17.09.2010, 18:01
New desert textures.
19.09.2010, 12:19
Gorgeous work mate
25.09.2010, 15:07
A little update here too. The map should be done for next week
26.09.2010, 11:47
To finish the map i'm redoing the little village in the north. I found a nice texture for it. I have to finish the borders and find the good colour setting. But it's allready going nice so here are some pics:
I created i "local" market on the middle of the town:
I created i "local" market on the middle of the town:
26.09.2010, 13:14
I just saw a documentary about Dead sea animals. They have Leopards there,
It did look like some of your textures.Amazing job again..
Sands of Time is somehow my favourite map. Don't excatly know why, but u are making it even better...
kap
It did look like some of your textures.Amazing job again..
Sands of Time is somehow my favourite map. Don't excatly know why, but u are making it even better...
kap
26.09.2010, 13:32
kapteeni Wrote:I just saw a documentary about Dead sea animals. They have Leopards there,
It did look like some of your textures.Amazing job again..
Sands of Time is somehow my favourite map. Don't excatly know why, but u are making it even better...
kap
Yea i habe been lucky to find that texture. It' coming from Arabia. There is many little country towns there which provide good WW2 city textures. Of course it has to be reworked, but it's a good start point.
It's perfect as North Africa texture. Many cities of africa use the CARDO DECUMANUS pattern, an eritage from the roman empire. It was interresting to use this as pettern for bildings, it looks for real .
Is must be the same for palestina cities as it was for long a region of the roman empire.
26.09.2010, 15:46
amazing work
26.09.2010, 16:47
Wonderful placement of all the objects in the village template ... love the look of the village and how the houses do not abruptly stop at a discernible edge of the village, but rather appear to twitter out and follow the roads ... very inspired work on the populating ... this will make an old look like it's been reborn anew.
26.09.2010, 17:01
agracier Wrote:Wonderful placement of all the objects in the village template ... love the look of the village and how the houses do not abruptly stop at a discernible edge of the village, but rather appear to twitter out and follow the roads ... very inspired work on the populating ... this will make an old look like it's been reborn anew.
Agree.
The texture help to create a natural feeling. Big houses in the middle with high desentity of population, and then just some isolated and small house in the "suburb"...When the map is not to big it's a real fun the populate it.
The last pics for tonigh. I will try to finish the map next week. I added an harbour in the north and desert agriculture textures surrounding the village.
The town and the harbor in the far + desert agriculture textures:
Ground details :
27.09.2010, 11:51
This looks amazing
17.10.2010, 16:29
A little teaser for Sand Of Time release. I'm back on il2 after 2 weeks away (work and real life mostly), the release of this map is a matter of days. Enjoy the movie.
Sands Of Time video trailer:
http://www.youtube.com/watch?v=0_OLq9ZVuL0
Sands Of Time video trailer:
http://www.youtube.com/watch?v=0_OLq9ZVuL0
18.10.2010, 23:09
Hi all
earlier in this discussion, Lejo said:
"On my system this map is quite demanding probably because of the 4 mb .tga's. Besides the spikes sometimes my FMB screen turns white or..."
I seem to have the "screen turns white" problem too - its very annoying, and wont go away! Any advice on how to fix that?
[I had the "spikes" problem too, but Redko's new tga files fixed that.]
Felix
earlier in this discussion, Lejo said:
"On my system this map is quite demanding probably because of the 4 mb .tga's. Besides the spikes sometimes my FMB screen turns white or..."
I seem to have the "screen turns white" problem too - its very annoying, and wont go away! Any advice on how to fix that?
[I had the "spikes" problem too, but Redko's new tga files fixed that.]
Felix
19.10.2010, 16:57
redko Wrote:A little teaser for Sand Of Time release. I'm back on il2 after 2 weeks away (work and real life mostly), the release of this map is a matter of days. Enjoy the movie.
Sands Of Time video trailer:
http://www.youtube.com/watch?v=0_OLq9ZVuL0
Thanks...looking great!
20.10.2010, 15:36
felix_the_fat Wrote:Hi all
earlier in this discussion, Lejo said:
"On my system this map is quite demanding probably because of the 4 mb .tga's. Besides the spikes sometimes my FMB screen turns white or..."
I seem to have the "screen turns white" problem too - its very annoying, and wont go away! Any advice on how to fix that?
[I had the "spikes" problem too, but Redko's new tga files fixed that.]
Felix
It's the blended textures. Check your textures files, those which aren't indexed have more that 1mo. Open it on photoshop or gimp and just resave it choosing "indexed" mode. That's all.
21.10.2010, 14:45
OK, please read this carefully before asking question about how or why things are not working. Thks
Install instructions (i recommand the case 2, please read both before to proceed to installation ):
CASE 1 = I WANT A SEPARATE INSTALL:
Just put the "redko_SandsOfTime" file into your mapmod folder as usual like this :
MODS/MAPMODS/maps/redko_SandsOfTime
Put the texture folder like this:
MODS/MAPMODS/maps/Tex_/redko_tex/Lybia
On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:
redko_SandsOfTime redko_SandsOfTime/load.ini
If you have existing Missions/campains from the stock SandsOfTime map, you have to edit the .mis file for each missions and change the name for to redko_SandsOfTime.
CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains)
In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:
MODS/MAPMODS/maps/Tex_/redko_tex/Lybia
And then just rename the redko_SandsOfTime map folder into classic "SandsOfTime" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file
Mods needed:
Lejo's Southern European Houses Pack:
http://www.sas1946.com/main/index.php/topic,7046.0.html
Lejo's Desert House Pack:
http://www.sas1946.com/main/index.php/t ... l#msg89505
Credits:
Lejo, Viking, Avala, Mick and all the SAS and AAS team
DL LINKS
http://[color=#FF8000]http://w...or]
http://[color=#FF8000]http://w...or]
Install instructions (i recommand the case 2, please read both before to proceed to installation ):
CASE 1 = I WANT A SEPARATE INSTALL:
Just put the "redko_SandsOfTime" file into your mapmod folder as usual like this :
MODS/MAPMODS/maps/redko_SandsOfTime
Put the texture folder like this:
MODS/MAPMODS/maps/Tex_/redko_tex/Lybia
On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:
redko_SandsOfTime redko_SandsOfTime/load.ini
If you have existing Missions/campains from the stock SandsOfTime map, you have to edit the .mis file for each missions and change the name for to redko_SandsOfTime.
CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains)
In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:
MODS/MAPMODS/maps/Tex_/redko_tex/Lybia
And then just rename the redko_SandsOfTime map folder into classic "SandsOfTime" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file
Mods needed:
Lejo's Southern European Houses Pack:
http://www.sas1946.com/main/index.php/topic,7046.0.html
Lejo's Desert House Pack:
http://www.sas1946.com/main/index.php/t ... l#msg89505
Credits:
Lejo, Viking, Avala, Mick and all the SAS and AAS team
DL LINKS
http://[color=#FF8000]http://w...or]
http://[color=#FF8000]http://w...or]
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