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Map Modifying Discussion - History (Read Only)

[quote="uf_josse"]Sorry for big delay.....

her is the translation of Boomerang's textures tutorial...

Translation mad for me by my friend St

I do hope one will find how to reduce that damned radius of bases so that we can create missions from parking ...

It would be a major feature improvment !

Ok, posted in tuto thread Wink

What I wanted to say for a long time: I really love the ammount of cooperation on sharing new ideas, solving problems and puzzles. Thanks all! Big Grin Big Grin Big Grin

lowfighter Wrote:What I wanted to say for a long time: I really love the ammount of cooperation on sharing new ideas, solving problems and puzzles. Thanks all! Big Grin Big Grin Big Grin

+1 Big Grin Big Grin Big Grin

thanks to all

Z

lionhell Wrote:I do hope one will find how to reduce that damned radius of bases so that we can create missions from parking ...

It would be a major feature improvment !

It's not that simple, even if you reduce base radius you will still have lot of problems. Complete rework of AI routines would be necessary to make them taxi from parking to runway.

FC

FC Wrote:
lionhell Wrote:I do hope one will find how to reduce that damned radius of bases so that we can create missions from parking ...

It would be a major feature improvment !

It's not that simple, even if you reduce base radius you will still have lot of problems. Complete rework of AI routines would be necessary to make them taxi from parking to runway.

FC

IMO coops woould benfit anyway cause players could spwan on tarmacs

Hi everyone, I am looking for some "map-h.tga", KhalinGhol, Manchuria. Someone could help me???

Thanks :wink:

Obelix Wrote:Hi everyone, I am looking for some "map-h.tga", KhalinGhol, Manchuria. Someone could help me???
khalkhingol :roll:

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

[Image: deSAD.jpg]

merci josse a toi et a ton ami pour cette traduction fidele j'ai concience de la surcharge de travail que cela represente et je tenais a vous en remercier tous les deux
mes conaissances en anglais ne m'auraient jammais permis un tel niveaux de clart

I second that!

Obelix Wrote:Hi everyone, I am looking for some "map-h.tga", KhalinGhol, Manchuria. Someone could help me???

Thanks :wink:

Hi Obelix,
heres the Manchuria, maybe later I find KhalsomethingGohhlh (never managed to memorise this name lol)

[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=7
DECLIN = 54
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
// 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/PacificWater.tga
WaterColorATI = 0.140 0.175 0.230
WaterColorNV = 0.140 0.185 0.268


[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/Pacific/ChichiGrass.tga
LowLand3 =
MidLand0 = land/summer/midland.tga
MidLand1 = land/summer/GermanFields1.tga
MidLand2 = land/summer/FIELDS2.TGA
MidLand3 =
Mount0 = land/summer/midland.tga
Mount1 =
Mount2 = land/summer/bottommount.tga
Mount3 = land/summer/uppermount.tga
Country0 = land/summer/bigcountry.tga
Country1 = land/summer/countries.tga
Country2 = land/summer/Dcountry.tga
Country3 =
City0 = land/summer/DownCity.tga
City1 = land/summer/MidCity.tga
City2 = land/summer/CenterCity.tga
City3 = land/summer/factoryC.tga
AirField0= land/summer/airfieldGr.tga
AirField1=
AirField2=
AirField3= land/summer/FIELDS1.TGA
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

:roll:

boomrang Wrote:it would be possible to have information on the manner of creating water and the ground with the software of microwaves for the map_c.tga_table and or one can find it please.?
check pm :wink:

thx bada
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