10.02.2008, 14:35
Nice one, kapteeni!
asheshouse Wrote:1. The last 32 pixels of the map will repeat beyond the map edges. Best result is to finish the map on a section of coast line which hits the edge at 90deg, not at an angle. If small islands are cut by the map edge its best to delete them. Rivers which come close to the map edge will also have the last 32 pixels repeated beyond the map. However if the river is close to 90deg to the map edge it can be stopped less than 32 pixel from the edge without repeating.OK! I only asked for avoiding unnessery work. Boy, you guys are doing great work here. Helping NOObies like me. It must be a pain in a arthur sometimes.
Probably worth extending the map north so you have a sea boundary along the top edge. If you have a broad enough sea boundary here it would be useful for convoy attack missions for the Luftwaffe.
2. It is not easy to make a realistic map_h in photoshop. It would be a lot of work. Quicker to use the method in the tutorials thread. Of course if you just want a flat surface you can convert your map_c to map_h very easily to get the map outline working in the game. Just take map_c and reduce the image size to 1/4 for map_h and paint the land area something like RGB 4.
Sharp mountains will be difficult because of the limitations of the game engine. To define sharp peaks with data points only at 200m is virtually impossible.
kapteeni Wrote:Thanks FLY_zo!
Learning curve is as steep as learning to fly with Il2. God, i want some good tutorials from A to Z, but i guess this is so new for all of us. This gonna take more than usual to weeks, be sure! :wink:
FLY_zo, your Croatia looks great. I was there (Dubrovink+split) back in 90 as a photographer. That was kinda hairy...war and other sh__t like that... There was this National Park with beatifull lakes and caves. Took some nice pictures there. I dont remember its name anymore. :oops:
Quote:Sharp mountains will be difficult because of the limitations of the game engine. To define sharp peaks with data points only at 200m is virtually impossible.
Quote:Extract one of the existing maps - like Online 9a into your maps folder and then change the foldername to something unique "RD_Test"
go to all.ini
add a line --
RD_Test RD_Test/load.ini
Now if you go into FMB you should see your new map RD_Test in the Load Map options.
Now you can change the files in your RD_Test folder
Your SRTM data will become map_h
You can use the same image to make map_c -- edit so that all land is white and all sea is black with graded shades at the coastline.
You need to get the map_c compiler tool from Fly_zo -- it comes with instructions
map_c scale is 1 pixel = 50m for 1:1 scale
Decide your scale and use map_c tools disect.bat to create your map_c
I have left out a step but that can come later.
Now whatever size your original map_c image was the other need to be 1/4 of that
So change your map_h image to be 1/4 map_c
Edit other image files to be same size as map_h
That's enough for now -- try and get so that you can load that in FMB
The textures will be odd but that can be sorted later.
kapteeni Wrote:What is this: map_c.tga_table? I think it is the reason why my map is not working. Do i had to make it first with photoshop and the use FMB tool to convert it??
kapteeni Wrote:What is this: map_c.tga_table? I think it is the reason why my map is not working. Do i had to make it first with photoshop and the use FMB tool to convert it??