06.02.2008, 12:58
map_c controls coasts.
map_h controls elevation
map_T controls textures (woods are a texture tile).
actors.static controls the "stuff" on the map (runways, trees, buildings, revetments, etc)
If we delete all the "stuff" around a given field, it leaves a flat spot the same size. If the flat area looks like coral, it leaves a big white spot. Replacing that with a new texture is simple from the FMB in map mode. Point and click. Adding hills would be possible, but would be a waste of time, IMO, particularly since we don't know what most of those spots looked like before airfields.
So we could either leave it as a flat spot that is some green texture, or we could cover it with layered forests. In any case I'd not mess with the elevation data or coasts at all. Both are almost equally easy. If I were doing this I'd see what folks wanted. Strikes me that a green flat spot makes the most sense in many cases, though I might be inclined to cover wide dispersal areas with forests, and leave a smaller green flat spot.
map_h controls elevation
map_T controls textures (woods are a texture tile).
actors.static controls the "stuff" on the map (runways, trees, buildings, revetments, etc)
If we delete all the "stuff" around a given field, it leaves a flat spot the same size. If the flat area looks like coral, it leaves a big white spot. Replacing that with a new texture is simple from the FMB in map mode. Point and click. Adding hills would be possible, but would be a waste of time, IMO, particularly since we don't know what most of those spots looked like before airfields.
So we could either leave it as a flat spot that is some green texture, or we could cover it with layered forests. In any case I'd not mess with the elevation data or coasts at all. Both are almost equally easy. If I were doing this I'd see what folks wanted. Strikes me that a green flat spot makes the most sense in many cases, though I might be inclined to cover wide dispersal areas with forests, and leave a smaller green flat spot.