The Slot

Hello,

My textures and map for Guadalcanal 1942 and Pagode Hill.

[Image: il2mw080211000344c08020pi3.jpg]

[Image: il2mw080211000451c08012bc6.jpg]

[Image: il2mw080211225302c08020du1.jpg]

[Image: il2mw080204234800c08020nk0.jpg]

[Image: il2mw080203002425c08012oz3.jpg]

[Image: il2mw080211000444c08012fk5.jpg]

[Image: il2mw080221000150c08020ia9.jpg]
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Regarding bomb craters, try using two of the foxhole end caps. The C-shaped ends of the trnches that came with 1946. They come in two or three sizes and make great large and small craters when you put them together in pairs to make a circle. If some clever chap can clone and skin them to suit different terrain, we'd have a real winner Smile
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Blattlin Confusedhock:

Very impressive! Can i download it? :oops:
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Ditto on the map,

Here is what I use for bomb marks.... I set the cans of av gas, the item that is a group of barrels and then destroy them that makes a black scortch mark thats pretty big and nothing else. Try it.
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Bee Wrote:Regarding bomb craters, try using two of the foxhole end caps. The C-shaped ends of the trenches that came with 1946. They come in two or three sizes and make great large and small craters when you put them together in pairs to make a circle. If some clever chap can clone and skin them to suit different terrain, we'd have a real winner Smile

Yes, I've used that before and it works well. I've also used a destroyed camouflage net under a trench "donut" and that looks good except the poles stick up. If the 3D model could be modified to remove the poles it would look pretty realistic. I'll try and post a screenie when I get home tonight if nobody beats me to it.
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panzerkeil Wrote:For those that cannot wait for this map to finish (like me 8) ): I have been messing around with the Guadalcanal map; for a slightly more convincing map change your eload.ini to:

[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]
ed_m02.tga
ed_m01.tga

[TMAPED]
ed_map_t.tga

[MAP2D_BIG]
OutsideMapCell = 28
tile tile.mat
sizeX 500000
sizeY 500000
ofsX 339000
ofsY 380000

[WORLDPOS]
CAMOUFLAGE = DESERT
MONTH=7
DECLIN = 10
PRESSURE = 745
TEMPERATURE = 25

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
early_actors.static
[text]
texts.txt

[WOOD]
Wood0 = water/rom_CoastLine1.tga
Wood1 = forest/summer/Jungle1.tga
Wood2 = forest/summer/Jungle2.tga
Wood3 = forest/summer/Jungle3.tga
Wood4 = forest/summer/Jungle4.tga

WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = sk_Clouds256.tga
HighCloudsNoise = sk_CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon/Moon0000.tga
ShadeNoise = land/sk_Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/sk_ListForestNoise.tga
BeachFoam = water/Foam.tga
BeachSurf = water/BeachSurf.tga
BeachLand = water/RiverLand.tga
Tree0 = Trees/sk_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga

[WATER]
Water = water/PacificWater.tga
WaterColorATI = 0.140 0.175 0.230
//WaterColorATI = 0.150 0.225 0.180
WaterColorNV = 0.140 0.185 0.268
//WaterColorNV = 0.165 0.264 0.233


[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = forest/summer/JungleKTABurma.tga
LowLand1 = land/summer/sk_fields_mount2.tga,2 //land/summer/Fields1.tga
LowLand2 =
LowLand3 =

MidLand0 = land/summer/rom_swamps1.tga,2
//land/summer/LowLand_2.tga
MidLand1 =
MidLand2 =
MidLand3 =

Mount0 = forest/summer/JungleKTABurma.tga
Mount1 = forest/summer/JungleKTABurma.tga
Mount2 = forest/summer/JungleKTABurma.tga
Mount3 = forest/summer/JungleKTABurma.tga

Country0 =
Country1 =
Country2 =
Country3 =

City0 =
City1 =
City2 =
City3 =

AirField0=
AirField1=
AirField2=
AirField3=

Wood0 = forest/summer/JungleKTABurma.tga
Wood1 = forest/summer/JungleFarBurma.tga
Wood2 = forest/summer/JungleFarBurma.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga
Water2 = forest/summer/JungleKTABurma.tga
Water3 = forest/summer/JungleKTABurma.tga

It's far from perfect, but better than vanilla IL2.. :wink:

where can i find this eload.ini file, i'm havign no luck.
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If you downloaded the new default map pack with different textures...open the guadal folder..there are two ini files one load.ini and one eload.ini (e meaning early i presume for the early guadal map without the marston matting and without the fighter strip)

copy/paste all the new info into the eload.ini to replace the old
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Dixiecapt Wrote:Ditto on the map,

Here is what I use for bomb marks.... I set the cans of av gas, the item that is a group of barrels and then destroy them that makes a black scorch mark thats pretty big and nothing else. Try it.

a while ago I made a new object in the static.ini...

[buildings.House$AirdromeCrater]
Title Crater
MeshLive 3do/Buildings/Airdrome/BarrelBlock1DMG/mono.sim
MeshDead 3do/Buildings/46/MGTrench/dead.sim
AlignToLand 1
Body RockMiddle
Panzer 0.002


this uses the oil splash as the live object to be placed upon the ground...and when hit it changes into a round donut shaped MG trench...which is similar to a crater...but of course, being the mesh dead object...the crater is not collideable Cry

I thought of trying to disguise the oil splash by retexturing it to look like fallen leaves...haven't tried yet......
yesterday's solution to the collideable crater seems to work well....it's just that the mission builder needs to pre-place them

I DO wish someone could find out how to extend the life of the default craters.....I believe there was an official patch once which was supposed to have extended them by a bit...but nowhere near enough
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~S~Hello again Slot Fans! Time for another update 8)

The Pacific Team, responsible for bringing you The Slot, has decided to release five (5) different versions of the map, so that mission builders have the maximum flexibility required to simulate the wide range of historical clashes occurring across the entire spectrum of conflict in the Solomon Island combat area. Here is a brief description of each map:

Slot_42E - This map represents the Solomon islands, as a snap-shot in time, on 7 August 1942. The Field at Lunga Point is a bit of a compromise between the way it appeared when US forces landed on D-Day, and it's appearance when the first group of USMC aircraft arrived at the end of August. This map is ideal for creating pre-invasion carrier strike missions flown against targets at Lunga Point, Tulagi, Gavutu, Tanambogo, and Halavo. It also includes the Japanese Sea Plane Base (SPB) at Tulagi, and the one set up by USS Mackinac (AVP-13) and VP-23, in the Maramasike Estuary, on the morning of 8 August 1942. Because of the paucity of Japanese airfields close to Guadalcanal, the vast majority of the Japanese combatants involved will probably be air spawned, but we felt the effort to provide you with a historically accurate version of the combat area, on-or-about D-Day, was something that would be of value to prospective mission builders.

Slot_42 - This is the definitive map for the great ground and air battles that occurred in the jungle and skies over Guadalcanal during the Japanese occupation. With this version of The Slot you will be able to recreate all the historical missions you have read so much about in the many excellent historical works written about this campaign. A quick perusal of the map will show you all the areas that were the scenes of combat during this period of the campaign, including Edson ridge, the Sandbar that was a funeral pire for general Ichiki's brave troops near Alligator Creek, as well as the Gifu, the Seahorse, and the Matinikau area. This version of The Slot is the arena for "Zekes vs. Wildcats". It also includes the Japanese airbase at Munda, in the New Georgia Group. Munda was completed in late-November, early-Dec 1942, and adds a great deal of playability to The Slot.

Slot_43E - The appearance of the map in this version represents Lunga Point following the completion of the airfield complex in the north coastal plain of Guadalcanal. As a US or Commonwealth pilot, you have the option to select aircraft launching from Henderson (Bomber 1), Carney (Bomber 2), or any one of the three fighter strips in this area. It also includes the new fields built in the Russells, at Sunlight and Renard, and the picturesque SPBs in the same location. Japanese pilots can now stage through Munda, or fly all the way up the Slot from any one of a number of airbases on Buka, Bougainville or New Georgia. This map is the backdrop for many of the missions flown by long-range bombers, F4U1 Corsairs, and twin boom P-38 Lightnings. Wildcats, Zekes, PBY Catalinas, Bettys, Emilys, Vals, and Kates are still mainstays, but many of these aircraft are starting to get a bit "long in the tooth". All the pre-invasion mission flown against Munda, Vila, and massive dogfights over the New Georgia Group will keep mission builders busy.
for months

Slot_43L - When loading this map you will see the Solomons combat area as it appeared following the Munda Campaign, and the US airfield building frenzy in the New Georgia group. This is the map mission builders will use to recreate the softening-up operations on Bougainville, in preparation for the USMC landings at Cape Torikina.

Slot_44 - By this stage in the campaign Guadalcanal was beginning to fade into the background as a combat airfield complex. US and ANZAC forces were moving inexorably northwest, towards Rabaul, and ANZAC forces were grinding down Japanese occupation forces on Bougainville. Combat operations flown from airfields at Piva, Torikina, Barakoma, Ondonga, Munda, Stirling, and Segi Point will be the focus of missions flown on this version of the map, with emphasis on "mudmoving" missions by ANZAC forces battling Japanese defenders on Bougainville. Japanese airfields will be mere shadows of their status during earlier phases of the campaign.

Here is a spreadsheet showing the airfields to be included with the above versions of The Slot.

[Image: airfieldmatrix.jpg]

The Pacific Team plans to release all five (5) versions of The Slot, in a single download, using a single map folder. We are still planning to release the map (all five versions) in late-March 2008. We do not plan to release Dogfight versions of the map, but encourage members of the map making community here to do so...we are going to keep pushing up the Slot to Rabaul. 8)
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Big Grin Fantastic news Cheech,Thanks for the update[all though i'd love some new screenshots]I know you and team Pacific are hard at work on this.
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Fabulous work guys.
You are an inspiration to us all.
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I am so looking forward to this, fantastic work guys and some outstanding decisions have been made regarding the dates and number of maps.
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badaboom Wrote:...{all though i'd love some new screenshots] I know you and team Pacific are hard at work on this.

~S~, and thanks for the kind words folks...will get some screenshots up later today...the new method of doing airfields with custom texture templates, that T referred to earlier, is really paying dividends. We can build fields, more accurately, and in a fraction of the time it took before.
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I like the idea to have it as 5 different maps. Will each map be physically smaller, or do you mean it will be the full map but with airfields/objects from a particular time frame?
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Excellent work guys!!!!
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