- Compans - 21.11.2008
There was 1 file listed wrong in the above list. I just edited it. Try copy and pasting again if that's what you're using.
If you had problems downloading from the first link try this:
http://files.filefront.com/Compans+grou ... einfo.html
- EQT - 21.11.2008
nice, using googel maps ?
a bit like this
edited LAL_normandy map, just for personal use.
over Carpiquet airbase
textures from googel earth around cean area.
- Compans - 21.11.2008
Google Earth was the starting point. All textures have been heavily tampered with though to suit the IL2 environment.
S! Comp
- EQT - 21.11.2008
Compans Wrote:Google Earth was the starting point. All textures have been heavily tampered with though to suit the IL2 environment.
S! Comp
good jobb
most have been a relay hard work to do all thos maps, so they fit together, absolutely when i noticed on the textures that u dont use any alpha canals on them, and btw way are u using 256 (8 BitsPerPixel) tga ?
i use 16,7 Millions (32 BitsPerPixel) tga.
hope some mapmakers will start to use them for there maps and mission.
now we need a skin pack for planes in tga 16,7 Millions (32 BitsPerPixel)
so the planes looks more real
- BERSERKER - 21.11.2008
Many thanks for the explanation and for the new link.
Great work :wink:
Greetings
- Compans - 21.11.2008
Yup...they're 256 colours. What exactly does the alpha chanel do?
S! Comp
- EQT - 21.11.2008
Compans Wrote:Yup...they're 256 colours. What exactly does the alpha chanel do?
S! Comp
what i have understand the alpha channel mixing the different texture together on the map,
like u can see here on the pic, i think that is useful for mapmakers examples to get more random farmland whit just two ground textures.
- Compans - 21.11.2008
Blending seems to happen naturally between different textures.
Try this for Normandy map:
[FIELDS]
LowLand0 = land/summer/Compans_Marsh.tga
LowLand1 = land/summer/Compans_french_fields_2.tga
LowLand2 = land/summer/Compans_french_fields_1.tga
LowLand3 = land/summer/Compans_french_fields_2.tga
MidLand0 = land/summer/Compans_Marsh.tga
MidLand1 = land/summer/Compans_french_fields_2.tga
MidLand2 = land/summer/Compans_french_fields_1.tga
MidLand3 = land/summer/Compans_french_fields_3.tga
Mount0 = land/summer/Compans_mountain_fields_2.tga
Mount1 = land/summer/Compans_mountain_fields_2.tga
Mount2 = land/summer/Compans_mountain_fields_2.tga
Mount3 = land/summer/Compans_mountain_fields_2.tga
Country0 = land/summer/Compans_french_fields_3.tga
Country1 = land/summer/whitechalk.tga
Country2 = land/summer/Compans_french_fields_3.tga
Country3 = land/summer/Compans_Marsh.tga
City0 = land/summer/Compans_French_village.tga
City1 = land/summer/Compans_French_suburbs.tga
City2 = land/summer/Compans_French_City.tga
City3 = land/summer/Compans_French_suburbs.tga
AirField0= land/summer/Compans_airfield1.tga
AirField1= land/summer/Compans_airfield1.tga
AirField2= land/summer/Compans_airfield1.tga
AirField3= land/summer/Compans_airfield1.tga
Wood0 = forest/summer/rom_forrestground.tga
Wood1 =
Wood2 = forest/summer/rom_ForrestFar.tga
Wood3 =
Water0 = water/water.tga
Water1 = land/summer/Compans_coastal1.tga
Water2 = land/summer/Compans_coastal1.tga
Water3 = water/rom_fields_Beach.tga,2
S! Comp
- EQT - 21.11.2008
cool,
i shall test that one, thanks
- Compans - 21.11.2008
This is pretty extreme but for the full 'London' effect try this and set up a Heinkel intercept in Hurris or Spits at around 5000m in blind or poor weather:
[FIELDS]
LowLand0 = land/summer/Compans_City1.tga
LowLand1 = land/summer/Compans_City2.tga
LowLand2 = land/summer/Compans_City1.tga
LowLand3 = land/summer/Compans_City1.tga
MidLand0 = land/summer/Compans_City1.tga
MidLand1 = land/summer/Compans_City2.tga
MidLand2 = land/summer/Compans_City1.tga
MidLand3 = land/summer/Compans_City1.tga
Mount0 = land/summer/Compans_City1.tga
Mount1 = land/summer/Compans_City2.tga
Mount2 = land/summer/Compans_City1.tga
Mount3 = land/summer/Compans_City1.tga
Country0 = land/summer/Compans_Marsh.tga
Country1 = land/summer/whitechalk.tga
Country2 = land/summer/Compans_Marsh.tga
Country3 = water/rom_fields_Beach.tga,2
City0 = land/summer/Compans_City1.tga
City1 = land/summer/Compans_City1.tga
City2 = land/summer/Compans_City1.tga
City3 = land/summer/Compans_City1.tga
AirField0= land/summer/Compans_airfield1.tga
AirField1= land/summer/Compans_airfield1.tga
AirField2= land/summer/Compans_airfield1.tga
AirField3= land/summer/Compans_airfield1.tga
Wood0 = forest/summer/rom_forrestground.tga
Wood1 =
Wood2 = forest/summer/rom_ForrestFar.tga
Wood3 =
Water0 = water/water.tga
Water1 = land/summer/Compans_City2.tga
Water2 = land/summer/Compans_City1.tga
Water3 = water/rom_fields_Beach.tga,2
S! Comp
- EQT - 21.11.2008
trayd ur set up for Normandy but the engine cant faind this texture Country3 = land/summer/sand.tga
and i cant faind it in any folder or any of the fb_mapsxx.SFS files, is that a misspelling or a custom texture?
will replays it whit something else just for now so i can test how the map looks like, im abit exiting here
like a small child on x-mass 8)
- Triad773 - 21.11.2008
Looking forward to seeing your textures in Joe's map
Continuing to be impressed 8)
Triad
- Compans - 21.11.2008
Yeah...you're right about the sand. That's one of mine I didn't include. I'm changing the list above.
Thanks for the heads up!
S! Comp
- EQT - 21.11.2008
hum, i first tog th i have get ghost in my pc,
but then i found ut that this line is also wrong
Water2 = land/summer/rom_CoastLine1.tga
it should be water/rom_CoastLine1.tga.
ma by u can tell me where in the sfs i can find thso rom, Italy_DF, sk map textures, extracted all
fb_mapsxx.SFS but dident find them there, humm
- Compans - 21.11.2008
Thanks again EQT. Changed the list above. Hope it works for you now.
S! Comp