13.02.2008, 09:15
Ok. I figured it out.
This is pasted in using the Tile texture Objects/Tiles/Airfield3
in load.ini I set Airfield3= land/summer/beauvais1943.tga
In my maps folder I created a new folder _Tex/land/summer
into which I put the beauvais1943.tga image
The standard image is 512x512 pixels which appears in the game as 1600x1600 metres.
You can also use 1024x1024 images for sharper textures. They work in exactly the same way but presumably have more impact on performance.
I can reduce the size on the map by including a multiplier in the load.ini reference
eg: AirField3= land/summer/beauvais1943.tga,4 (this repeats the texture 4 times)
In other words you get a 4x4 pattern in the 1600x1600 box
You can also use ,-2 to make the pattern twice the size, 3200x3200m. That is presumably why there is a 1024x1024 pixel option for the images.
This is covered in the Central Mediteranean thread where it states that you can use dividers of up to ,8 ( or multipliers of ,-2 ).
Textures like these are used to create the city plan in the Berlin and Leningrad maps.
Now with this texture adjusted to the correct scale and inserted into a temporary map it will be a simple procedure to position runway plates, taxiways, buildings etc, all in the correct position.
Then the completed airfield can be copied and pasted into my NEFrance map as a completed assembly. This could be very useful.
Some images appear "burned out" (white) when imported. I think this is because the game engine overlaps the images on each tile. This can be avoided by reducing the brightness on the imported image. A reduction of -100 brightness in Photoshop seems to correct the problem.
This is pasted in using the Tile texture Objects/Tiles/Airfield3
in load.ini I set Airfield3= land/summer/beauvais1943.tga
In my maps folder I created a new folder _Tex/land/summer
into which I put the beauvais1943.tga image
The standard image is 512x512 pixels which appears in the game as 1600x1600 metres.
You can also use 1024x1024 images for sharper textures. They work in exactly the same way but presumably have more impact on performance.
I can reduce the size on the map by including a multiplier in the load.ini reference
eg: AirField3= land/summer/beauvais1943.tga,4 (this repeats the texture 4 times)
In other words you get a 4x4 pattern in the 1600x1600 box
You can also use ,-2 to make the pattern twice the size, 3200x3200m. That is presumably why there is a 1024x1024 pixel option for the images.
This is covered in the Central Mediteranean thread where it states that you can use dividers of up to ,8 ( or multipliers of ,-2 ).
Textures like these are used to create the city plan in the Berlin and Leningrad maps.
Now with this texture adjusted to the correct scale and inserted into a temporary map it will be a simple procedure to position runway plates, taxiways, buildings etc, all in the correct position.
Then the completed airfield can be copied and pasted into my NEFrance map as a completed assembly. This could be very useful.
Some images appear "burned out" (white) when imported. I think this is because the game engine overlaps the images on each tile. This can be avoided by reducing the brightness on the imported image. A reduction of -100 brightness in Photoshop seems to correct the problem.