23 new ground textures for BoB
#31

There was 1 file listed wrong in the above list. I just edited it. Try copy and pasting again if that's what you're using.


If you had problems downloading from the first link try this:

http://files.filefront.com/Compans+grou ... einfo.html
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#32

nice, using googel maps ?

a bit like this
[Image: textur.jpg]
edited LAL_normandy map, just for personal use.
over Carpiquet airbase
textures from googel earth around cean area.
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#33

Google Earth was the starting point. All textures have been heavily tampered with though to suit the IL2 environment.

S! Comp
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#34

Compans Wrote:Google Earth was the starting point. All textures have been heavily tampered with though to suit the IL2 environment.

S! Comp
good jobb Big Grin

most have been a relay hard work to do all thos maps, so they fit together, absolutely when i noticed on the textures that u dont use any alpha canals on them, and btw way are u using 256 (8 BitsPerPixel) tga ?

i use 16,7 Millions (32 BitsPerPixel) tga.

hope some mapmakers will start to use them for there maps and mission.

now we need a skin pack for planes in tga 16,7 Millions (32 BitsPerPixel)
so the planes looks more real
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#35

Many thanks for the explanation and for the new link.

Great work :wink:

Greetings
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#36

Yup...they're 256 colours. What exactly does the alpha chanel do?

S! Comp
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#37

Compans Wrote:Yup...they're 256 colours. What exactly does the alpha chanel do?

S! Comp
what i have understand the alpha channel mixing the different texture together on the map,
like u can see here on the pic, i think that is useful for mapmakers examples to get more random farmland whit just two ground textures.
[Image: mix.jpg]
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#38

Blending seems to happen naturally between different textures.

Try this for Normandy map:

[FIELDS]
LowLand0 = land/summer/Compans_Marsh.tga
LowLand1 = land/summer/Compans_french_fields_2.tga
LowLand2 = land/summer/Compans_french_fields_1.tga
LowLand3 = land/summer/Compans_french_fields_2.tga

MidLand0 = land/summer/Compans_Marsh.tga
MidLand1 = land/summer/Compans_french_fields_2.tga
MidLand2 = land/summer/Compans_french_fields_1.tga
MidLand3 = land/summer/Compans_french_fields_3.tga


Mount0 = land/summer/Compans_mountain_fields_2.tga
Mount1 = land/summer/Compans_mountain_fields_2.tga
Mount2 = land/summer/Compans_mountain_fields_2.tga
Mount3 = land/summer/Compans_mountain_fields_2.tga

Country0 = land/summer/Compans_french_fields_3.tga
Country1 = land/summer/whitechalk.tga
Country2 = land/summer/Compans_french_fields_3.tga
Country3 = land/summer/Compans_Marsh.tga

City0 = land/summer/Compans_French_village.tga
City1 = land/summer/Compans_French_suburbs.tga
City2 = land/summer/Compans_French_City.tga
City3 = land/summer/Compans_French_suburbs.tga

AirField0= land/summer/Compans_airfield1.tga
AirField1= land/summer/Compans_airfield1.tga
AirField2= land/summer/Compans_airfield1.tga
AirField3= land/summer/Compans_airfield1.tga

Wood0 = forest/summer/rom_forrestground.tga
Wood1 =
Wood2 = forest/summer/rom_ForrestFar.tga
Wood3 =

Water0 = water/water.tga
Water1 = land/summer/Compans_coastal1.tga


Water2 = land/summer/Compans_coastal1.tga
Water3 = water/rom_fields_Beach.tga,2



[Image: spit223np6.jpg]

[Image: spit224py0.jpg]

[Image: spit225tr2.jpg]



S! Comp
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#39

cool, Big Grin i shall test that one, thanks
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#40

This is pretty extreme but for the full 'London' effect try this and set up a Heinkel intercept in Hurris or Spits at around 5000m in blind or poor weather:

[FIELDS]
LowLand0 = land/summer/Compans_City1.tga
LowLand1 = land/summer/Compans_City2.tga
LowLand2 = land/summer/Compans_City1.tga
LowLand3 = land/summer/Compans_City1.tga

MidLand0 = land/summer/Compans_City1.tga
MidLand1 = land/summer/Compans_City2.tga
MidLand2 = land/summer/Compans_City1.tga
MidLand3 = land/summer/Compans_City1.tga


Mount0 = land/summer/Compans_City1.tga
Mount1 = land/summer/Compans_City2.tga
Mount2 = land/summer/Compans_City1.tga
Mount3 = land/summer/Compans_City1.tga

Country0 = land/summer/Compans_Marsh.tga
Country1 = land/summer/whitechalk.tga
Country2 = land/summer/Compans_Marsh.tga
Country3 = water/rom_fields_Beach.tga,2

City0 = land/summer/Compans_City1.tga
City1 = land/summer/Compans_City1.tga
City2 = land/summer/Compans_City1.tga
City3 = land/summer/Compans_City1.tga

AirField0= land/summer/Compans_airfield1.tga
AirField1= land/summer/Compans_airfield1.tga
AirField2= land/summer/Compans_airfield1.tga
AirField3= land/summer/Compans_airfield1.tga

Wood0 = forest/summer/rom_forrestground.tga
Wood1 =
Wood2 = forest/summer/rom_ForrestFar.tga
Wood3 =

Water0 = water/water.tga
Water1 = land/summer/Compans_City2.tga
Water2 = land/summer/Compans_City1.tga
Water3 = water/rom_fields_Beach.tga,2


S! Comp
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#41

trayd ur set up for Normandy but the engine cant faind this texture Country3 = land/summer/sand.tga
and i cant faind it in any folder or any of the fb_mapsxx.SFS files, is that a misspelling or a custom texture?

will replays it whit something else just for now so i can test how the map looks like, im abit exiting here
like a small child on x-mass 8)
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#42

Looking forward to seeing your textures in Joe's map

Continuing to be impressed 8)

Triad
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#43

Yeah...you're right about the sand. That's one of mine I didn't include. I'm changing the list above.

Thanks for the heads up!


S! Comp
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#44

hum, i first tog th i have get ghost in my pc,
but then i found ut that this line is also wrong
Water2 = land/summer/rom_CoastLine1.tga
it should be water/rom_CoastLine1.tga.

ma by u can tell me where in the sfs i can find thso rom, Italy_DF, sk map textures, extracted all
fb_mapsxx.SFS but dident find them there, humm
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#45

Thanks again EQT. Changed the list above. Hope it works for you now.

S! Comp
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