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Map Modifying Discussion - History (Read Only) - Printable Version

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+---- Thread: Map Modifying Discussion - History (Read Only) (/showthread.php?tid=51019)



MTonline - Whizz - 07.11.2007

Browsing through all the maps trying to find anything that might be useful for channel front activity. I always found the Finnish map unsuitable because of all the islands and inlets. What about greening the MT map if nothing else is suitable? I might have a wee go at this myself if noone else wants to. It's new to me though. The 2 Islands could represent the coast of Britain. I know that sounds ridiculous when the Gulf of Finland seems a lot better but those thousands of Islands just kill it for me.

If only we could have a completely new map or a hybrid that would do for the Channel.


Re: MTonline - fly_zo - 07.11.2007

Whizz Wrote:Browsing through all the maps trying to find anything that might be useful for channel front activity. I always found the Finnish map unsuitable because of all the islands and inlets. What about greening the MT map if nothing else is suitable? I might have a wee go at this myself if noone else wants to. It's new to me though. The 2 Islands could represent the coast of Britain. I know that sounds ridiculous when the Gulf of Finland seems a lot better but those thousands of Islands just kill it for me.

If only we could have a completely new map or a hybrid that would do for the Channel.


sure m8 give it a go .... we could use green MT map, if you need a hand PM me

Z


- Bee - 07.11.2007

Glad to hear the Nightfighter idea has some people interested Smile

I figured out how to remove the 'plastic' cover from the mini-map last night. Also found the skin for the leather map frame. Currently modifying this to a metal panel with screws etc. Very Me-110 chic. :wink:

I still need to figure out how to remove or tone down the grid lines overlay that appears on the flight maps. They are waaaay to bright in the dark (help!).

I might start a seperate thread soon so I don't muddy this one up too much.


- fly_zo - 07.11.2007

Bee Wrote:Glad to hear the Nightfighter idea has some people interested Smile

I figured out how to remove the 'plastic' cover from the mini-map last night. Also found the skin for the leather map frame. Currently modifying this to a metal panel with screws etc. Very Me-110 chic. :wink:

I still need to figure out how to remove or tone down the grid lines overlay that appears on the flight maps. They are waaaay to bright in the dark (help!).

I might start a seperate thread soon so I don't muddy this one up too much.

Glad you making progres m8....... feels goooood doesn't it? Big Grin

And regarding great mr.LOWFIGHTER whose ideas and solutions made all this possible .... i just cant wait for him to return from "map vacation" how he put it and to relinquish him "command" ( i always liked to be EX-O :wink: )

And no separate thread please..... we need you here m8!

stay well
Z


- lowfighter - 08.11.2007

Hi Zo, thanks for appreciation! Although in vacation I check the developments here of course, and nice they are. Only I don't take active part yet. As for "command", I can't do that, but you manage it anyway VERY well so all is fine. Though it would be nice if all other members who know the stuff jump and help a bit to release a bit the preasure on you!
To go back on topic, do you know what the "2" means in some texture assignments like in:

land/summer/mount.tga,2

I have no idea, might be a colour setting, or what?


- Daiichidoku - 08.11.2007

Bee Wrote:Glad to hear the Nightfighter idea has some people interested Smile

I figured out how to remove the 'plastic' cover from the mini-map last night. Also found the skin for the leather map frame. Currently modifying this to a metal panel with screws etc. Very Me-110 chic. :wink:

I still need to figure out how to remove or tone down the grid lines overlay that appears on the flight maps. They are waaaay to bright in the dark (help!).

I might start a seperate thread soon so I don't muddy this one up too much.

great. now we have to research standard flight map kit from each country and service branch :lol:

:wink: nice, Bee!


- Daiichidoku - 08.11.2007

some nice NF schemes for F6F, F4U, P 38, Mossie, Beau, 110, Hurri....etc for the skinners to keep busy with now 8)

(ive already got some NF Beau skins, one of em a nice Cunningham NF Beau)


- Bee - 08.11.2007

Whoa! Slow down Big Grin Big Grin Big Grin


Hey Lowfighter, I think that ",2" extension on some map textures is like some kind of double-dip command. I noticed when you take it away, that particular texture is less prevalent. When you add it to the end of a texture name, that particular .tga seems to get priority. :?


- LAL_RONE - 08.11.2007

Probably yes, and I saw .tag,-2 too !!

I almost finished my pack. I added CRIMEA WINTER with Snow. I leave unchanged green forest because winters are no very unkindly in Crimea, not like moscow for example !

[Image: crimeeneige0wv7.jpg]

I will create the auto.exe next week and I will post it in IL2 MODS Download.


to Daiichidoku, great idea!! - Vpmedia - 08.11.2007

http://rapidshare.com/files/68251379/night.zip.html

incl. unpublished night camos for:
Bf-110
Mossie VI
Blenheim IV

In my RHAF campaign at M4T you can find Beaufighter and B-24 night camos,
plus there are couple other night schemes at Flying-Legends.net for the 110 and the Hurricane.


- LAL_RONE - 08.11.2007

Bee Wrote:Hey Lowfighter, I think that ",2" extension on some map textures is like some kind of double-dip command. I noticed when you take it away, that particular texture is less prevalent. When you add it to the end of a texture name, that particular .tga seems to get priority. :?


I did serious tests. This number don't affect the visual prevalence.

In fact, you can put tga / tga,-2 / tga,2.
This number modify the zoom and unzoom of the textures. It affects detail's texture.
tga --> normal texture
tga,-2 --> zoomed texture, low d


- Bee - 08.11.2007

Brilliant sleuthing LAL_RONE! That sounds like a very handy feature. Should let me modify the high cloud layers to a much denser atmosphere. Thanks! Big Grin

Love the Winter Crimea 8)


- LAL_RONE - 08.11.2007

Thanks, but I have 2 problems :
1. I don't knom how modify static objects (houses, trees, bridges, runways) to transform them in winter version. Is Someone know how do this ?
2. I would like to erase some aiports because their localisations aren't historic. Is it posssible ? I could accept a alternative solution : substitute runway's texture by grass texture to conceal the base ...


- lowfighter - 08.11.2007

Ahaaaa, thanks R One for the discovery!

About changing the objects to winter:

set in load.ini:

CAMOUFLAGE = WINTER

The runways, parking places etc will still remain green...


- Bee - 08.11.2007

About the Nightfghter project - Figured out how to alter the ambient and diffuse lighting for individual maps.

Files\maps\_Tex\Landlights.mat

In the Landlights.mat, I changed from 1.0 to:

[ClassInfo]
ClassName TMaterial
[LightParams]
Ambient 0.7
Diffuse 0.5

Was able to make this lighting individual to this particular map too:

I made a copy of the generic Landlight.mat and renamed it to LandLight_Nacht.mat. Then put it with the other one in the _Tex folder.

In the load.ini for my night Berlin map, I changed the entry to:

[LIGHT]
LandLight = LandLight_Nacht.mat

Finally, I put the entry Files\maps\_Tex\Landlights.mat into my Fileslist so that the game knew where to find the file. Now I have extra dark nights for this particular map. All the others are unchanged. This means we can customise the lighting to individual maps without changing the global one.

An interesting experiment would be to increase the glare on desert maps to see how it looks Smile