- Deadparrot - 18.07.2008
I will have to correct myself.
The airfield at Eindhoven was called Welschap. It was located 5 kilometers West North West of the city. It was a civilian airfield, but was put into military use during the mobilisation of 1939-1940. On may 10th 1940 it was one of the targets of the Luftwaffe for attack. But it was empty at that moment
The 4th Reconnaisance group (Fokker C-V and Koolhoven FK-51) was stationed at Welschap from 16 september 1939 until 9 april 1940. The group went west to Haamstede and then back east to Gilze-Rijen on 22 april 1940.
I have two maps from an aviation guide. I will try to photograph them. I can also try to find the text with descriptions. From the map it seems like a gras airfield. The german expanded the airfield massively and built concrete runways. I don't know whether the airfield was made unusuable like Twenthe airfield (around the bend here) by ploughing the field and blowing up the buildings on may 10th.
Greetings
- Scharnhorst1943 - 18.07.2008
Thirdeye Wrote:Someone please make accurate Escort campaigns with this. We can replicate the deep bombing missions into Germany.
I will, but I need the map to be done first. I am making all new maps available for DCG. While I am at it though, I am redoing the entire campaign structure.
It is a HUGE WIP, so it won't be out anytime soon. But when it is finished, ALL new maps for all three theaters will be incorporated into offline campaigns.
- asheshouse - 19.07.2008
Thirdeye posted that on Dec 5th -- Impressive memory Scharnhorst
- Zorin - 25.07.2008
Could you give a rough estimate on how many towns and villages you have placed in your already finished Part 1?
- asheshouse - 26.07.2008
Not sure about the total number, or what would be a meaningful figure to use.
Perhaps the number of texture pixels on map_T would be the thing.
My source maps for painting map_T was an old 1:300000 Bartholomews Road Atlas which I tore the pages out of to scan. I then used various sources to trim back the post 1945 city sprawl.
Using the 1:300000 I painted village texture for every named village dot on the map. For England I used 1:250000 OS Maps.
Possibly of more relevance is the object count. I am "budgeting" 1.3 to 1.5 million objects for the total map (108160 sq km), an average of 13 objects per sq km. The Part 1 map is broadly in line with this.
Since Bay of Biscay is so much sea you could probably increase the density for the land areas, but there is also a practical limit of numbers of objects on screen at any time, as you probably know.
- asheshouse - 26.07.2008
That's great work. I would like to incorporate all of your suggestions into the map. Can you post a *.mis file with the objects, so that I can paste them into the actors.static. The map images are great for picking up the map_T changes.
I have questions about Findel/Sandweiler Airfield. The only references I found used the name Sandweiler in the pre-war period. I thought the name Findel Airfield only applied after May 1940. I may well be wrong and will be pleased to be corrected. I knew it was only under construction but decided to include it in the interests of playability, because of the lack of airfield on the east side of the map.
I have not yet added any stations or sidings onto the map, only the rail routes, but since you have asked Luxembourg may get the first sidings. I have some station templates made up but just have not used them yet.
I have avoided adding a lot of tree objects in towns and villages because this would make a large increase in the total object count. It should be ok though for specific one off locations if they are really needed.
I would be very happy to have more help to improve the Luxembourg details. It is important though to try to keep the total object count under control. So to add more objects it is best if some are also removed.
If you want to work in FMB and send me a *.mis file that would be ok.
--or if you are working with FMB Map Editor you should extract an area from the actors.static no larger than 50x50km and send me the modified actors.static with a note of the coordinates for the area.
Ashe
- asheshouse - 26.07.2008
Rotterdam docks taking shape.
I think this may take some time.
Waalhaven Airfield is on the right, just out of shot.
Captured by German airborne troops in the opening hours of the offensive, and subsequently attacked by RAF aircraft.
I'm using the Houses of 46, large red cranes, but these pop out of view at only medium range. The grey Houses of Pacific cranes stay in view longer. Is there any way to change the viewing distance of objects?
- panzerkeil - 26.07.2008
Find the .mat file used for the specific object.
There you will find 2 parameters:
VisibleDistanceNear 0.0 // Float 0.0 - near, 1.0 - far
VisibleDistanceFar 10000
The number is the view distance in meters
All I can say is - Osudog - 28.07.2008
AMAZING :lol: :lol: :lol:
- lowfighter - 28.07.2008
This is not really working unfortunately, take any object,say first object in fmb, open the mat file, the distance is set there anyway to 10000. Now go in game and measure the pop up distance for that object (I did that long time ago). The pop up will be some 3000 meters for first object with normal view if I remember correctly. The pop up distance is somewhere else, and I suspect it's in the .msh file... The houses having the greatest visibility range are the Norway ones, about 7000m (not sure though about the Slovakia castles and churches they might be even more "visible").
panzerkeil Wrote:Find the .mat file used for the specific object.
There you will find 2 parameters:
VisibleDistanceNear 0.0 // Float 0.0 - near, 1.0 - far
VisibleDistanceFar 10000
The number is the view distance in meters
- panzerkeil - 28.07.2008
Strange..
Sorry for misinforming you.. :oops:
For smoke and lights this method works.
I will test with some other objects.
Maybe I can retrieve some information from an older mod (pre 4.09b1) that increased view distance.
- asheshouse - 28.07.2008
Thanks for your efforts Panzerkeil
Shame that its not as easy as you thought.
It sure would be useful to be able to adjust the visibility distances.
- lowfighter - 28.07.2008
The mat file distance works to DECREASE the pop up distance. Say somewhere else the pop up distance is set to 5000 m. If in mat file you set it to any higher distance it will have no effect. But if you set it to alower value say 1000m it will make the object pop up at 1000m. With the smoke and fire the original mat files had a distance set to 3000m or something, lower than the "real" pop up distance. That's why increasing the mat distance worked for smoke and fire. There's another object with mat distance set to smaller than the "real" one, namely the small tree, it's set to 1000 meter, I just set it then to 10000 meter, and the tree pops up now to a higher distance (of course smaller than 10000 meter)
The M8 knowing how to increase the pop up distance is FC, he was telling that in another thread...
- panzerkeil - 29.07.2008
I found the mod I was talking about; they did change some java files.
So must be hardcoded then..
Hopefully FC can help.
- godzyla - 05.08.2008
For this map, why don't you help the creator of the English Channel and add this part of this map, it's an idea, and then, have a map for the Operation Market Garden (for example), on your map , there's between 1/3 and 1/2 of this map created by his map.