03.05.2008, 13:54
Hey. i'm back again!
I have compute size of empty1a map, and found it 128x128 pixels wide.
(very simple thing:a big square (e.g. A1) equal 10 small squares, and the small square is equal to 5 pixels of the map_h.tga file)
Well, map loaded successfully but there no good walls there. I made a little modification of Fisneaky file: white border about 3 px wide and central black square. You can see results below.
Wall almost hide horizon
But we still need to deal with shadows. And some textures stiil exist on the angle wall, made it a bit darker.
Although little size of the map, far side of the box still looks foggy and thus not usable for keying.
Zip file with all textures and directory structure can be found here.
In airfield dir there is a directory called "c_ground". Backup your own original ground textures and rename "c_ground" to "ground". This will made airstrips "invisible".
Any comments?
I have compute size of empty1a map, and found it 128x128 pixels wide.
(very simple thing:a big square (e.g. A1) equal 10 small squares, and the small square is equal to 5 pixels of the map_h.tga file)
Well, map loaded successfully but there no good walls there. I made a little modification of Fisneaky file: white border about 3 px wide and central black square. You can see results below.
Wall almost hide horizon
But we still need to deal with shadows. And some textures stiil exist on the angle wall, made it a bit darker.
Although little size of the map, far side of the box still looks foggy and thus not usable for keying.
Zip file with all textures and directory structure can be found here.
In airfield dir there is a directory called "c_ground". Backup your own original ground textures and rename "c_ground" to "ground". This will made airstrips "invisible".
Any comments?