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Map Modifying Discussion - History (Read Only)

fabianfred Wrote:Just a little help with your english...
Thx :oops:

fabianfred Wrote:now maybe we can get some better colours for those strips...
Yes ... i think :roll: But colours will be changed for ALL airfields certain type on ALL maps, because airfilds is separate ojects with own textures in 3do\airfield Cry

fabianfred Wrote:Does this mean you have isolated the airstrips??
Hmmm ... what mean "isolated the airstrips" :?:

fabianfred Wrote:can you now paste these strips anywhere on a map?
No Cry

fabianfred Wrote:can you isolate the white map icon with the crossed runways...to which the planes are bound for landing and take-off........it would be nice to construct new airstrips anywhere on a map
Yes, but i don't now how do it :oops:

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

[Image: deSAD.jpg]

lowfighter Wrote:Hi deSAD, this is great discovery :!:
Thx Big Grin

lowfighter Wrote:How are you doing it?
Ooops ... may be someone expert in Russian? :oops: I write about this here, but in Russian, not in English :oops: May by anybody can traslate my post in English? But if briefly - i edit actors.static in HEX-editor :roll:

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

[Image: deSAD.jpg]

vpmedia Wrote:Do global RGB color codes work or is this airfield/map specific parameter?
Yes, it is airfield parametr, and airfield types can be changed in actors.static ... but for all airfields certain type on the map :oops: I don't now how change type of specific airfield Cry

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

[Image: deSAD.jpg]

Thanks deSAD!
I try to communicate with my poor Russian...and changed a bit
Get yourself a HEX editor for examle HxD. Open the actors.static of a certain map let's say Kiev. You'll notice names of ground objects, among them name of airfield segments. Change them, deSAD changed as follows:

Plate$GroundRunwayEnd changed to Plate$Pac_GrRunwayEnd
Plate$GroundRunway changed to Plate$Pac_GrRunway
Plate$GroundTaxi changed to Plate$Pac_GrTaxi
Plate$GroundTaxiEnd changed to Plate$Pac_GrTaxiEnd
Plate$GroundTurn changed to Plate$Pac_GrTurn
Plate$GroundParkingSide changed to Plate$Pac_GrParkingSide
Plate$GroundParkingCorner changed to Plate$Pac_GrParkingCorner
Plate$GroundParking changed to Plate$Pac_GrParking

To use it as custom setting, you can save the actors.static as myactors.static in "Files/maps/Kiev" , open deSAD_kiev_load.ini and change the actors.static into myactors.static. Add "maps/Kiev/myactors.static" path to filelist.txt.

That's great! Benefit winterised and desertized map! Got to go...

lowfighter Wrote:I try to communicate with my poor Russian...and changed a bit...
Thank you very much, lowfighter Big Grin I think, what is right translation :roll: I can add, what default airfields types, what i find, are:
- Blank (invisible, may be?)
- Concrete
- Desert
- PCP (grate plated)
- Pac_Gr (mud, i think)
- ground
- groundWinter

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

[Image: deSAD.jpg]

And another thing ... I think, what this 'tweak' will be working with any 3D objects on the map :roll: For example, you can change 'summer' buildings to 'winter' Wink

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

[Image: deSAD.jpg]

Yes, I think that too! This is a breakthrough Big Grin :!:

deSAD Wrote:And another thing ... I think, what this 'tweak' will be working with any 3D objects on the map :roll: For example, you can change 'summer' buildings to 'winter' Wink

Hunin Wrote:Falco, it may be a dump assumption but have you put an ".ini" into the name of the ini files?
I mean does your Windows show you the file with a name like "load.ini"?
Because that way I don't think the engine will recognize the file.
Quote:..everything looks just peachy here ... one thing when adding lines to filelist and all.ini watch for" / " " \ " correct using ... probably you are aware of it but just in case

@ deSAD:
Thank you m8's I've checked both your suggestion and all was ok there..Now I'll try again starting from the instructions in the little tutorial in the first post my principal doubt is: do I need to put the 2 files map map_T.tga and map_h.tga inside of the new map folder I want to mod? this because I see always these two files inside in the vp_media map mod , but I doubt it is really necessary because at the contrary there is none into the new Norway winter coming from fly_zo. Then, may be there's someting different in the .ini files the two authors have created(?)
:roll:

falco Wrote:Thank you m8's I've checked both your suggestion and all was ok there..Now I'll try again starting from the instructions in the little tutorial in the first post my principal doubt is: do I need to put the 2 files map map_T.tga and map_h.tga inside of the new map folder I want to mod? this because I see always these two files inside in the vp_media map mod , but I doubt it is really necessary because at the contrary there is none into the new Norway winter coming from fly_zo. Then, may be there's someting different in the .ini files the two authors have created(?)
:roll:


map_T.tga is used for definition areas on the map where certain texture will be applied

map_n.tga is for definition of elevated areas on the map

so if you didn't change (edit) them ( like i didn't on Norway winter) those files doesn't have to be in your (modded)map folder - game will use default ones from sfs files.

vp media did edit those files so they are inside modded map folder .

hope that explains it

Z

Smile Yes Fly, Now it's clear so correct me if it's ok: if I just copy/paste the text of one modded map from this forum AND I don't have the 2 ..Tga files the mew map don't load, right?

Is it possible to use the singapour map to make a channel Fake.

giving one european aspect and changing the towns name ...

:?:

deSAD Wrote:And another thing ... I think, what this 'tweak' will be working with any 3D objects on the map :roll: For example, you can change 'summer' buildings to 'winter' Wink

Great!!!

Please, How do you open actor.static ???
I didn't understood ...
And what modifications I must make to substitute grass runways in winter version, and grass runways in mud version ?
I am very interesting in this for my winter & Spring's Crimea !!!!

Thx !

falco Wrote:Smile Yes Fly, Now it's clear so correct me if it's ok: if I just copy/paste the text of one modded map from this forum AND I don't have the 2 ..Tga files the mew map don't load, right?

if modded map uses modified and renamed map_T.tga and map_h.tga and you don't have them ... map will not load.

you can check that in load.ini under [MAP] section :

[MAP]
ColorMap = map_c.tga
HeightMap = fly_Z_map_h.tga
SmallMap = map_M.tga
TypeMap = fly_Z_d_map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga

so if those lines are changed (from map_T.tga & map_h.tga) you'll need those files with exact the same names in your map folder

Z

R One,
download from internet the program "HxD". Open the actors.static with this program. On the right you will see text like "Plate$GroundRunwayEnd". Change to "Plate$GroundWinterRunwayEnd". Do similar with all "plates". This will change the grass airfields to winter grass airfields. The concrete airfields are given by text like "Plate$ConcreteRunwayEnd", those you can also change if you want them to be covered with snow. Save the file for example as "RONE_CrimeaWinter_actors.static" inside "Files/maps/Crimea". Open the ini file let's say "RONE_CrimeaWinter_load.ini" and replace the line "actors.static" with "RONE_CrimeaWinter_actors.static". Add line "maps/Crimea/RONE_CrimeaWinter_actors.static" to the "filelist.txt". 8)


LAL_RONE Wrote:Please, How do you open actor.static ???
I didn't understood ...
And what modifications I must make to substitute grass runways in winter version, and grass runways in mud version ?
I am very interesting in this for my winter & Spring's Crimea !!!!

Thx !
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