well maraz your at least half way there
Maraz, checked your city textures, colors are nice I like it! But there's a problem to solve, and a mistery too. Your textures look very very low resolution in comparison with the original ones. So I don't know where the difference comes. Only one thing, if you look into the land/summer folder there is a MidCity.tga small in size but there's also a Midcity.tgb which is quite big, maybe that tgb plays a role? Your mrz_MidCity.tga has exactly the same size as original Midity.tga so that's why I say it's a mistery.
Also generally I don't know this:
If you have a texture say 512 by 512, and another one say 256 by 256, what differs, or more exactly one pixel on them would correspond to the same length in meters on the map? I think so but I'm not sure...Anyone?
The .tgb version of the texture seems to be 4x the .tga version. So CenterCity.tgb is 1024x1024.
Probably the .tga is loaded at far distance while the .tgb is used at shorter distance.
The .tgb has the missing TGA header as well, I tried the same thing I did with the 256x256 version (adding a good TGA header) and I got the same image with wrong colours.
So reading these corrupted TGA images seems to be the main obstacle where we are stuck...
Maraz
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The randomly generated trees seem to be linked to the Tree0 and TreeLightmask in the load.ini. I removed the entries for them and now I get just 3D sticks with not leaves on them. I have to find what line to remove to get rid of them completely.
EDIT: I opened up Sands of Time and noticed that that map has no random trees at all. I opened up the load.ini but cant see anything different in it than any other map.
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Fly_zo
Would it be possible to arrange sub-folders in the tutorials thread to make it easier to find stuff.
Suggested sub-folders
map_c creation
map_h creation
map_T creation
load.ini editing
actors.static
essential utilities
I expect there could be lots of others.
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Is anyone else having problems with passing from Excellent to Perfect mode while working on their maps? In excellent mode there seems to be some cutting happening, I'm guessing from map_c.
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I thought it was map_F too, but after playing around with a few different versions of map_F, its not that.
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It's not map_F, that's regulating what you see in far distance in excelent. If you look at the 2 pics you see there's the same tiling problem with perfect settings, only it's less visible. I think it is connected with the fact that you have 2 types of water (2 colors) painted on map_T, one type for the bulk, the other at the shores. On excelent the blend of the 2 is not good. I remember seeing it on some default maps on excelent settings, long time ago, before switching to perfect. If you look at some default pacific maps which have this type of water you'll see the same effect.
EDIT: there might be the other possibility with map_c namely at the border between water and land, the grey shades between pure white and pure black. Needs testing both. What happens if you remove the intermediary colors at the water-land border?
I see that the texture ref'd in the airfields section relates to the terrain underlying the landing strip(s). Is it currently possible to replace the actual landing strip texture, itself?
I am working with SRTM files at the moment with some success using Landserf and Gimp to produce the maps. One problem is water/rivers flowing down hills, is there any way to stop them becoming "transparent" at certain angles when they flow down a slope. From most viewsthey look solid, but if you look at them from certain angles you can see the landscape behind them.
Is there a tool yet for working with map_c files and decoding actors.static? I have tried to manually split and join map_c files into 32x64 pixel blocks and rearrange them, but the end result is poor.
Cheers
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I just found a bunch of historical maps of the pacific region here:
http://www.lib.utexas.edu/maps/historic ... _1945.html
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