All-Aircraft-Simulations
Map Modifying Discussion - History (Read Only) - Printable Version

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



- Fisneaky - 08.11.2007

Well yes, seen here - GAZ truck + Husks starter

[Image: I-153_a.jpg]

- But was saying that maybe the Italy map holds some answers to the airfield question - as in what is missing from that Northern airbase that these planes cant start there.


- Bee - 08.11.2007

lowfighter Wrote:Ah, sorry for misleading with "my" camuflage". So you can't do anything about the objects on Crimea, sad...Hm, you know, already had 2 beers and I think there's a way, but it's a bit too much work, also you have to enable it ONLY when you'd play winterised maps. Otherwise you'll start a mission in the desert and you'll see snow on the roofs lol. Not worth...it would be like taking all objects present on the map and put their winter textures in the "files"...

Zo don't be too harsh with R One, his english is not so good. But it's improving :wink:

Started painting one of the empty maps, added a little town, some cropfields nearby and the most important thing, started painting an airfield in different colours, the area around the parking place has a different texture than the rest... But it's very time consuming because working in the dark.

I'm at work atm, so can't post in detail, but try this in photoshop:

Open the texture tga (the black one) and select all. In the menu go to Image>Adjustment>Levels...
Chenge the contrast of the .tga and suddenly all the detail will appear out of nowhere.
Discovered this last night about 2 minutes before bed time Smile


- lowfighter - 09.11.2007

Bee Wrote:
lowfighter Wrote:Ah, sorry for misleading with "my" camuflage". So you can't do anything about the objects on Crimea, sad...Hm, you know, already had 2 beers and I think there's a way, but it's a bit too much work, also you have to enable it ONLY when you'd play winterised maps. Otherwise you'll start a mission in the desert and you'll see snow on the roofs lol. Not worth...it would be like taking all objects present on the map and put their winter textures in the "files"...

Zo don't be too harsh with R One, his english is not so good. But it's improving :wink:

Started painting one of the empty maps, added a little town, some cropfields nearby and the most important thing, started painting an airfield in different colours, the area around the parking place has a different texture than the rest... But it's very time consuming because working in the dark.

I'm at work atm, so can't post in detail, but try this in photoshop:

Open the texture tga (the black one) and select all. In the menu go to Image>Adjustment>Levels...
Chenge the contrast of the .tga and suddenly all the detail will appear out of nowhere.
Discovered this last night about 2 minutes before bed time Smile


Hehe, nicest discoveries are those either just before bed time or after many beers! :wink:
Bee, I knew that, have to be careful, if you fail to restore the image to initial levels then all my work went to nothing, which happened a couple of times. I found another similar way, adjust a bit the gamma for all desktop from ati pannel, that way I don't have to care restoring image levels when saving the work.
I was talking about the fact that looking at an airfield painted area, you have limited hint where the runway and parking places are. So when you try to add new textures to the airfield area it's mostly trial and error work, I think I had to start the game some 5-6 times just to adjust the different texture I placed around one of the parking places.

About textures and colours: all colours are with R=G=B and
RGB=0 coresponds to lowland0
RGB=1 corresponds to lowland1 etc

So you have the folowing:

RGB=0-3 lowland0-3
RGB=4-7 midland0-3
RGB=8-11 mount 0-3
RGB=12-15 country0-3
RGB=16-19 city0-3
RGB=20-23 airfield0-3
RGB=24-27 wood0-3
RGB=28-31 water0-3

So just clicking somewhere on a map you know what region it belongs to.


- SG2_Wasy - 09.11.2007

Possible make some net BoB emulator map?


- slipper - 09.11.2007

Do you think there would be anyway to remove the "corners" on the roads and railways to make them more lifelike, rather than the sharp turns we have now. Also would it be possible to have the rivers made narrower, also to maybe have streams as well.

Lastly while i'm at it could there be a way to have small height adjustments, such as riverbanks, gullies etc


regards

mike


- fly_zo - 09.11.2007

SG2_Wasy Wrote:Possible make some net BoB emulator map?


Well , Battle of Britain map is in my planes ..... just can't decide which map to use

if i understood correctly what you're asking ....


Z


- fly_zo - 09.11.2007

slipper Wrote:Do you think there would be anyway to remove the "corners" on the roads and railways to make them more lifelike, rather than the sharp turns we have now. Also would it be possible to have the rivers made narrower, also to maybe have streams as well.

Lastly while i'm at it could there be a way to have small height adjustments, such as riverbanks, gullies etc


regards

mike


I'm very sorry but it can't be done cos the way game generates roads and rivers ...

Z


- SG2_Wasy - 09.11.2007

fly_zo Wrote:
SG2_Wasy Wrote:Possible make some net BoB emulator map?


Well , Battle of Britain map is in my planes ..... just can't decide which map to use

if i understood correctly what you're asking ....

I mean make simple map with ground on north and south with 15-20 km sea between them, and adding some base.


- fly_zo - 09.11.2007

SG2_Wasy Wrote:
fly_zo Wrote:
SG2_Wasy Wrote:Possible make some net BoB emulator map?


Well , Battle of Britain map is in my planes ..... just can't decide which map to use

if i understood correctly what you're asking ....

I mean make simple map with ground on north and south with 15-20 km sea between them, and adding some base.


we still didn't found out how to change (make) watter/land areas i'm afraid

regards
Z


- Guest - 09.11.2007

[/quote]

we still didn't found out how to change (make) watter/land areas i'm afraid


[/quote]

..and that, of course, would be the map making 'holy grail', if it can be figured out... :roll:


- spud - 09.11.2007

Think I might have to have a crack at moving the forests all the way to the water on most pacific maps (other than atolls).

Smile

Also dump the rivers on most of Guadalcanal since most are under 2m wide.

tater


- Guest - 09.11.2007

Is it posible to lower saturation on maps? Turn the green fields little less green?


- fly_zo - 09.11.2007

spud Wrote:Think I might have to have a crack at moving the forests all the way to the water on most pacific maps (other than atolls).

Smile

Also dump the rivers on most of Guadalcanal since most are under 2m wide.

tater


that was first thing cracked m8 ( check top of the thread :wink: ) by great guru LOWFIGHTER ...

pic of new jungle on guadalcanal is also there ....


but keep digging , we all do

all the best
Z


- fly_zo - 09.11.2007

Avala Wrote:Is it posible to lower saturation on maps? Turn the green fields little less green?


well i believe that this need to be done via .mat file for every texture ... overall landlight can be tuned via landLight.mat file ( thanks to mr.Bee) for individual maps


all the best
Z


- spud - 09.11.2007

I saw that. I mean forest to within a few meters of the surf virtually everywhere. That map was better, certainly, but I want even less open space.

I also want to remove most of the "rivers." Since the game seems to only do large, navigable rivers, i'd simply eliminate any river that wasn't big enough for a large boat to operate in (large, as in a huge riverboat).

Smile

tater