The Slot

Hey FSM...I hope that's a picture of your wife on the front of that P39....or doesn't she mind?
(we haven't seen a pic of her since the wedding shot)
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Really better, there is no dull jungle now, excellent work with texture combining Cheech Big Grin
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Thanks to RL "drying up" my freetime last week I was finaly able to get back
to the Slot this past weekend. Spent the time "flying" around enjoying the
scenery...Big thanks to Bee for that texture mod(the 1st one), looks much better.

Note: Just took a look at the screenies that Cheech posted, the new jungle
and rivers Look Great!

The install I'm running is 408m+SoundMod.092 with the visibility mod and all in
game Video Options set to max.
Built an intercept mission involving 37 aircraft plus AAA, not having any problems
playing it on this map, plan on adding more to it just to see where "The Wall" is.

Only have a couple of questions for now:

1.can anything be done about the "random European shrubbery" that shows up in
open areas on the map.

2.Pacific Ocean textures, any chance of better ones?

You guys are doing a great job. Even tho' this Pacific map is still Beta, it's
better than what we got from 1c. WTH were those people thinking anyway?!!

Thanks for all your hard work

Bwf.

Here's a few screenshots that I kept.

http://s252.photobucket.com/albums/hh14/bwf_pics/
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New textures look excellent, really convincing. It must be a lot of work so thanks very much.

@FF - not my wife, merely some painted tart on the side of one of Compans??? skins. I really should update that Who we are thread at the Zoo.
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Bwf. Wrote:1.can anything be done about the "random European shrubbery" that shows up in
open areas on the map.

2.Pacific Ocean textures, any chance of better ones?

...Even tho' this Pacific map is still Beta, it's better than what we got from 1c. WTH were those people thinking anyway?!!

There are several threads here in the AAA MAP MODS area, about random tree generation, which you might want to check out.

As far as the ocean textures go, make sure you are using the revised textures for the ocean, that Skunkmeister posted here in this tread. These are the ones used in the MTO map (which looks to be identical to the default Pacific Island map). These are much better than the original greenish textures that were used in the first beta release. One other option might be to use the ocean textures in used in the Default Guadalcanal Map, which appear to have the same water color, but shallows that are more of a gray-blue shade.

As for the default maps, all I can say is I have the utmost respect for anyone who has built one. When you actually start using the tools to construct one of these "beasts", you have to work hard to get around the limitations of the terrain model, and available textures. Even if you get the terrain elevations as accurate as possible there is just no way to properly simulate the "razor back" look of the ridges in this area of the world, so everything is a compromise. One of the things that boggles my mind is The_Slot covers 18,600 square miles of the world, that all has to be researched, created, textured, and populated, one island at a time :roll:

I guess the bottom line for me is, I think The_Slot will be a vast improvement over what we have today but, then again, I'm a bit prejudiced :wink:
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Bwf. Wrote:1.can anything be done about the "random European shrubbery" that shows up in
open areas on the map.

I haven't got the slot beta myself, but I'm guessing that if you go into the load.ini and under Appendix and change Tree0 = Trees\AlteredBush9a.tga to: Tree0 = Trees/sk_AlteredBush8a.tga you should at least get those trees looking a darker green, rather than the unconvincing bright green default ones that came with PF.
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Cheech, in your shots it's clearly visible a kind of color transition of the forest at a certain distance. In the distance the forest color is given by wood2 entry in the [fields] section. Maybe you can use another wood2 tga such that this transition is less visible?
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lowfighter Wrote:Cheech, in your shots it's clearly visible a kind of color transition of the forest at a certain distance. In the distance the forest color is given by wood2 entry in the [fields] section. Maybe you can use another wood2 tga such that this transition is less visible?

WILCO 8)

Bee, I'm currently using your recommended jungle textures in the load.ini. Could you please experiment with these, on one of the maps you are using your recommended Slot textures on, and give me your recommendation?

I am planning on spending the rest of this week and most of the three-day weekend making sure I have all the villages labelled and populated, and adding plantation areas and varied texturing fo the jungle areas on Bouganville. Just let me know what you discover and I will plug it in.
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I was looking at Kahili last night, and I think I can make it look more realistic. I will scan a few BDA images shortly for you.

Is it possible to do something like this (for now I'm using an image of Ballale):
[Image: ballale.jpg]
Look at the top of the image. See the curved taxiways with the revetments on either side through the trees/brush? Kahili and others are like this, where (Kahili for sure) the dark area is forest. What is the minimum width you can have clearings in forest?

I'd do a sample myself, but I don't know how to do it in the map editing FMB.

tater
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This is Kahili:

[Image: kahilli-downward-8-9-43.jpg]

[Image: sig2.gif]
TEAM PACIFIC
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FA_Cheech Wrote:
lowfighter Wrote:Cheech, in your shots it's clearly visible a kind of color transition of the forest at a certain distance. In the distance the forest color is given by wood2 entry in the [fields] section. Maybe you can use another wood2 tga such that this transition is less visible?

WILCO 8)

Bee, I'm currently using your recommended jungle textures in the load.ini. Could you please experiment with these, on one of the maps you are using your recommended Slot textures on, and give me your recommendation?

I am planning on spending the rest of this week and most of the three-day weekend making sure I have all the villages labelled and populated, and adding plantation areas and varied texturing fo the jungle areas on Bouganville. Just let me know what you discover and I will plug it in.



Can I help with object placement (for that populated villages)? There is that way to do it that lowfighter mentioned, that looks pretty simple?
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I have even more (and bigger) kahili images Big Grin

There are some large loops on what would be the bottom of that image, just like the Ballale dispersals. I'd love to see the forest have some avenues there. I actually made a double width runway and little parkign area using the images a s a guide messing around on the old map.

tater
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[Image: kahili.jpg]

The better images are near the spine, so they are hard to scan. I have 2 copies of the 2d IMPACT book, so I might take a razor to the crappier one.
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Interesting.

Unfortunately, you cant cut in to the trees like it shows on the pictures. Which is the reason why I made Kahili so generic looking. when you cut out parts of the textures, it actually cuts out pretty large sections.

[Image: sig2.gif]
TEAM PACIFIC
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Buka:
[Image: buka.jpg]


tater
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