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Map Modifying Discussion - History (Read Only)

You can't smooth the textures ... It's depending in the maps.
With Finland we are lucky, but for Smolensk it's very hard to do the same effect ... On Smolensk, the textures are presented by zone, not by hint ... To have the smoothed effect, you need a map with some hints of textures.
Otherwise, you must recreate the map_T.tga file for your map.

I hope I had be clear .. sorry for my english !!!

all clear RONE, thanks for the reply

Brilliant work on you maps RONE! 8)
I'm looking forward to their final release... Smile

Is there a "how to" for modding maps yet ?

I'd like to get into some of the maps and see what I can do .. what do I need to acquire adn learn ?

Tks.

For starters you could "download" a couple of inis and just change some texture references on your own.
For example take vpMedia's new Sands Of Time map and the Lvov map.
Then open the inis of both and use the desert textures in the Lvov ini.
Voila - desert Lvov.
Of course this isn't practical but it gives you some insight on how the basics are done.

The next step would be altering the height maps ( a tga file were different shades of gray tell the engine what spot on the map has what height above sea level ) or the texture placement files, in wich also different colours tell the engine what texture to use on any given spot.

@ Incubus : All you need is already explained in this topic page 1 and 2. I began in studying this pages.

These new textures are very good, a great improvement. I realise it's early days, but is there any chance of sampling Google earth textures (colours even) and introducing them into the game? Smolensk is top right:

[Image: smolensk_001.jpg]

The real geography looks very complex.

On a related note, I read Trautloft/Held/Bob's book about JG 54's time in Russia - they say that a large part of the central plain is dominated by the Pripyat marshes. They are huge and very treacherous for aviators, as only low down can one detect that the land is not solid. (Water glints among the grass and reeds). Can marshland be indicated in some way?

Another observation - I like what has been done so far, but one must remember that Russia is not perhaps as picturesque as the South of France. Sometimes featureless Steppes may be appropriate. The book also comments that in Spring a great thaw occurred, turning all airfields into muddy quagmires (hence JG 54's use of earth brown colours), which later dried out in the short, hot summers to form large red-brown dust bowls. Maybe a seasonal airfield could incorporate some of that colouration?

Bee Wrote:While you guys have been taking care of the land, I've been looking at the sky. Smile
I darkened the sky...
The map is a separate install of the default Berlin Map (thanks Fly_zo for the how-to). In the second shot you'll notice the mini map is different. The idea is to make that eventually look like a radar screen, as I'm hoping to make a standalone nightfighter version of the game

This is a very innovative idea. I wonder if Mr Jolly can arrange a schrage musik installation in the rear cockpit of a 110G? Two MGFFs and a gunsight mounted in the roof of the pilot's cockpit - could it be done?

Be carreful with google earth ... the landscape had been strongly modified since WW2 ... I don't think it is a trusty source ...

Been working away making a few diffrent versions of two maps, the first being Berlin autumn:

[Image: berlinautth8.jpg]

Autumn_CKY_load.ini

[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

[WORLDPOS]
;CAMOUFLAGE = SUMMER
;MONTH= 10
;DECLIN = 43
CAMOUFLAGE = SUMMER
MONTH=1
DECLIN = 50
PRESSURE = 750
TEMPERATURE = 7

[static]
actors.static

[text]
texts.txt

[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

[WOOD]
Wood0 = land/summer/grasssand.tga
Wood1 = forest/summer/Wood1.tga
Wood2 = land/summer/grasssand.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

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

[OBJECTS]
;Country = country2
;City = city1

[FIELDS]
LowLand0 = land/summer/fields_midland_ian.tga
LowLand1 = land/summer/autumnFIELDS1.tga
LowLand2 =
LowLand3 =
MidLand0 = land/summer/bottommount.tga
MidLand1 =
MidLand2 =
MidLand3 =
Mount0 = land/summer/midland.tga
Mount1 =
Mount2 =
Mount3 =
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 = water/CoastLine.tga
Water3 = water/Beach.tga
Water0 = water/water.tga
Water1 = water/water.tga
Water2 = water/CoastLineW.tga
Water3 = water/Beach.tga

all.ini

Berlin_autumn_CKY Berlin/Autumn_CKY_load.ini

fileslist:

maps/Berlin/Autumn_CKY_load.ini

BERLIN WINTER:

[Image: berlinwinjq1.jpg]

Winter_CKY_load.ini

[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

[WORLDPOS]
;CAMOUFLAGE = SUMMER
;MONTH=1
;DECLIN = 43
CAMOUFLAGE = SUMMER
MONTH=1
DECLIN = 50
PRESSURE = 750
TEMPERATURE = 0

[static]
actors.static

[text]
texts.txt

[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

[WOOD]
Wood0 = forest/winter/Wood.tga
Wood1 = forest/summer/Wood1.tga
Wood2 = forest/winter/Wood3.tga
Wood3 = forest/summer/Wood3.tga
Wood4 = forest/winter/Wood5.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/SnowNoise.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

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

[OBJECTS]
;Country = country2
;City = city1

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


all.ini

Berlin_winter_CKY Berlin/Winter_CKY_load.ini

fileslist:

maps/Berlin/Winter_CKY_load.ini

LVOV WINTER

[Image: lvovwinho5.jpg]

Winter_CKY_load.ini

[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= 1
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 0

[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/winter/Wood.tga
Wood1 = forest/summer/Wood1.tga
Wood2 = forest/winter/Wood3.tga
Wood3 = forest/summer/Wood3.tga
Wood4 = forest/winter/Wood5.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/SnowNoise.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

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

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

all.ini

Lvov_winter_CKY Lviv/winter_CKY_load.ini

fileslist:

maps/Lviv/Winter_CKY_load.ini

***ATTENTION***

IF YOU NEED TO CREATE A FOLDER FOR LVOV YOU NEED TO CALL THE FOLDER Lviv OTHERWISE THE MODIFIED MAPS WILL NOT WORK

Thanks to fly_zo for all your help mate Big Grin

For winter maps i think need make CAMOUFLAGE = WINTER

Thta's been tried but didnt work out too well. The water still had the water textures but was being treated as land, or in this case, ice.

hope this will help with some WWII vintage areas and maps Smile

http://history.sandiego.edu/gen/WW2Inde ... mapsi.html

many are projected in relief, too Big Grin


this one also..although they are maps that mroe feature army movements etc

http://www.dean.usma.edu/history/web03/ ... 0index.htm

Is possible to convert the PACIFIC ISLANDS map into the frozen hell of the Aleutians?? That will be very cool for mission and campaign makers

lowfighter Wrote:First Hi to everybody,
this is my first post here, and I'll go straight to the matter which interests me the most: finding ways to modify the already existing maps.
I managed to change the aspect of maps to a limited extent, namely swapping textures already existing in the game. I'll post at the end of this post the results on Kuban map. I'll aslo post later the way I've done it and the things i know. But I have also many question marks, and maybe if WE think TOGETHER about them we'll find some answers, allowing for more radical change of the maps. All these in the following posts.
So here's the instructions for Kuban map if you want to give it a try:
1. inside "FILES" directory create "maps/Kuban/" directory.
2. Copy the text below and paste it into worldpad and save it as "load.ini" in the "maps/Kuban" folder.
3. paste the line
"maps/Kuban/load.ini" into the "filelist.txt"

So here is the text to be saved as "load.ini". Please feel free to criticise the "new" Kuban map!

[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_ed.tga
;Kuban_Detailedm.tga
;Kuban_Detailed.tga
;ed_h.tga

[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=7
DECLIN = 44
PRESSURE = 760
TEMPERATURE = 24

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

[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

[WOOD]
Wood0 = forest/summer/WoodS0.tga
Wood1 = forest/summer/WoodS1.tga
Wood2 = forest/summer/WoodS2.tga
Wood3 = forest/summer/WoodS3.tga
Wood4 = forest/summer/WoodS4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSideS.tga

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

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

[WATER]
Water = water/PacificWater.tga
WaterColorATI = 0.140 0.175 0.230
//WaterColorATI = 0.150 0.225 0.180
WaterColorNV = 0.140 0.185 0.268
//WaterColorNV = 0.165 0.264 0.233


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

[FIELDS]
LowLand0 = land/summer/LowLand_2.tga
LowLand1 = land/summer/FIELDS2.TGA
LowLand2 = land/summer/FIELDS1.TGA
LowLand3 = land/summer/FIELDS2.TGA


MidLand0 = land/summer/bottommount.tga
MidLand1 = land/Pacific/Okinawa.tga
MidLand2 = land/Pacific/Okinawa.tga
MidLand3 = land/Pacific/Okinawa.tga

;Mount0 = land/summer/fields_rock.tga
Mount0 = land/summer/uppermount.tga
Mount1 = land/summer/uppermount.tga
Mount2 = land/summer/uppermount.tga
Mount3 = land/summer/uppermount.tga

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
AirField0= land/summer/bottommount.tga
AirField1= land/summer/Asphalt.tga
AirField2=
AirField3=

Wood0 = forest/summer/forestGr.tga
;Wood0 = forest/summer/JungleGr.tga
; fields_grnd_02.tgaland/summer/mount.tga
Wood1 =
Wood2 = forest/summer/forestfar.tga
;Wood2 = forest/summer/JungleFar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga
Water3 = water/CoastLineOki.tga
Water2 = land/summer/mount.tga


Hi all, sorry I've tried to follow exacltly these instructions but when I start the FMB the map don't load, only the empty blue screen with this adwice in the bottom: SECTION [MAP 2D] not found in maps/Kuban/load.ini
My steps: I've created a folder into "maps" and named it "Kuban" then I created a empty "load.txt" file into it and there I've paste/copied the map-text description posted above, then I renamed this file : load.txt TO load.ini and the yellow "gear" icon appeared (as is correct I think..) then I've added the line maps/Kuban/load.ini in filelist.txt (as I do every time with the all other mods I've installed as normandy map that works well..) the I've checked in the all.ini an OK..there was yet the default line "Kuban--- Kuban/load.ini" so I leave it as it is, but it still don't work for me.. what I'm doing wrong? :oops:
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