All-Aircraft-Simulations
desert maps repopulated with delvpier Egypt objects? - Printable Version

+- All-Aircraft-Simulations (https://allaircraftsimulations.com)
+-- Forum: IL2 MAP MODS Download & Discussion (https://allaircraftsimulations.com/forumdisplay.php?fid=269)
+--- Forum: 4.09m (https://allaircraftsimulations.com/forumdisplay.php?fid=365)
+---- Forum: IL2 MAP MODS Discussion & WIP MAP 4.09m (https://allaircraftsimulations.com/forumdisplay.php?fid=335)
+---- Thread: desert maps repopulated with delvpier Egypt objects? (/showthread.php?tid=67867)

Pages: 1 2


desert maps repopulated with delvpier Egypt objects? - lowfighter - 13.01.2010

Just thought this would add a lot of flavour to the desert maps we already have for example BADA's excellent Tobruk map?
Shouldn't be so hard...


- Blumax - 13.01.2010

What like this?

[Image: desert4.jpg]
[Image: desert3.jpg]
[Image: desert2.jpg]
[Image: desert1.jpg]
[Image: zig5.jpg]

i'm currently populating the desert online map with towns and villages and will use the monkey wrench tool to transfer them to other desert maps, which will leave me with just the main towns like Tobruk ana El Alemain etc to customise but this is all taking a very long time to do


- lowfighter - 13.01.2010

Beautiful! :rocks:


- cgagan - 13.01.2010

This is the joy of populating IL2 maps; takes time and effort but it is a rewarding creative process. I spend weeks populating maps. Still, if you are for something readily available, try Viking's beautiful El Alamein map, it's populated with delvpier's Egypt objects, and iif you visit Mission For Today, you'll find some interesiting mission templates for most desert maps. There is one by Fly Zo which is particularly well made


- agracier - 13.01.2010

Great work ziggy - hope you have enough patience to get the job done.


- viking4570 - 13.01.2010

I agree, looks very nice, good luck! -viking


- wingflyr - 13.01.2010

Awesome work Zig!! Big Grin Big Grin Big Grin


- fly_zo - 13.01.2010

..top notch work :thumbsup: :thumbsup:

fantastic

reg
Z


- agracier - 17.01.2010

In the screencaps above, it appears that there are a few Egypt buildings that have 2 stories. I've been doing some populating of another map and have been using the Egypt Objects mod and I just cannot seem to find any buildings that have 2 stories in the objects available ...

Is this perhaps a mod of a mod or an alteration or a clever trick to get two objects on top of one another?

If so, I really like to know how to do it ...


- max_thehitman - 17.01.2010

WOW! That looks SUPER!
It even has camels! Excellent looking screenshots.
Thanks for creating it :cheers:

Looks like I will have to create a few more desert airplane skins


- lowfighter - 18.01.2010

It's easy: go to your static.ini and locate the house you want to raise for example

[buildings.House$Egypthouse01]
Title Egypthouse01
MeshLive 3do/Buildings/Egypt/houses/Egypthouse01/live.sim
MeshDead
Body RockMiddle
Panzer 0.12

Copy all this paste right after the above lines and modify for example like

[buildings.House$Egypthouse01HIGH]
Title Egypthouse01HIGH
MeshLive 3do/Buildings/Egypt/houses/Egypthouse01/live.sim
MeshDead
Body RockMiddle
Panzer 0.12
AddHeightLive 5.0
AddHeightDead 0.0

See the last 2 lines added. The AddHeightLive will make the object draw 5 meters high from the ground. So now if you go to FMB you have two houses looking the same, one will be placed at the ground level and one at the height specified by AddHeightLive. You have to play with AddHeightLive number so that you get the second object right on top of the first one. It's been already used for example by fabianfred and RONE with certain objects like infantry , fuel barrels, sandbags etc...fisneaky experimented two, maybe the first to do that...
I agree, till delvpier comes with 2 stories houses this is the only way now (there's actually no 2 stories houses in his mod) and one really need that because it looks a bit dull with only the flat ones especially in towns, I was actually going to ask delvpier about this but.





agracier Wrote:In the screencaps above, it appears that there are a few Egypt buildings that have 2 stories. I've been doing some populating of another map and have been using the Egypt Objects mod and I just cannot seem to find any buildings that have 2 stories in the objects available ...

Is this perhaps a mod of a mod or an alteration or a clever trick to get two objects on top of one another?

If so, I really like to know how to do it ...



- agracier - 18.01.2010

OK ... thanks for the explanation, it is fairly easy, but you just have to know how to do it.

But one point though: if I do the alteration to my static.ini, then i suppose everyone else who wishes to use a map with 2-story Egypt buildings will also have to have the same alterations made to their own static.ini files? If not, then what I make in the way of 2-story buildings will just be 2 buildings superimposed into one building for other users ...

Just want to get this correct should i use this on maps of my own - and I do, since Middle eastern towns do tend to look too flat and similar otherwise ...


- lowfighter - 18.01.2010

Yes, every one should have the same lines added to the static.ini!


- Blumax - 18.01.2010

I also raised some of the walls to put on the second floor of the 2 story houses the entrance i made in my static ini is


[buildings.House$Egypthouse02_1]
Title Egypthouse02_1
MeshLive 3do/Buildings/Egypt/houses/Egypthouse02_1/live.sim
MeshDead
AddHeightLive 3.05
Body RockMiddle
Panzer 0.12

you will also need to make a copy of the folder of the building you are cloning and re-name it, in this case it is re-named Egypthouse02_1 as reflected in the static ini entry so that you have 2 copies of the building, one at ground level, the other one raised.


- lowfighter - 18.01.2010

Ziggy you can do also without adding new folder, just as I posted, just try it, it needs only the same ORIGINAL file-path in both the normal and the raised entry. In your example that should be:

MeshLive 3do/Buildings/Egypt/houses/Egypthouse02/live.sim