Autumn Textures for BoB - WIP (update 03/10/08)

thanks Smile
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The problem lies within Canon's map_C file. He has tried to simulate shallows by adding grey areas over water ways and this is what happens.

The only way to fix this is for cannon to play around with the grayscale values of his shallows until he no longer gets trees in the water.

Our first attempts at creating reefs and shallows for the Slot map originally gave us this problem.

[Image: sig2.gif]
TEAM PACIFIC
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It's actually more a map_t problem. So that I had muddy shallows I placed non-water tiles in those areas. Fine, until there's a tree.tga in that slot.

Simple fix will be to wait until the final release when it's all fixed.
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Quelty, I've been messing around with these a little bit, mostly to find out more about how it
works. Of course, there's only so much u can do with a load.ini file.
I've gotten rid of all but a couple of small clumps of trees in the water along the coast
of France (North of Dieppe and along the coast of the Bay of Biscay).

The only thing I can't figure out is the trees that inhabit the chalk cliffs. Did you manage it?
Is it possible?

Here's my CAN_AutE_load
Quote:[MAP]
ColorMap = map_c.tga
HeightMap = CAN_40_map_h.tga
SmallMap = map_M.tga
TypeMap = CAN_40_map_T.tga
FarMap = CAN_40_map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]

CAN_40_ed_m03.tga
CAN_40_ed_m02.tga
CAN_40_ed_m01.tga

[TMAPED]
CAN_40_ed_map_t.tga


[WORLDPOS]
CAMOUFLAGE = ETO
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 12

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors_40.static
[text]
texts_40.txt

[WOOD]
Wood0 = forest/Autumn/Wood0au.tga
Wood1 = forest/Autumn/Wood1au.tga
Wood2 = forest/Autumn/Wood2au.tga
Wood3 = forest/Autumn/Wood3au.tga
Wood4 = forest/Autumn/Wood4au.tga

WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam_.tga
BeachSurf = water/BeachSurf_.tga
BeachLand = water/RiverLand.tga

Tree0 = Trees_AuE\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/Water.tga

[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/Autumn/bob_fields_2_autumn_early.tga,2
LowLand1 = land/Autumn/bob_fields_1_autumn_early.tga,2
LowLand2 = land/Autumn/bob_fields_1_autumn_early.tga
LowLand3 = land/Autumn/bob_fields_3_Compans_autumn_early.tga

MidLand0 = land/Autumn/bob_fields_2_autumn_early.tga,-2
MidLand1 = land/Autumn/bob_fields_3_Compans_autumn_early.tga,-2
MidLand2 = land/Autumn/bob_fields_4_Compans_autumn_early.tga
MidLand3 = land/Autumn/bob_fields_1_autumn_early.tga

Mount0 = land/Autumn/sk_country_mount_autumn_early.tga
Mount1 = land/Autumn/bob_fields_3_Compans_autumn_early.tga
Mount2 = land/Autumn/sk_country_mount_autumn_early.tga
Mount3 = land/Autumn/bob_fields_4_Compans_autumn_early.tga

Country0 = land/Pacific/fields_kevtungatt2.tga
Country1 = land/summer/whitechalk.tga,-2
Country2 = land/Autumn/sk_country_mount_autumn_early.tga,-2
Country3 = water/rom_fields_Beach.tga,2

City0 = land/Autumn/sk_DownCity_autumn_early.tga
City1 = land/Autumn/sk_MidCity_autumn_early.tga
City2 = land/summer/sk_country_mount.tga
City3 = land/summer/sk_Factory1.tga

AirField0= land/Autumn/airfield1_autumn_early.tga,2
AirField1= land/summer/sk_fields_mount5.tga,2
AirField2= land/summer/sk_fields_airfieldGr1.tga
AirField3= land/summer/sk_fields_airfieldGr1.tga

Wood0 = land/Autumn/bob_forest_autumn.tga
Wood1 =
Wood2 = land/Autumn/bob_forest_autumn_late.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga


Water2 = land/Autumn/sk_country_mount_autumn_early.tga //water/rom_CoastLine1.tga
Water3 = land/summer/dlv_Sinai/dlv_Sinai_v1.tga,-2 //water/rom_fields_Beach.tga,2

and here's my CAN_AutL_load
Quote:[MAP]
ColorMap = map_c.tga
HeightMap = CAN_40_map_h.tga
SmallMap = map_M.tga
TypeMap = CAN_40_map_T.tga
FarMap = CAN_40_map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]

CAN_40_ed_m03.tga
CAN_40_ed_m02.tga
CAN_40_ed_m01.tga

[TMAPED]
CAN_40_ed_map_t.tga





[WORLDPOS]
CAMOUFLAGE = ETO
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 8

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
actors_40.static
[text]
texts_40.txt

[WOOD]
Wood0 = forest/Autumn/Wood0au.tga
Wood1 = forest/Autumn/Wood1au.tga
Wood2 = forest/Autumn/Wood2au.tga
Wood3 = forest/Autumn/Wood3au.tga
Wood4 = forest/Autumn/Wood4au.tga

WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam_.tga
BeachSurf = water/BeachSurf_.tga
BeachLand = water/RiverLand.tga

Tree0 = Trees_AuL\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/Water.tga

[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/Autumn/bob_fields_2_autumn_late.tga,2
LowLand1 = land/Autumn/bob_fields_1_autumn_late.tga,2
LowLand2 = land/Autumn/bob_fields_1_autumn_late.tga
LowLand3 = land/Autumn/bob_fields_3_Compans_autumn_late.tga

MidLand0 = land/Autumn/bob_fields_2_autumn_late.tga,-2
MidLand1 = land/Autumn/bob_fields_3_Compans_autumn_late.tga,-2
MidLand2 = land/Autumn/bob_fields_4_Compans_autumn_late.tga
MidLand3 = land/Autumn/bob_fields_1_autumn_late.tga

Mount0 = land/Autumn/sk_country_mount_autumn_late.tga
Mount1 = land/Autumn/bob_fields_3_Compans_autumn_late.tga
Mount2 = land/Autumn/sk_country_mount_autumn_late.tga
Mount3 = land/Autumn/bob_fields_4_Compans_autumn_late.tga

Country0 = land/Pacific/fields_kevtungatt2.tga
Country1 = land/summer/whitechalk.tga,-2
Country2 = land/autumn/sk_country_mount_autumn_late.tga
Country3 = water/rom_fields_Beach.tga,2

City0 = land/autumn/sk_DownCity_autumn_late.tga
City1 = land/autumn/sk_MidCity_autumn_late.tga
City2 = land/summer/sk_country_mount.tga
City3 = land/summer/sk_Factory1.tga

AirField0= land/autumn/airfield1_autumn_late.tga,2
AirField1= land/summer/sk_fields_mount5.tga,2
AirField2= land/summer/sk_fields_airfieldGr1.tga
AirField3= land/summer/sk_fields_airfieldGr1.tga

Wood0 = land/autumn/bob_forest_autumn_late.tga
Wood1 =
Wood2 = land/autumn/bob_forest_autumn_late.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga


Water2 = land/Autumn/sk_country_mount_autumn_late.tga //water/rom_CoastLine1.tga
Water3 = land/summer/dlv_Sinai/dlv_Sinai_v1.tga,-2 //water/rom_fields_Beach.tga,2

Any ideas? I kinda think it will take Cannon himself to sort this. Not likely just now as I see he
has a plateful already with other maps.
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canonuk Wrote:Simple fix will be to wait until the final release when it's all fixed.

I don't know how to say this without comming across piggy, uhm is there a time frame you're shooting for for final versions (this AND the amazing MTO map you're doing) FYI I don't do christmas very well either :oops:
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Skunkmeister Wrote:The problem lies within Canon's map_C file. He has tried to simulate shallows by adding grey areas over water ways and this is what happens.

The only way to fix this is for cannon to play around with the grayscale values of his shallows until he no longer gets trees in the water.

Our first attempts at creating reefs and shallows for the Slot map originally gave us this problem.


It is like Canon UK said. There are pixel for textures which include trees. If you paint this textures too near to the beach you will get trees on the water. The beach textures for example do not have any trees. So I use the beach pixel to eleminate the trees in the water.
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RichardHed Wrote:
canonuk Wrote:Simple fix will be to wait until the final release when it's all fixed.

I don't know how to say this without comming across piggy, uhm is there a time frame you're shooting for for final versions (this AND the amazing MTO map you're doing) FYI I don't do christmas very well either :oops:

The MTO map is on hold and definitely won't be seen before Christmas. The Channel Final is busily being worked on and should be out by the end of October.
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Thank you for responding and your civility - you're a real gentleman
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So can I only install these on add on maps --- I can't fine a load.ini for the orig game maps

They look great BTW - thanks for sharing
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I just got around to installing these textures and I must say WOW!! A huge improvement on both Canon's and Asheshouse's maps!

I too have the trees in water problem as well trees growing on the white cliffs...but the scenery is so stunning that I can totally live with this untill the full map is released.

The extra autogen trees really add alot to the atmosphere of both maps. I used a combo of both bob_fields_1 and bob_fields_2 textures and the results are increadible!

Awsome job on these and thanks!

Justin
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If you wanna use these with the defauld Normandy map:

viewtopic.php?t=8178
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What do your FPS say when you have this nice trees on the map? Mine isn't that happy, drops like hell Smile BUt then again, my graphics card has seen it's time some time ago (x1800xt, 512MB).
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Hi to all!
Many thanks for good words!

2 weeks I was absent and could not answer on your posts.
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I did not guess at first, but now my colleague deSAD prompted me a method how to do that there are no a necessity by hand to change the file of AlteredbushTL.tga. It is necessary in the folder "trees" to place 3 files with the identical name, for example:
Autumntree.tga
AutumntreeTL.tga
AutumntreeTrunkTL.tga

And to write proper line in load.ini:
...
[APPENDIX]
...
Tree0 = Trees\Autumntree.tga

Thus we can get maps with the unique set of auto-generated 3D-trees.
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Rus, please (if you have time) could you e-mail me a copy of your _Tex folder for the summer maps. I really like your first BoB textures, but when I put them in the folders _Tex/land/summer I get no trees Cry I've made sure I have forest=3 in my conf.ini and all the correct tga's are in the right place. The only folder I have in my _Tex folder though is land, no others. This is really confusing me, please could someone help me :?
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