- asheshouse - 13.07.2008
Murph Wrote:I'm more used to installing maps that use a self installer (yes, I realize this is a beta) and I'm not clear on where the load.ini file should be put?
Otherwise the readme is quite understandable.
Thanks for all the time and hard work involved in making this!
All the files go into root/MODS/MAPMODS/maps/ash_BoF including ash_load.ini
There is no file named load.ini. ash_load.ini replaces this.
The zip file is prepared with the correct folder structure to allow the files to be unzipped straight into the game root,
but I have not tested this.
Jetplane -- The airfields in England are the remains of some early efforts. They need to be completely redone. Hawkinge is totally out of level. I left them all in for the moment. Dover has some modest scenery.
- Murph - 13.07.2008
What a beautiful map! I love the changes in elevation- river valleys, small mountains, and as already stated, very realistic looking and varied town layouts.
We'll finally have a proper Battle of the Bulge map from this as well I think.
Do you intend to do winter textures for these maps also?
- Bee - 13.07.2008
By God it's good! Do yourselves a favour people.
- asheshouse - 13.07.2008
Murph Wrote:What a beautiful map! I love the changes in elevation- river valleys, small mountains, and as already stated, very realistic looking and varied town layouts.
We'll finally have a proper Battle of the Bulge map from this as well I think.
Do you intend to do winter textures for these maps also?
Glad you like it. I did always consider that it would be good for a Battle of the Bulge scenario. Also Operation Market Garden, when I push out the northern edge a bit.
My priority now is to stay on top of bug fixing and populate the Part 2 area including Dutch and Belgian airfields. So it would be some time before I get around to a winter texture version. This would also be useful for the Phoney War period. There was heavy snow in this area from January through to March 1940.
- asheshouse - 13.07.2008
Nocturnum -- I think the map_F probably needs more work to sort out the excellent mode view. Your viewpoint is at a much greater altitude than I have been generally using. Definitely needs something done -- not sure what yet. Any map_F tips anyone?
- asheshouse - 13.07.2008
It was the map_F. It was saved in 8bit mode. Needs to be 24bit.
This is a screenshot from 4000m altitude with the amended file.
I think the map_F still needs more work. It could look better.
While I'm working on it if you are flying in excellent mode convert your ash_map_F file to 24bit and re-save. It makes a great improvement.
"perfect" mode doesn't use map_F, so "perfect" fliers don't need it.
- fly_zo - 13.07.2008
ok ....
first i had to make ed_map02.tga manually ( without it i'm getting 2d map error .... probably just my system )
apart from that map works perfectly .... didn't have much time to test it properly but what i did see was fantastic ... amazing .... pure art
great map !!!!
some screenies :
- Bee - 13.07.2008
Such an amazing map. Can't get enough of it.
I noticed the wood texture was an old stock one with a noticeable grid effect. I substituted some other Sk ones and was able to give a softer effect to forest and sky.
These are the ones I used:
[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = forest/summer/sk_Wood3.tga
Wood4 = forest/summer/sk_Wood4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga
[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
ShadeNoise = land/sk_Noise.tga
ForestNoise= forest/summer/sk_ListForestNoise.tga
Tree0 = Trees/sk_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga
Bloody good job asheshouse!
- asheshouse - 13.07.2008
Fly_zo -- Where were you flying in those screenshots. I can see texture errors to correct. I will add in an ed_map02.tga, but its not needed on my setup.
Bee -- I agree those forests look better in your screenshots. They are obviously conifer forests.
Is there a better option with broadleaf types?
- fly_zo - 13.07.2008
asheshouse Wrote:Fly_zo -- Where were you flying in those screenshots. I can see texture errors to correct. I will add in an ed_map02.tga, but its not needed on my setup.
approximative here .... you may check road /forest border while at it
but it is still one great map
Z
- asheshouse - 13.07.2008
quote -- approximative here .... you may check road /forest border while at it
I think the forest border here is extending over a railway.
Where forest extends over highway I have cut it back but I am reasonably happy to leave trees extending over railways. Railway tracks are quite narrow and I think it is realistic for the tree cover to obscure the view from the air.
Similarly I have not worried about slight encroachment of trees into rivers, provided they don't extend into the middle third of the river course.
PS I have started on a new map_F. Its not finished but already the appearance is much better. Expect to issue it during the coming week.
- fly_zo - 13.07.2008
no problem m8
those are minor things , can't be avoided on such big maps .... as i said this is outstanding work
Z
- Zorin - 13.07.2008
I have just read this thread and had no chance to test your map, which looks absolutely magnificent, yet on a screenshot posted by Bee I found this very prominent repetitive texture tilling:
I have no clue about map building whatsoever, so please bear with me, but is therere a way to break up this pattern?
- Fay King - 13.07.2008
Im very excited to try this map but cant get the download to work from Mediafire......is there another way we can this? :oops:
- Nocturnum - 13.07.2008
Ashes - I fly in perfect so it's not an issue anyway. Just thought you'd like to know.
Zorin - I don't know anything about building maps but I'd say that on a map this size with so much open land that it'd be very hard to avoid the repetition you pointed out. In game, with clouds floating about it's not so bad. Perhaps more forested areas in the western areas would help break it up but then again they may not be accurate.
I like the colours of the forest textures Bee posted,too.