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Map Modifying Discussion - History (Read Only)

What are the *.tga files that are not readable? I can open every tga I've tried to.

What graphic software do you use ?

A little off topic but I just wondered if I was the first to use the Kuban map as a Southern England stand in? I used it in Tempest Wing in August 2006. Agree with vp though that it is the best for ADGB missions. The only snag is that it's useless for sweeps and rhubarbs and of course it's airstarts for the blue side.

What if a section of the Gulf of Finland map was used (toward the Western side of the map) and all the islands were removed as well as many of the lakes and the coast smoothed off. Could that be done? If it could it would make a decent enough representation of England and France.

Has there been any thought to release a set of summer tiles with lower colour saturation?
It should be easy to do with any batch image processor (eg. Irfan)

for the Tga file, Irfanview are the best.
http://www.tucows.com/preview/194967

Pas sur ce coup l

I just made an important discovery, while practicing on the Balaton1 map in FMB

I was experimenting with textures and the game was running and a text editor where I was modifying the load.ini

I saved the load.ini with the changes and Alt+Tab back to IL-2 FMB, of course I do not see the changes immediately. But if you load another map, preferably a small one and then reload the Balaton1 map again then you'll see the changes without restarting the game.
Same thing works with skins in QMB, so I think there's a runtime map/skin cache.


And if you want a less green texture I can recommend this:
land/summer/fields_midland_ian.tga

Will upload the Balaton mod tomorrow after a short sleep Smile

Plizz post defolt load.ini for maps Moscow_winter, Crimea.

Spud, about 70% of Tga's can not be opened. If you are having 100% success, please post what you are using and how you are doing it. :?:

Quote:[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]
ed_m03.tga
ed_m02.tga
ed_m01.tga

;map_edm.tga
;map_m.tga
;map_ed.tga
;map_ed_d.tga
;map_ed_Air.tga

[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=7
DECLIN = 43
PRESSURE = 745
TEMPERATURE = 25

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors.static
[text]
texts.txt

[WOOD]
Wood0 = forest/summer/Wood0.tga
Wood1 = forest/summer/Wood1.tga
Wood2 = forest/summer/Wood2.tga
Wood3 = forest/summer/Wood3.tga
Wood4 = forest/summer/Wood4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
Moon = Moon\Moon0000.tga
// CloudsMap = CloudMap4x4km.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam.tga
BeachSurf = water/BeachSurf.tga
BeachLand = water/RiverLand.tga


Tree0 = Trees\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga


[WATER]
Water = water/Water.tga
WaterColorATI = 0.180 0.225 0.157
WaterColorNV = 0.214 0.272 0.232

[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/summer/LowLand_1.tga,2
LowLand1 = land/summer/LowLand_2.tga
LowLand2 = land/summer/FIELDS1.TGA
LowLand3 = land/summer/FIELDS2.TGA
MidLand0 = land/summer/midlandS.tga,2
MidLand1 =
MidLand2 =
MidLand3 =
Mount0 = land/summer/midland.tga,2
Mount1 =
Mount2 =
Mount3 = land/summer/topmount.tga,2
Country0 = land/summer/bigcountry.tga
Country1 = land/summer/countries.tga
Country2 = land/summer/factory.tga
Country3 = land/summer/factoryC.tga
City0 = land/summer/DownCity.tga
City1 = land/summer/MidCity.tga
City2 = land/summer/CenterCity.tga
City3 =
AirField0= land/summer/airfieldGr.tga
AirField1=
AirField2=
AirField3=
Wood0 = forest/summer/forestGr.tga
Wood1 =
Wood2 = forest/summer/ForestFar.tga
Wood3 =
Water0 = water/water.tga
Water1 = water/water.tga
Water2 = water/CoastLine.tga
Water3 = water/Beach.tga

btw How can you erase rivers? Is it possible at all?

Istvan, the map to change for errasing rivers is map_c.tga (Neil Lowe's breakthrough). The tiny black strips are rivers. Pasting white color over them will do the job. The problem is that a certain river is not shown from start to end in one piece but rather in portions, some portion say in second horisontal strip, maybe the next portion in third horisontal strip, maybe the next in the same third horisontal strip etc. So if you want to delete only a certain river you have to identify on map_c the different portions of that river, and that can be not so easy depending on how many other rivers are on the map. Deleting all rivers is much easier of course.

Generally the strips are starting north and west and going east and south. River portions in the north are in the upper part of the map_c tga for example. Just take a couple of maps and try to identify rivers or coasts or island portions and you'll see the rule.
Talking about water it might be possible maybe to enlarge certain islands, but only to a LIMITED extent. In the same way painting more white. But then you need also paint correspondingly the map_T.tga such that the freshly white painted regions are filled with land textures.

Well, maybe with hard work it's then possible to make that little island on Normandy (with the allied airfield) twice as bigger than it's now. But not much larger...

Moskow_winter Plizz!!!!

CHIEFPKA Wrote:Moskow_winter Plizz!!!!
:roll:
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