I'd go for either of Bee's textures, too. No way to avoid repetitive tiling on expanses the size this map has but I like the colours of the two shots he posted more than the very vivd green. It's in your hands though Skunk - you've done virtually all the work so far so you should get to call the shots.
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Yeah, but I'm not building this map for gratitude or acknowledgement or fame, I'm building it for you guys, who have SCREAMED to have this map ever since PF was released. So I may be calling the shots, but all your input is considered, be sure.
Motivations for doing this were that I have ideas for many different maps, even though I consider myself a Typhoon/Tempest pilot in this sim, I do like the pacific theater, my first love of combat sims was CFS2. I was marvelled at what PF could do when I first bought it, but was so disappointed in content that I had to find FB and AEP to merge with it in order to get a good gaming experience.
Its in my nature to take things apart and learn how they work (hey, I am an aircraft mechanic after all...) and as soon as I figured out how this map making stuff worked, I dove right into it. Personnally, I find this map making business to be one of the more useful things that modding has to offer. A screwy lookin' FrankenTyphoon, I'll never fly that, but a Slot, Leyte Gulf or Aleutians map? That I will want in my game.
Now, for the rivers of Guadalcanal, if Oleg's rivers arent too off, I'll just splice in "his" Guadalcanal over mine, and it'll be a done deal.
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To Skunk & all the guys working so hard on this wonderful map, all of us would have accepted anything you gave us but the fact that you guys work so hard to produce the best is very encouraging. The more missions I fly the more I like it. To think we've waited all these years and yet you've achieved so much in such a short time. Keep it up, it's much appreciated. One observation: I noticed that when AI planes land, they disappear almost immediately rather than taxing to park. Small problem that can be fixed later I'm sure.
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The minimum size for a river is going to be 50 meters across, since map_c handles things at 1pixel = 50 meters.
So maybe I can use Oleg's rivers a starting point, but try to make them as thin as possible. I'll give it a try later on today and post the results if I can.
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Following this thread with great interest and anticipation. Cheers to all concerned, LF.
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duffys tavern Wrote:One observation: I noticed that when AI planes land, they disappear almost immediately rather than taxing to park.
Thats related to AI behaviour, and is not programmed into a map. All the bases I have put in all have parking points for AI, so no matter where they land they should clear the runway. But as far as determining how long they stay before they disappear, I cant control that, sorry.
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during my messing around with the Midway map....I discovered that the AI are VERY fickle when it comes to taxiing.... messing around with the taxiing and parking waypoints.....everything looks to be correct....but then the AI come along and refuse to use them and just disappear
...even when there are empty slots....if a parking point is too close to trees or other objects they will refuse to use it
but this aspect is something I am getting quite good at.... and can be altered on a finished map quite easily.......time consuming to test each point on an airfield...but not hard
I am happy to do that kind of 'cleaning up' for you when it is almost complete
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Well in that case, duffy can you note which airfields the AI does this at? I'll take a look see and run a few tests myself.
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IMHO, no rivers is better than them being too big, with rare exceptions.
A few important ones as landmarks are fine, but I think the il-2 PF rivers on the pacific maps are all horrible. Not bad, horrible. Better none at all than what the NG map looks like, for example.
AI parkign behavior is very much constrained by where the nearest objects are as fabian said. The current Munda has the planes taxi well, but decorate the area they park in even a little and they disappear on the runway instead. Takes a ton of testing to make it work with objects close.