new or modded maps and also for any new textures.
The paths to all of the new files in these folders needs to be included in filelist.txt
Any new or modded maps need to be listed in all.ini so as to appear in the Load Map menu in FMB
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asheshouse

Posts: 1368

Joined: Mon Nov 05, 2007 10:56 am

Post Thu Dec 20, 2007 5:31 am

Bridge Building in FMB

Its all in this post

viewtopic.php?p=16246#16246
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