20.05.2010, 02:53
WhiteCat Wrote:Thanks Lejo, Socorrista and Agracier!
Mixx textures are amazing, they give good looking to every map you add them.. I don't really know if we can go on re-using them in many maps, but I selected the more 'volcanic' for this map and they fitted quite well.
@ Agracier: This is the first T map I edit though, before I only added textures to existing maps, I've done it manually which gives you flexibility but it's very time consuming, only feasible for small maps I think. I've progressed also on my Palau repainting but I'm still not happy with the jungle. I have to big defects, one I'm too perfectionist and the other I have little time, and those two fit very bad with IL2 mapmaking But maybe I'll give a go to other small maps. Your ones look good, by the way, I'm spanish and those earthy honest textures look very well.
Hand editing map_t is a big job and except for a few special instances, I've found that most texture placement can be done with other means, with a combination of normal commands in most graphic editors and with help from a few specialized Il-2 utilities.
I often use map_h to select areas that for instance surround or border river valleys, or are relatively flat areas that would be cultivated ... these can be selected with a 'magic wand' tool set to whatever RGB tolerance works best. Some randomness can also be introduced by adding or subtracting random noise from selected areas. This also works well for placing cultivated fields over large areas of map.
There is also the 'select height' and 'select flat' utilities for Il-2 which can help select specific areas on a map.
Using a combination of these, I've been able to get some very large maps decently textured, and without having to invest huge amounts of time in placing textures appropriately. For instance, I've been able to reduce cultivated fields creeping up on hill/mountain sides - an otherwise unfortunate occurence when using height selection only ...