(4.09)Alpha available ...Thailand/Burma/Indochina
#1

Alpha version for download Reply with quote Edit/Delete this post
at my usual site .... http://www.4shared.com/dir/4397598/27d3 ... aring.html

you need the "Thailand map" ..... and the "invisible_kronstadt_plate" (if you didn't get it already with the "ffb_line_scramble_map&mission")

also there are skins for Ki_21 and P-36A in Thai markings

and the "TreesTextures" are needed if you don't have them, because they are also on the map

and the Thai flag to go with the flag pack mod

from the readme........



add to maps/all.ini file .....

Thailand Thailand/load.ini



Alpha test version......using 4.09beta textures.....I have not tested in 4.08 or excellent settings as I use Perfect.

Being very mountainous, the North of Thailand, Laos and Burma, look their best when using the 4.09beta patch and the increased distance visibility available when using Perfect settings.

Towns and villages are only lightly populated .... and it is best if you install the new trees I have included.......being:

Coconut trees; Flame trees (two types); banana trees (three types); Bougainvillea;

The Kiev kolok tower I have sunk below ground level to look like a chedi/stupa.

The airstrips are 'In the rough'....so be careful when taxiing ....I have used an invisible kronstadt plate to ensure smooth runways for take-off/landings.

I use a detailed 2D map because although modern, is derived from satellite data, so the size and shape of the hills/mountains are exactly like you see upon the ground. I have added Black lines for the railways and red for the roads, so please ignore the modern roads marked upon this map which will have no equivalent on the ground.

I have made this map as a mix of old and new........I left the modern reservoirs in, which came with the satellite data, since they are pleasing to the eye on the landscape and are an extra help with navigation. There is a certain amount of Jungle, but probably far less than there actually was at the time of the Second World War.

All rivers are above sea-level, so if you look from the surface level you can see under the landscape....I do not intend to rectify this.

I tried to approximate the huge canal system in place in the Bangkok area, hampered by the minimum size of one pixel for rivers. After WW2 Thailand started to modernise in the 1950's and filled in many canals (klongs) in the Bangkok metropolitan area to build roads. It used to have the name of 'Venice of the East'.


At my download site ( http://www.4shared.com/dir/4397598/27d3 ... aring.html ) I also have a version of the 'morenations' mod ....in which I have included some of the Royal Thai Air Force Squadrons from their 1940 orbat.

I have made a few simple skins with RTAF markings for the Hawk and Ki-21 and will post them to my site also.

Some useful reading is available at these links...

http://www.fader.dyndns.org/wings/TAirF ... sis01d.htm

http://mysite.wanadoo-members.co.uk/wwars/thai.htm

http://www.j-aircraft.com/research/Geor ... ge_war.htm


also at my site is a version of the "morenations" mod which has the Thai regiments for 1940...

and a Single mission called ... "Thaifury"

put it where you like....but I have a TH folder in my missions/singles folder ...so I put it there



to have the Kiev_Kolok tower appear.......add these lines to your static.ini......

[buildings.House$RussiaKievLavra_kolokC]
Title RussiaKievLavra_kolokC
MeshLive 3do/Buildings/Russia/Kiev/Lavra_kolok/live.sim
MeshDead 3do/Buildings/Russia/Kiev/Lavra_kolok/dead.sim
AddHeightLive -75.0
AddHeightDead -75.0
Body RockBig
Panzer 0.6


also there is a copy of my static.ini at the site......if you like you can try that one
Fabianfred
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#2

Map_C sould be four times as large as map_t and h, not just double.
So given map_T and map_H are 4800x4800, map_c (before dissect) should be 19200x19200

Maraz
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#3

thanks for trying to help Maraz...

but my math must be wrong.......cause i though 4800x4800 doubled is 9600x4800....so four times should be 9600x9600...... or what???
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#4

In map_c one pixel equals 50m
In map_T and map_h one pixel equals 200m

So both axes of MWmap_c must be four times the size of map_T/map_h

It is the distances that are four times larger, not the area. (area is x16).
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#5

thanks for explaining asheshouse...I'll try again :wink:
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#6

had to go to half scale....full size was too big...the map_C tool wouldn't make it

now I can see a map...but the colours are psychadelic

I cannot fly over it either.....when I try to Play from the FMB it just keeps asking if I want to save the new mission...but will only exit the FMB if I choose No...??


[Image: 2703200820-24-15.jpg]
[Image: 2703200820-25-04.jpg]
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#7

hey m8 , seams to me that you forget to disable/uncheck one of layers you are using for orientation while making map_t.tga ..... happened to me dozen of times ( left map_h layer checked ...) :wink:


Z
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#8

fabianfred Wrote:had to go to half scale....full size was too big...the map_C tool wouldn't make it

now I can see a map...but the colours are psychadelic

I cannot fly over it either.....when I try to Play from the FMB it just keeps asking if I want to save the new mission...but will only exit the FMB if I choose No...??

About strange lines, probably you did not disable some layers (as Fly Zo said) or went out-of-scale for map_T values (values should be 0-31, higher ones are reserved for roads, rails, etc)

The black areas look like areas where there is a water texture over land. It also looks like a forest texture is where a river should be. Maybe you should check your grayscale values in map_T.

Probably you cannot save missions because you have an empty actors.static. Just add even a single object and it will work.

The elevation map looks good Big Grin

Maraz
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#9

Where the land touches the sea, the coast line is all wavy...and in many places the land doesn't come down to the water...you can see underneath....???What is the cure for that.?

Thanks guys for your advice.... :lol:
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#10

I'm not sure if I understand you about the Map_T...
I just made it in Microdem and saved as a BMP...then put it into Photoshop and cropped its canvas size to make it divisible by 32...then saved as a grayscale TGA

I never did anything with layers...??
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#11

fabianfred Wrote:I'm not sure if I understand you about the Map_T...
I just made it in Microdem and saved as a BMP...then put it into Photoshop and cropped its canvas size to make it divisible by 32...then saved as a grayscale TGA

I never did anything with layers...??


.... did you use ClockWatchers color table/preset while generating map_t in microdem?

it looks to me that gray shades are messed up .

and for black areas .... map_c and map_t are not synchronized .... if there is not color specification for texture on map_t and map_c has land on that area it results with those black textures


cheers,
Z
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#12

sorted out a couple of those problems.....

Q.....would it cause things to look very bumpy...because I chose to do it half size.....obviously the height data is the same...?
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#13

i don't see why would .... map_h would get resized too right? so everything gets proportionally half sized .... or i misunderstood your question

Edit: on second thought i do see your concern .... smaller areas with same heights ... right ?

well you could apply dark filter over map_h and tune it till you're satisfied with result

Z
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#14

I would have preferred to have gone 1:1...but the map C tool wouldn't split it....too big

anyway.......the hills look nice.....all bumpy....I know they are like that anyway....but maybe they're just a bit much...because even the flat ground isn't really flat....that is all slight bumps too Confusedhock:
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#15

is it possible to post pic of map_h.tga here .... i'ts hard to tell from your words ...

Z
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