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Map Modifying Discussion - History (Read Only)

deSAD you are... :twisted:
Thanks for the ingenius discovery! Smile

One more thing for anyone that downloads maps from here and no matter how precisely follows the installation instructions the maps are not there in FMB...

:!: IMPORTANT :!:

Add : maps/all.ini to your filelist as well. 8)

^^^ if that isn't in the filelist, does it simply pull the unmodded map?

That would explain why I have not seen my changes...

elephant Wrote:deSAD you are... :twisted:
No, no, not me! :roll: It's no my own idea :oops: Author is Big-B from aviaskins.com 8)

There are only two types of aircraft - fighters and targets 8)

[Image: deSAD.jpg]

Great Find !!! Tongue

lowfighter Wrote:You'd like to have them both selectable from FMB at the same time? If yes:
Copy the text of the winter map and paste into notepad, then save as winter_gitano_load.ini in the folder "files/maps/smolensk".
Open the file "all.ini" located into "files/maps" and paste the line
Smolensk_winter_gitano smolensk/winter_gitano_load.ini
below the default smolensk load.ini line.
Open the filelist.txt and add the lines
maps/all.ini (it might be already there)
maps/smolensk/winter_gitano_load.ini
If you don't alreaady have the all.ini file in the maps directory please ask here for it, my "all.ini" file have a bit different names which appear when opening map in FMB. So maybe someone has the "correct" all.ini file?

Do the same with the autumn map...

Only just tried this, thanks Lowfighter and thanks Gitano for these great new additions Big Grin

I was wondering...do these modded maps replace your existing maps and do the AI miss the hilly areas or fly right into them?

modded maps can be added to default ones 8)

about AI's: they sometimes crash on the ground even in the stock game so i wouldn't care too much...

Haven't checked yet, but I think they'll behave as usual. Would be good to check with some highly elevated ground but I don't have such at the moment.

One nice trick I noticed looking at map_T for desert online (check this out, it's easy to spot) and manchuria. There are regions with mixed textures, like checkerboards, say a mixture of lowland1 and lowland 3. This is nice because it allows even more varied land appearance. It would be good to try different such mixtures and texture combinations and see the effect.





durht_ytnom Wrote:I was wondering...do these modded maps replace your existing maps and do the AI miss the hilly areas or fly right into them?

I made a nice discovery with the mod Crimea map

I chaged this:

Quote:[FIELDS]
LowLand0 = land/summer/mount.tga

to this:

Quote:[FIELDS]
LowLand0 = land/summer/fields_midland_ian.tga

The result is very nice imho, much less green

[Image: maps1.gif]

. . . .oh well . . if at first etc.

vpmedia Wrote:I made a nice discovery with the mod Crimea map

I chaged this:

Quote:[FIELDS]
LowLand0 = land/summer/mount.tga

to this:

Quote:[FIELDS]
LowLand0 = land/summer/fields_midland_ian.tga

The result is very nice imho, much less green

my modded crimea (by fly) has this...
[FIELDS]
Lowland0 = water/dune/beach.tga

are we on the same map??

You're looking at a desert Crimea by fly_zo

I'm talking about this one, from the current topic:

LAL_RONE Wrote:I finished the CRIMEA "relooked like the reality".
It 's very very long and tiring to find all the textures and make a catalog to reassign them ... I modify all textures in the map. it's difficult to get consistent visual. But now for me, with this file, the Crimea seems to reality with plenty of rocks !!! Tongue It is a combination of Italy, Kurland, Burma's ... textures (and others ) !

Some screens :

The ORIGINAL CRIMEA:
[Image: crimeaorigin0iv3.jpg]


My CRIMEA :
[Image: crimeaautumn0ag3.jpg]

[Image: crimeaautumn2ea2.jpg]


That is my file LOAD.ini in CRIMEA folder :
!!! NEW FILE EDITED !!!

[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 = Italy_DF/forest/summer/itawood0.tga
Wood1 = Italy_DF/forest/summer/itawood1.tga
Wood2 = Italy_DF/forest/summer/itawood2.tga
Wood3 = Italy_DF/forest/summer/itawood3.tga
Wood4 = Italy_DF/forest/summer/itawood4.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/mount.tga
LowLand1 = Italy_DF/land/summer/LowLand_2neu.tga
LowLand2 = Italy_DF/land/summer/fields_drygreen.tga
LowLand3 = Italy_DF/land/summer/fields_v2.tga

MidLand0 = land/summer/mount.tga
MidLand1 =
MidLand2 =
MidLand3 =

Mount0 = Italy_DF/land/summer/grass_macchia_rock_v2.tga,2
Mount1 =
Mount2 =
Mount3 = Italy_DF/land/summer/mount_top2.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/war.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 = land/summer/bottommount.tga
Water3 = land/summer/uppermount.tga

btw my latest work, nothing fancy just propher textures:

LVOV

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]
;map_edm.tga
;map_f.tga
;ed_h.tga

ed_m03.tga
ed_m02.tga
ed_m01.tga

[TMAPED]
ed_map_t.tga


[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 20

[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
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.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/fields_midland_ian.tga,2
LowLand1 = land/Pacific/Okinawa.tga
LowLand2 = land/summer/LowLandS_2.tga
LowLand3 = Italy_DF/land/summer/fields_drygreen.tga

MidLand0 = land/summer/midland.tga
MidLand1 = water/CoastLine.tga
MidLand2 = water/CoastLineS.tga
MidLand3 =

Mount0 = land/summer/fields_rock.tga
Mount1 = land/summer/fields_rock.tga
Mount2 = land/summer/fields_rock0.tga
Mount3 = land/summer/bottommount.tga

Country0 = land/summer/bigcountry.tga
Country1 = land/summer/countries.tga
Country2 =
Country3 = land/summer/factoryC.tga

City0 = land/summer/DownCity.tga
City1 = land/summer/MidCity.tga
City2 = land/summer/CenterCity.tga
City3 = land/summer/factory.tga

AirField0= land/summer/war.tga
AirField1= land/summer/war.tga
AirField2=
AirField3=

Wood0 = water/CoastLine.tga
Wood1 =
Wood2 = forest/summer/ForestFar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga
Water2 = water/CoastLine.tga
Water3 = water/Beach.tga

I hope everybody memorized the two step process of map inclusion by now Wink

vpmedia Wrote:I made a nice discovery with the mod Crimea map

I chaged this:

Quote:[FIELDS]
LowLand0 = land/summer/mount.tga

to this:

Quote:[FIELDS]
LowLand0 = land/summer/fields_midland_ian.tga

The result is very nice imho, much less green

I like that texture too, kind of autumn one, used on the default Murmansk map. A very calm one. I'll check the result on Crimea.
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