Yes you are right.
Map_F seems to be just a straight forward image file which is laid down for the distant view.
The selection of colour shade seems to be critical to get it to merge into the near view correctly.
Beyond the map_F area there is another dark band before the sky comes into view. Not sure how this is controlled.
--- My graphics card, ATI Radeon 9200 128MB, won't support Perfect mode, so I will continue to struggle with this.
6S.Maraz -- You seem to be right.
I have changed FMB back into mission building mode and the dark band on the horizon has disappeared. The map_F colour tone will need a bit of further adjustment but it looks not too bad already. Think I can sort that out now.
Another problem though --
In FMB I cannot save missions. An empty *.properties file is created but no *.mis file.
FMB works ok with my other mod map, ash_Ardennes, so the problem must be with the ash_NEFrance files.
I had to start with an empty actors.static to be able to edit the map in FMB.
texts.txt and labels.txt are both still empty. Are there some entries I still have to reinstate?
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In order for the map to save a .mis file you must have an actors.static file that containes atleast a few objects. An empty one wont allow you to save your mission.
TEAM PACIFIC
I have a lot of height editing to do.
Working in FMB the only way I have found to vary the height is to use Object/Height/Peek and then adjust using the mouse wheel.
Has anyone found other ways to do this?
I need to quickly adjust height points to zero to make river levels zero, which is the only level at which bridges can be set. This takes a long time working manually in FMB.
I have also tried editing the pixels directly in map_h but I prefer to be able to see everything in FMB to get the correct look for each area.
Any height editing tips?
Do more commands have to be set up in conf.ini?
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As far as I know, the quickest way is to do it with gimp or photoshop and layer a downsized version of map_c over it to see where your rivers are.
Then you use a soft brush and blacken the rivers on map_h.
Other than what is already in the map FMB or directly altering map_h, there isnt much else you can use.
TEAM PACIFIC
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As long as it supports saving to .tga I guess.
TEAM PACIFIC
Asheshouse,
A variation on your method is to find an area at 0 meters, select "Object/Height/Peek", click on that point with insert selected, I use Ctrl MouseLeft=insert+ in my config. This is effectively a paste function of that height. Now go to where you want your height to be 0 meters, select "Object/Height/Fill" and use your insert function again. Voila! You have 0m!
I have not figured out an undo function, there may not be one except raise the height manually again if you get alter the wrong spot. I always keep plenty of backups of previous work in case it goes drastically wrong.
CW
Thanks ClockWatcher. I'll try that. I prefer to work in FMB so you can see the visual effect of the changes. Using the function you describe will speed things up a lot.
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Tried it now and it works fine. Much faster progress.
You can actually select heights within the Object/Height/Fill function.
Once you have "pasted" a height level if you then adjust it with the mouse wheel the new height level is memorised.
Weird idea....
I was looking at the proposed Bouganville to Rabaul map and it got me thinking. I grew up watching Baa Baa Black Sheep (Black Sheep Squadron, whatever it's called now). So I was thinking about Vella La Vella to Rabaul. Looks too far to make it...
Back in the day, we were able to start aircraft "off the map" at sea, or over flatland. You can even build an island out of that big cliff object, test runways, etc, out there "off the map" by putting it together, then moving the position in the text file by X thousand meters.
What if we picked some crappy ground object that doesn't get used, and replaced it with a new object... and the object was a whole island.
Make a 3d object of an island (group of islands, even?) and use the "reserved" object number for it.
If you wanted the Bouganville to Rabaul map, but wanted Vella Lavella, you could make the mission and include the mod that replaces the "reserved" object with the island.
Possible?
tater