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Map Modifying Discussion - History (Read Only)
#1

First Hi to everybody,
this is my first post here, and I'll go straight to the matter which interests me the most: finding ways to modify the already existing maps.
I managed to change the aspect of maps to a limited extent, namely swapping textures already existing in the game. I'll post at the end of this post the results on Kuban map. I'll aslo post later the way I've done it and the things i know. But I have also many question marks, and maybe if WE think TOGETHER about them we'll find some answers, allowing for more radical change of the maps. All these in the following posts.
So here's the instructions for Kuban map if you want to give it a try:
1. inside "FILES" directory create "maps/Kuban/" directory.
2. Copy the text below and paste it into worldpad and save it as "load.ini" in the "maps/Kuban" folder.
3. paste the line
"maps/Kuban/load.ini" into the "filelist.txt"

So here is the text to be saved as "load.ini". Please feel free to criticise the "new" Kuban map!

[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_m03.tga
ed_m02.tga
ed_m01.tga

;map_edm.tga
;map_ed.tga
;Kuban_Detailedm.tga
;Kuban_Detailed.tga
;ed_h.tga

[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=7
DECLIN = 44
PRESSURE = 760
TEMPERATURE = 24

[static]
actors.static
[text]
texts.txt

[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

[WOOD]
Wood0 = forest/summer/WoodS0.tga
Wood1 = forest/summer/WoodS1.tga
Wood2 = forest/summer/WoodS2.tga
Wood3 = forest/summer/WoodS3.tga
Wood4 = forest/summer/WoodS4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSideS.tga

[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/SandNoise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/PacificFoam_.tga
BeachSurf = water/PacificBeachSurf.tga
BeachLand = water/RiverLand.tga
CoastBumpNoise = water/CoastBumpNoiseDimas.tga

Tree0 = Trees\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 = land/summer/LowLand_2.tga
LowLand1 = land/summer/FIELDS2.TGA
LowLand2 = land/summer/FIELDS1.TGA
LowLand3 = land/summer/FIELDS2.TGA


MidLand0 = land/summer/bottommount.tga
MidLand1 = land/Pacific/Okinawa.tga
MidLand2 = land/Pacific/Okinawa.tga
MidLand3 = land/Pacific/Okinawa.tga

;Mount0 = land/summer/fields_rock.tga
Mount0 = land/summer/uppermount.tga
Mount1 = land/summer/uppermount.tga
Mount2 = land/summer/uppermount.tga
Mount3 = land/summer/uppermount.tga

Country0 = land/summer/bigcountry.tga
Country1 = land/summer/countries.tga
Country2 = land/summer/factory.tga
Country3 = land/summer/factoryC.tga
City0 = land/summer/DownCity.tga
City1 = land/summer/MidCity.tga
City2 = land/summer/CenterCity.tga
City3 =

;AirField0= land/summer/airfieldGr.tga
AirField0= land/summer/bottommount.tga
AirField1= land/summer/Asphalt.tga
AirField2=
AirField3=

Wood0 = forest/summer/forestGr.tga
;Wood0 = forest/summer/JungleGr.tga
; fields_grnd_02.tgaland/summer/mount.tga
Wood1 =
Wood2 = forest/summer/forestfar.tga
;Wood2 = forest/summer/JungleFar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga
Water3 = water/CoastLineOki.tga
Water2 = land/summer/mount.tga
#2

I don't know if I saw it all or not......looked like patches of desert or a different colour....but mostly blurred

is that what was intended?
#3

Great discovery m8 - swapping textures - brilliant Big Grin Big Grin Big Grin

been messing with this all morning ....since your mail arrived

thanks once again
Z

need advice .... which version better suites Hawaii?

[Image: hawaii_dark_01.jpg]

[Image: hawaii_light_01.jpg]

[Image: hawaii_light_forest.jpg]
#4

It seems to provide a better general visual...... i like ....

[Image: modifkuban.jpg]
#5

Hi M8's, and thanks for feedback!
I was planning to reply everyone but this has to be postponed, I made a beautiful discovery and I have to tell you that first!
Open with irfanview etc the "map_T.tga" . You'll see different shades of grey and maybe you'll recognise the shape of the map (Kuban for example). Each shade represent a certain type of ground, for example a certain shade represent ALL regions with forest. Now what I did: copied a square of "forest" shade and paste it in some place where there was no forest. Fired the game and loaded Kuban map with heart trembling I was waiting the game to crash lol. It didn't crash and my square forest was right there where i pasted the forest square patch! I think we can now have after a bit of work a better guadalcanal, a better okinawa etc. I'll bring the forest on guadalcanalup to the sea shore, where it belongs. Hey, I deserve a beer or something!
Now guess what map_h.tga is and what we can do with it!!!!!!!!!!
#6

Frikken genius!!!!!!!!!!!!
#7

Fantastic !!! Big Grin

not beer .....Dom Perignon ... m8!!!
#8

lowfighter Wrote:Hi M8's, and thanks for feedback!
Hey, I deserve a beer or something!

Much, much more mate Wink


Great thanks to you
[Image: tireuse_a_biere_60l_tonneau.jpg] :mrgreen:
#9

Just tried it for myself. It works! Smile

Haven't been able to find the Guadal' ones though Sad
#10

Bee Wrote:Just tried it for myself. It works! Smile

Haven't been able to find the Guadal' ones though Sad


I can mail it if you want

Z
#11

they were right!

everyone are evil-doers! changing map textures to give yourself an unfair advantage with your plane to shoot down everyone will kill the game! the sky is fallin!


very very nice...you should send this to Hippy, he will of course credit you, and post it in dowload section

genius!....any possiblity u can 'terraform'? would be nice to be able to move airbases (if possible) to levelled areas of a map to place em there....or even levellign terrian to insert a make shift base with test runways.....

this would make ALL maps instantly suitable for almost any purpose
#12

Low,

Tried out your more visible smoke and fires, and they really add to the game. Also like what your doing with the maps, these are very exciting times.

I was wondering if you could edit the buildings and bridges, so that one small bomb doesn't destroy a whole bridge or half a town, also going back to the smoke is there any way to make it more voluminous and rise higher into the air, like seen on pictures and films. Oil fires would create masses of smoke that could be seen for miles. I don't know if this would create frame rate problems.

thanks for all your great work

slipper

Big Grin
#13

I think as this is all very experimental we can wait about uploading it, all this is amateur work, needs gaining experience.

About terrain changing maybe even creating new maps I think it's possible, though there might be hard work involved. I experimented on poor Kuban map with map_h.tga (height). Copied a square of highland and pasted somewhere else, it worked BUT at the edges of the square as there are big jumps in height, the terrain looks weird.



Daiichidoku Wrote:very very nice...you should send this to Hippy, he will of course credit you, and post it in dowload section

any possiblity u can 'terraform'?
#14

Hi slipper, about changing smokes size , I think it's possible, but this smoke and fire effects are kind of mixed together, hm, not clear in my head but from what I tried it's like not easy to separate one smoke from the other: there are the static smokes but also the dynamic smokes ( aircraft crash, tank or vehicle destroyed, ship hit by bombs etc). I'd really like to have what you asked, hope we'll sort it out sometime.

Cheers!

PS: Decreasing vulnerability of buildings at least, I think it's possible too but I haven't checked it in game.

slipper Wrote:Low,

Tried out your more visible smoke and fires, and they really add to the game. Also like what your doing with the maps, these are very exciting times.

I was wondering if you could edit the buildings and bridges, so that one small bomb doesn't destroy a whole bridge or half a town, also going back to the smoke is there any way to make it more voluminous and rise higher into the air, like seen on pictures and films. Oil fires would create masses of smoke that could be seen for miles. I don't know if this would create frame rate problems.

thanks for all your great work

slipper

Big Grin
#15

The English Channel for Christmas. What a great Christmas prezzie that would be!
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