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Map Modifying Discussion - History (Read Only)

Well, it does change hue, take lowland_1.tga, just rename and load in game. Then take also lowland_1.bumph rename accordingly and then load again. Difference in hue is quite big.
But there might be another thing too, maybe you already figured but: when we take an unopenable tga then use the trick with the splash screen screenshot, does this kind of conversion let the original hue unchanged etc? It's not clear to me because there are also the tgb's besides the bumph files.

Yep definately a difference if a *.BumpH file is present. From what I can gather the *.tgb file is the large (hi-res) version of the tex and the *.tga file is the smaller (lower-res) version of the same.

I'm pretty sure some of the terrain tex files have alpha channels as well, these areas show up as white when the splash screen is used to view unopenable tex's. Burmascrub.tga is a good example.

Cheers, Neil Smile

The bump file displays shadows and lights on the texture, to simulate an uneven surface. Some bump files gathered by the extractor can be opened and inspected.

Maraz

Neil,

Wasn't too clear on my reply, I still had not woken up!!!! Wink Thanks for the replies and thoughts, this is one thing in IL2 I cannot find a solution to and it is really annoying me.

I am happy with the *.BumpH files and what they do, in fact Gimp can automatically generate them for you. What I should have said is that making *.BumpH files which are either solid white, black or the shades in between doesn't affect the shade/hue dramatically enough to explain the difference from a screen capture and the subsequent texture based on it. I have even left the *.BumpH out and still the same result Sad

Not tried the capture in game method yet. I am at a loss to find an explanation at the moment, does everyone have this problem? Maybe I just have to add a hue or some other correction to compensate in Gimp.

Also, is it my imagination or does Enhanced FMB render the landscape in a slightly different way to Normal FMB?

CW

CW

Quote:care to share your work ? I'm finished with populating London but another WiP is just taking too much of my time so i could drop it and incorporate your template in second version of my BoB normandy with full credits given ..... if that ok with you

regards,

Z

There is link to emlate for Portsmouth & London. London is not finished yet.

http://rapidshare.com/files/90137300/_N ... 6.mis.html

There is link for fly_zo BoB load.ini with field textures from slovakia map. There are too texture for cities from slovakia map but they are not compatibile whit building place from 4.08 cities textures.

http://rapidshare.com/files/90139695/load.ini.html

zdenek Wrote:
Quote:care to share your work ? I'm finished with populating London but another WiP is just taking too much of my time so i could drop it and incorporate your template in second version of my BoB normandy with full credits given ..... if that ok with you

regards,

Z

There is link to emlate for Portsmouth & London. London is not finished yet.

http://rapidshare.com/files/90137300/_N ... 6.mis.html

There is link for fly_zo BoB load.ini with field textures from slovakia map. There are too texture for cities from slovakia map but they are not compatibile whit building place from 4.08 cities textures.

http://rapidshare.com/files/90139695/load.ini.html


great, i have London so i'll see if we can merge them ..... i'll send you result and if you approve it i'll make mod of it .

again, many thanks

Z

Quote:Maybe I just have to add a hue or some other correction to compensate

Yep, seems to be the order of the day. Fairly easy to get the right match Smile

Cheers, Neil Smile

Confusedhock: So there's a bumpmap for small uneven surface effects? This is just for time-of-day shadow effects, like on sandy beaches with ripples in the sand, and doesn't work like a normal-map, right?

ClockWatcher Wrote:Maybe I just have to add a hue or some other correction to compensate in Gimp.

Just a thought, but could it because the original in-game texture has transparency layer? I noticed some textures like coasts, mountains etc has it.

For the PTO where forest comes to water's edge, it would be nice if that ground layer forest texture was more transparent or broken up. It makes a saw toothed edge along beach texture (where the layered forest doesn't appear)

Big Grin
objects , bridges and bridge spans. Ffirst gotta say WAY COOL :o
is there a way to find out what makes the test runways solid and landable ?.
i am stuck on this. You see , I am trying to be able to make some of the object bridge spans and pieces of the bridges hard enough for placing of trucks tanks etc, also, I have been getting my carriers to stop and dock at some ports I have made. I have a part bridge span which is arched and is a perfect height equal with US Generic carrier deck. I have been trying to taxi a plane off the carrier and down the object bridge part and down onto one of the test runways which is part of the Docks. from here then taxi to airfield.
If I can harden the bridge pieces it would open up a whole new feeling to the map building.
hope the bright ones can help me in this quest.
Regards
Sharkzz. 8)

Big Grin
where do the co ordinates go to place the new land masses etc?
I like flying off the maps to bases i have made, I would like to place some land bits etc to make my own islands off the maps in the bare oceans, in the ideas of H World sceneries and Eagles sceneries of yor. I know alot of folks who would enjoy flying off the map to places unkown, with only compass diections to guide them. To new lands and intersting landing places. Also would make DF and bomb runs interesting . Now if only we could have refuel boxes''''' can only dream on.

Sharkzz Wrote:Big Grin
objects , bridges and bridge spans. Ffirst gotta say WAY COOL :o
is there a way to find out what makes the test runways solid and landable ?.
i am stuck on this. You see , I am trying to be able to make some of the object bridge spans and pieces of the bridges hard enough for placing of trucks tanks etc, also, I have been getting my carriers to stop and dock at some ports I have made. I have a part bridge span which is arched and is a perfect height equal with US Generic carrier deck. I have been trying to taxi a plane off the carrier and down the object bridge part and down onto one of the test runways which is part of the Docks. from here then taxi to airfield.
If I can harden the bridge pieces it would open up a whole new feeling to the map building.
hope the bright ones can help me in this quest.
Regards
Sharkzz. 8)

Hi there Sharkzz mate... Big Grin

of course the bridge section is an 'Object'....and as we know vehicles cannot sit upon Objects....they are only solid as far as collision goes.......I used to have trains running across the water of a river....and they went under and through the spans of such a home-made bridge...as if it wasn't there

since the runways are basically ships...I think the answer will have to be in there.....FC seems to know a bit about that side of things

8)
Hey Fabs, ~S~
ahh rgr thanks mate. shoulda thought about the ships angle.
thnks for the lead.
~S~
Sharkzz

Which map(s) form(s) the basis for map_F, ed_m_01, ed_m_02 and ed_m_03? And how does one create map_c_table?
Oh, and what are the functions of the above maps?
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