Yeah, I plan to knock out a few more custom textures to get the feel of British fields just right.
Ah yes, also got a question for you all. I don't want to do too many RAF airfields but I want to cover the really important ones. How do these ones sound?
Tangmere
Lympne
Hawkinge
Manston
Biggin Hill
Hornchurch
Northolt
Tigershark: Yeah, I've steepened up some of the cliffs in some areas - but it's difficult given the game's limitations.
Some questions for experts:
1) How do I get different shades of water in the sea? I'd like to have a lighter colour in the shallow areas.
2) What does ed_map_t.tga do?
Cheers
Tigershark,
If you look at this post it ill explain the problems with IL2's terrain engine and why you cannot have steep cliffs like Dover and beachy head.
viewtopic.php?t=2031
CanonUK, nice work, love your textures maps, wish I had that talent.
CW
I've actually managed to make very steep high sharp cliffs, similar to the pic, Loku - I'll post pics when I'm home from work.
Guys - maybe you missed my post earlier -
Any comments on my choice of airfields? I'm thinking of adding West Malling and Detling too.
ed_mat_t.tga : what's it for?
Different shades of water? How?
Thanks
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Cant answer your first 2 questions, but I can answer the last one.
Water colour is controlled by the [WATER] entry in the load.ini. I have yet to find the true meaning of the values, but they are different from one map to another. So if you want water colour to be the same as on the Normandy map, you have to open the Normandy load.ini and copy the [WATER] entry into your load.ini.
TEAM PACIFIC
CanonUK,
To expand on Avala's post:
As Avala said they are the maps you see in the FMB and the inflight map. They are different sizes so you can get better resolution as you zoom in . As far as I am aware I have never needed ed_m01.tga, so I just clone 02 to save space.
They are in RGB colour 24 bit format, no alpha channel.
ed_m01.tga, scale 1 pixel = 100 meters
ed_m02.tga, scale 1 pixel = 200 meters
ed_m03.tga, scale 1 pixel = 400 meters
PS, how did you get very steep cliffs?
CW
Posts: 703
Threads: 9
Joined: Nov 2007
ClockWatcher Wrote:They are in RGB colour 24 bit format, no alpha channel.
They actually work in indexed (256) colour as well.
TEAM PACIFIC
Cheers Skunkmeister, I'll have to give it a try.
CW
Thanks for the answers, guys. Yes, I was referring to ed_map_t.tga - but since it's obsolete I can ignore it.
CW: I got the very steep cliffs along a stretch of coast that was quite straight. I simply had a sharp edge in map_h between land and sea and a suitable height difference.
Joe