The Slot

Beautiful work guys.

I can already picture strafing a destroyer of the Tokyo Express that ran aground during the night :twisted:
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You are getting better at this coral stuff.
If you haven't already, check Tarawa map_c to get better understanding of the effect.
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FA_Cheech Wrote:Bee,
In what section of the load.ini do I use the suggested "Wood0 = forest/summer/JungleKTABurma.tga,-2" - [WOOD], [FIELDS], or both? Not as fluent as you in load.ini 8)

Sorry for the delay. Had to sleep/work. I think we are on opposite sides of the globe Smile

Just to clarify, the Wood0= that governs the forest floor texture is right down at the bottom of the load.ini's

Here's a chunk from one of mine (Fly zo's brilliant Crimea facelift):

Country0 = land/summer/bigcountry.tga
Country1 = land/summer/countries.tga
Country2 = land/summer/factory.tga
Country3 = land/summer/factoryC.tga

City0 = land/summer/DownCity.tga
City1 = land/summer/MidCity.tga
City2 = land/summer/CenterCity.tga
City3 =

;AirField0= land/summer/war.tga
AirField0= land/summer/war.tga
AirField1=
AirField2=
AirField3=
Wood0 = forest/summer/JungleKTABurma.tga this makes the forest floor darker
Wood1 =
Wood2 = forest/summer/forestfar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga
Water2 = land/summer/bottommount.tga
Water3 = land/summer/uppermount.tga
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~S~Bee,
Just tried it and it looks very, very good with the Slovakia tree textures you once suggested - Thanks.

It virtually removes any unrealistic pattern repetition on the forest floor, and looks very foreboding. 8)
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Latest experiment:

[Image: experiment3.jpg]

I used Tarawa as an example. BUT, I get the awful texture tearing problem in some places. So maybe I should just tweak it to get rid of those lines.

I'll see what I can come up with.

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TEAM PACIFIC
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It's looking better and better! Smile
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I never asked when you first told us you could make the map as big as you did, but is the Slot at the limit of Photoshop's ability to deal with size wise, or is a larger map possible?
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Larger could be possible, but really the limitation is the size of map_c while you are working on it.

Right now its 16512x12032 pixels, and even though it is just an 8bit grayscale image, its a real resource hog when you are working on it in photoshop/gimp.

So the limitation isnt the game, its really how big you can get a workable image so that you and your system are confortable to work with it.

[Image: sig2.gif]
TEAM PACIFIC
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That means that a few km here and there are no problem if we need a little more to squeeze in 2 places Just thinking that a phase 2 might as well get all of New Britain in instead of cutting it off...
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Time to tease you guys some more:

[Image: slottease.jpg]

[Image: slottease1.jpg]

[Image: slottease2.jpg]

[Image: slottease3.jpg]

[Image: slottease4.jpg]

[Image: slottease5.jpg]

[Image: slottease6.jpg]

[Image: slottease7.jpg]

8)

[Image: sig2.gif]
TEAM PACIFIC
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Excuse me while I pick my jaw up from the floor!!!!!!!!!!.......WOW.........Awesome!!! Big Grin
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Those mountains look fantastic Smile
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Now I'm teased!!! Big Grin

Very nice job Skunk!
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i havent posted in this thread yet, but have been checking it out multiple times every day.

i must say, this is a fantastic map, and i cant wait to see it in game

nice work skunk, cheech, tater, et al.
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Skunk, you see that corner in the sea right above the F4U's nose in the last image? I saw a few of those in an earlier version (I'm at least 1 behind in testing).

Also, on the ripples in the shallows in the same image... If there were going to be patterns like that, I'd expect them to face the opposite direction, running more parallel to the coast if that makes sense. Might be just a limitation of tool use in the map_c though, huh?

Looks damn nice though, regardless.
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