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The Slot - Printable Version

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+---- Thread: The Slot (/showthread.php?tid=51379)



- spud - 21.01.2008

Those islands were covered with vegetation.

[Image: ballale.jpg]


[Image: na80g34887-sm.jpg]

I do think the strips are rather harsh, but making the textures would be a major PITA. I would certainly like a darker, more dense-shrublike ground texture, however.


tater


- MAHA - 21.01.2008

PITA? Sorry, i don't understand this word :oops:

Will you add a lot of vegetation at your strips? :roll:


- spud - 21.01.2008

Sorry, Pain In The Ass Big Grin

It would mean a custom texture for every single airfield, right?

As for vegetation, yeah, I will add some trees and bushes. The Sand texture works great for mid pacific atolls, they look quite good, IMO. For the SWPA, they don't look right at all. For the most part jungle right to the sea with only a very narrow beach. The japanese blast pens were frequently camouflaged by letting grass grow on them (which happened very fast in the tropical environment).

With rare exceptions, even the smallest islands in the Slot would be almost entirely covered with trees or shrubs, the light ground was only exposed by bulldozers.


- spud - 21.01.2008

[Image: aerial-ballale.jpg]

You can see that at a grazing angle you cannot even see the dispersal areas because they are in the trees.

That was wartime, this is a close up in 1975:


[Image: si55.jpg]


tater


- spud - 21.01.2008

BTW, looking at the il-2 version (one page up) and looking at those last two images makes me think. Right now I have taxi points into the dispersals. I'm not at all sure that with many ground objects applied they will work since the AI will simply despawn on the runway if any ground object gets within some range of the waypoints or STAY points. This is more of a jungle than palm trees, too.

To really make the island look right, I should probably cover the dispersals with WOOD tile as much as possible. That was my initial plan, but I cleaned the slate to build the strip and took a picture that way. It's a tough call. It means that from the air it will look far better, but from the ground (as a japanese player) you'll have fewer places to taxi to. I might make it so that one side is totally covered and the other side has some taxi points as a compromise. Maybe I'll luck out and the WOOD tiles will make some cool taxi into the trees possibilities.


- JAMF - 21.01.2008

spud Wrote:BBall asked me about spawnign away from the runway. I remember doing this for some mission myself. You place the planes on the ground out in an open field. There are some missions where planes take off parallel doing so.

For people not familiar with the (nick)name BBall, he's the creator of the "Double Nickel" campaign:

Double Nickel at M4T

Big Grin


- spud - 21.01.2008

[Image: 83892fe9a57dbaed4dcad5c5ef5ac1fd6g.jpg]
Kahili in progress.


- FA_Cheech - 21.01.2008

Has anyone located the .tga texture file for the Marston Mat runways? If so, we would like to modify it to have a dustier look.


- spud - 21.01.2008

^^^ that is a brillaint idea. They are way too black.


- fly_zo - 21.01.2008

.... so many beautiful airfields ...... great job Big Grin

just curious.... has anyone played around with AI taxing routes by now ? .... or its too early to ask


thanks,

z


- Neil Lowe - 21.01.2008

Quote:Has anyone located the .tga texture file for the Marston Mat runways? If so, we would like to modify it to have a dustier look.

Found them in files\3do\airfield\PCP

Not openable, but you can take a high res screenshot in extended FMB of Hangar plate and use it to make a template for the new tex. Different sized texs also for different distances. Size is in the filename.

Not sure if you can make a totally different type instead of replacing an existing one though.

Quickie edit below:

Cheers, Neil Smile

[Image: mm.jpg]


- Neil Lowe - 21.01.2008

Quote:Not sure if you can make a totally different type instead of replacing an existing one though.

Yep sure is possible to create a new type of MM without replacing original.

Seems to be a mapping issue with the tex, but you should be able to be easily sort it out with some trial and error.

Cheers, Neil Smile

[Image: PCD.jpg]


- VFS-214_Hawk - 21.01.2008

Looks better everyday guys!


- Neil Lowe - 21.01.2008

No probs with the mapping now Wink

Cheers, Neil Smile

[Image: PCD2.jpg]


- Neil Lowe - 21.01.2008

BTW, This is what I had to add to the Static.ini to get the extra type...Oh, and I made a copy of the PCP folder renamed PCD in my files\3do\airfield folder with the new texs in.

Cheers, Neil Smile

Code:
[***]
Title PCDPlate
//===========================================================================

[buildings.Plate$PCDConnect]
Title           Connect
Mesh            3do/airfield/PCD/Connect/mono.sim

[buildings.Plate$PCDHangar]
Title           Hangar
Mesh            3do/airfield/PCD/Hangar/mono.sim

[buildings.Plate$PCDRunway]
Title           Runway
Mesh            3do/airfield/PCD/Runway/mono.sim

[buildings.Plate$PCDRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/PCD/RunwayEnd/mono.sim

[buildings.Plate$PCDTaxi]
Title           Taxi
Mesh            3do/airfield/PCD/Taxi/mono.sim

[buildings.Plate$PCDTurn]
Title           Turn
Mesh            3do/airfield/PCD/Turn/mono.sim