The Slot

I don't find it all that bad Skunk,maybe you could use a different shade of green to mask it a bit.

Avaia,Awesome screens!!!!!! Big Grin
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don't forget to add to some hydro-bases (for rufe and emily) close beach airfields... :wink:
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yes there should be many. i've got some reseach leads as to were many were.
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Maybe you could randomly place some non-wood tiles throughout the wooded areas. Just to break up the uniform tiling a bit. Prolly easier to do this in an image editing proggy rather than using FMB.

Cheers, Neil Smile
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I find that the combination of the Italy forest canopy and the Burma shadowed forest floor gives a good dark jungle with very little 'repeating' visible in the textures.

[Image: grab0001-3.jpg]

In the load.ini I put this for the wood entry:

[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


Then at the end I put this for the forest floor:

Wood0 = forest/summer/JungleKTABurma.tga
Wood1 =
Wood2 = forest/summer/forestfar.tga
Wood3 =


To my eyes it looks more convincing than Olegs standard jungle :wink:

[Image: jungle.jpg]
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looks excellent Bee mate Big Grin
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8) Big Grin
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Thanks guys Smile

One thing I'm curious about when it comes to the standard forests is the 'slices' of TGA's that make up the trees. Namely:

Wood0 =
Wood1 =
Wood2 =
Wood3 =

I wonder if it is possible to code in more slices giving us taller forests (Wood 4 =, Wood 5 = etc). If the Tga's had some tree slices removed from certain spots, it might build up an undulating effect of trees of varying heights too... Idea
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Bee Wrote:I find that the combination of the Italy forest canopy and the Burma shadowed forest floor gives a good dark jungle with very little 'repeating' visible in the textures.

Nice 8)

Cheers, Neil Smile
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~S~Bee,
That looks very good to my eye too! 8) Nice find.

On another note, I have been working hard for Skunk, trying to get the villages on the north coast of Guadalcanal done, and to work the textures a bit. The villages were easy, but the rivers are another story. If you look at satellite photos of Guadalcanal, the rivers on the north coastal plain are a prominent feature of the island, that definitely add to the immersion factor when viewed from altitude. Because of width limitations in the sim's graphic engine, placing too many rivers just doesn't look right, so I experimented with the texture library to see if I could come up with a convincing alternative.

Here is what a typical river on Guadalcanal actually looks like:
[Image: guad_river_actual.jpg]

Using the textures available in the map building tool's library I created a few of the smaller "river beds" using "Midland2" and "Water" textures. I put them side-by-side in this screen shot for comparison. You can also see what the jungle looks like using Bee's recommended woods textures.
[Image: river.jpg]

Both have their "goods" and "bads", but wanted to get some opinions. Other option would be to not put any of the smaller rivers in at all.

Also wanted to ask if we could possibly alter the [FIELDS] "Water" texture, so that is not so black?

Skunk, if you're available tonight I would like to send you the latest version of the map, and meet you on WOW TS to get your input on what's been done so far 8)
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Negative on the last question, Cheech.

You see, the water textures in the tile section are not textures, they just remove all textures around water. Thats why you get the black.

I've tried the Italy trees before. They are fruit bearing trees. If you look closely on the Italy map you will see red dots sprinkled in the layers.

As for rivers, you can only add those through map_c, and if Oleg's Guadalcanal isnt too far off in terms of rivers, I can use his and put them on my map. What's the genera opinion on this?

[Image: sig2.gif]
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Maybe the Slovakia trees might work better to avoid the red :?

[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = forest/summer/sk_Wood3.tga
Wood4 = forest/summer/sk_Wood4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga
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Bee Wrote:Thanks guys Smile

One thing I'm curious about when it comes to the standard forests is the 'slices' of TGA's that make up the trees. Namely:

Wood0 =
Wood1 =
Wood2 =
Wood3 =

I wonder if it is possible to code in more slices giving us taller forests (Wood 4 =, Wood 5 = etc). If the Tga's had some tree slices removed from certain spots, it might build up an undulating effect of trees of varying heights too... Idea

If possible, it would nicely resolve the problem of forest dullness.

BTW

I vote for Bee’s jungle if it is possible. Looks convincing to me.
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Looks a little better, but we still see some of the carpet lines. Also it kind of looks weird to have pine trees all over the Slot:

[Image: jungle2.jpg]

[Image: sig2.gif]
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Bee’s number one (Burma) looks best to me so far, from altitude that is. Maybe just add hilliness of the terrain and some holes . . .

It’s really beautiful map, whole little world.
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