31.01.2010, 04:46
It doesn't really matter which map-building version of Il-2 you use to make your maps in. But it is far easier to work on maps if you have a separate game to fly in (UP2.0/HSFX - whatever) and a totally separate game to make maps in.
I fly in UP2.0 but I still use an old version of 4.09 for map making. What is important in the map maker, is that you have all the objects installed that you will wish to use in the map. So make sure that your lists of objects are synchronized between both flying game and map-maker. The static.ini file should contain the same objects in both versions of the game.
For instance. Let's say you wish to use some of Cannon's Channel objects. These do not come with with 4.09. But all you need do with the map-maker is to add these objects as if they were a mod - add a directory of the pertinent files, add the necessary lines to your static.ini file. Then you will be able to use those objects in the map maker.
In fact, with the map-maker, it is best to use as few mods a possible as adding new planes for instance will serve you nothing. For the map maker, all you need to add are the necessary new objects (dlv_Egypt Objects, Fabianfreds trees, Cannon Channel Objects etc etc).
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As for saving a modified map. In the root folder of your map-maker, you will see a folder called 'MAPS'. That is not where you keep the maps you are working on. Those are in the normal location of :
...MODS/mapmods/maps/
The MAPS folder is used to keep sub-folders which have exactly the same names as the maps you are working on. When you save a map you have been working on, the game maker will save the modified files to the pertinent folder.
Example. Let's say you wish to add some objects to the vkg_Crete map. Then you will have to make the following folder before the game can save anything for you:
...MAPS/vkg_Crete
When you have made your changes, then you 'save' the map and then go look in the above folder. You will find new files named 'actors.static' , 'texts.txt' and 'labels.txt'. These are the files that have been modified. These are the files you should therefore copy to your working map folder, in your flyable game. (If you are making extensive changes always be sure to back up old files first just in case).
Should you for instance change terrain in the map maker, adding airfield or city textures, then you will end up generating a new 'map_t.tga' file as well. This too needs to be copied to your working and flyable map folder ...
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And a good hint. Map-maker game versions can only handle small sized actors.static files. usually up to 500k. Most maps have far larger sized actors. Try to load a map with larger actors and the game maker will crash. It is an unstable version at best anyway.
But you can improve the performance and add to the working map-maker memory by using the following mod:
http://www.sas1946.com/main/index.php/topic,2475.0.html
It is the best improvement to the game ever devised, especially for map-making. Read the posts through and give it a try if you decide it would be useful for you. With this mod to your map-maker, you will be able to open all maps, no matter hw large the actors.static file is.
I fly in UP2.0 but I still use an old version of 4.09 for map making. What is important in the map maker, is that you have all the objects installed that you will wish to use in the map. So make sure that your lists of objects are synchronized between both flying game and map-maker. The static.ini file should contain the same objects in both versions of the game.
For instance. Let's say you wish to use some of Cannon's Channel objects. These do not come with with 4.09. But all you need do with the map-maker is to add these objects as if they were a mod - add a directory of the pertinent files, add the necessary lines to your static.ini file. Then you will be able to use those objects in the map maker.
In fact, with the map-maker, it is best to use as few mods a possible as adding new planes for instance will serve you nothing. For the map maker, all you need to add are the necessary new objects (dlv_Egypt Objects, Fabianfreds trees, Cannon Channel Objects etc etc).
_________________________
As for saving a modified map. In the root folder of your map-maker, you will see a folder called 'MAPS'. That is not where you keep the maps you are working on. Those are in the normal location of :
...MODS/mapmods/maps/
The MAPS folder is used to keep sub-folders which have exactly the same names as the maps you are working on. When you save a map you have been working on, the game maker will save the modified files to the pertinent folder.
Example. Let's say you wish to add some objects to the vkg_Crete map. Then you will have to make the following folder before the game can save anything for you:
...MAPS/vkg_Crete
When you have made your changes, then you 'save' the map and then go look in the above folder. You will find new files named 'actors.static' , 'texts.txt' and 'labels.txt'. These are the files that have been modified. These are the files you should therefore copy to your working map folder, in your flyable game. (If you are making extensive changes always be sure to back up old files first just in case).
Should you for instance change terrain in the map maker, adding airfield or city textures, then you will end up generating a new 'map_t.tga' file as well. This too needs to be copied to your working and flyable map folder ...
_________________
And a good hint. Map-maker game versions can only handle small sized actors.static files. usually up to 500k. Most maps have far larger sized actors. Try to load a map with larger actors and the game maker will crash. It is an unstable version at best anyway.
But you can improve the performance and add to the working map-maker memory by using the following mod:
http://www.sas1946.com/main/index.php/topic,2475.0.html
It is the best improvement to the game ever devised, especially for map-making. Read the posts through and give it a try if you decide it would be useful for you. With this mod to your map-maker, you will be able to open all maps, no matter hw large the actors.static file is.