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Map Modifying Discussion - History (Read Only)

spud Wrote:I saw that. I mean forest to within a few meters of the surf virtually everywhere. That map was better, certainly, but I want even less open space.

I also want to remove most of the "rivers." Since the game seems to only do large, navigable rivers, i'd simply eliminate any river that wasn't big enough for a large boat to operate in (large, as in a huge riverboat).

Smile

tater

sorry ... my bad :oops: .... please do share...

regarding rivers , do vehicles move freely across "removed rivers" ? I mean is it DCG and DG friendly?

thank you for effort

Z

Guadalcanal is a hard map because the orignal map_T has the texture of river water pasted all over the place. So when trying to bring the forest very close to the river you again work in the dark because you know the rivers positions with maybe 1000m precision lol. I don't know why it was done like that. I continued the work of Zo and placed more forest on Guadalcanal but trying to bring it very close to the rivers is very time consuming (well, still working on it now and then). Deleting most of the rivers can make it easier. Had some other work these days, deleting rivers from marianas and adding some forest especially on Saipan. It looks better without the huge rivers which are anyway not visible or present in real life (googleearth) . I just had to keep some rivers on Saipan because there's a road with bridges crossing them, otherwise i would have deleted them too.
Some better pacific maps would be nice to have. Spud is on the right track Big Grin

That makes sense.

My thought (for Papua New Guniea) was to only leave the river mouths.

There are some places in the stock map where the forest crosses the rivers. That would work, too. Just cover them with forest, if you see a gleam through the trees, that's actually realistic.

BTW, can any of the models be extracted yet?

tater

think its possible to replace that crappy, blue-icon-obscuring, waste-of-programming-time POS MF pacific fighters water with good ole il2/FB H20 goodness, on PTO maps?

What's this "icon" you speak of?


[Image: IMG_8713.jpg]


[Image: IMG_8606.jpg]
Looked pretty blue to me when I took these images.

Smile


tater

I personally like the il2 pacific water. Dai, if you want to change it to "europena" water, just have to fiddle a bit with load.ini for the pacific map, paste the water settings from some euromap load.ini into the pacmap load.ini.

Tater, looks like your countless map requests on the official forums are coming close to fullfillment, only that you take active part into it hehe.
What do you mean by "BTW, can any of the models be extracted yet? "

Hmmm, if we can make at least an approximate BoB map, the only thing missing is an earlier mark Spitfire Smile

We could use existing MkV 3D model, and tweak it to match the earlier Mk power/performance. There's plenty of data on spitfireperformance. I think I'll give it a try. Something along the lines of Mk Ib (rare, but since there is no A wing in il-2...) and Mk2b/c.
The way I see it I'd need to create a Merlin III/Merlin XII and most of the work is done.

One more thing, sfs extractor doesn't spit out (no pun intended) the fmd/emd files, how do you get them?

Sorry if it's a bit offtopic.

FlatSpinMan made a BoB campaign which uses the 'Kuban' map, the best choice imho
I'm gonna replay that campaign with new 'lowfighter' texture mod Smile

A bit of progress with the Nightfighter project. Huge thanks to Fly_zo for supplying the Icons folder :wink:

*Created a placeholder TGA of the map frame. Will skin it in a radar-ish looking way later.

*Changed the standard plane icons to fuzzy radar blips. Need help here though! Can't work out
how to make the AI colours turn white, instead of red or blue :?

*Made the nights darker and in such a way that it can be varied from map to map.

*Increased the layer of high stratus cloud.

Here we are sneaking up on a heavy:

[Image: grab0000.jpg]

[Image: grab0001.jpg]

[Image: grab0002-1.jpg]


Still a lot to do. Need to find a way to:

*Remove grid lines overlay to map.

*Change all aircraft icons to white (Help!).

*Remove waypoint marks or change to more appropriate style.

*Make a bigger moon.

*Make different moon phases based on individual maps. Found the TGA's for this. Just don't know
how to reduce the amount of light the thing throws out.

*Dim the reticles of key aircraft.

Seems to be a really excellent idea..... 8) will happy to ry this mod when done Wink

Keep unp the excellent work :wink:

This is looking very good! ..... Lets have it one more time... 'Oh, you hackers.. you will be the death of IL2'.. Or, ..'No, it can't be done' :mrgreen:

Bee Wrote:A bit of progress with the Nightfighter project. Huge thanks to Fly_zo for supplying the Icons folder :wink:

*Created a placeholder TGA of the map frame. Will skin it in a radar-ish looking way later.

*Changed the standard plane icons to fuzzy radar blips. Need help here though! Can't work out
how to make the AI colours turn white, instead of red or blue :?

*Made the nights darker and in such a way that it can be varied from map to map.

*Increased the layer of high stratus cloud.

....

Still a lot to do. Need to find a way to:

*Remove grid lines overlay to map.

*Change all aircraft icons to white (Help!).

*Remove waypoint marks or change to more appropriate style.

*Make a bigger moon.

*Make different moon phases based on individual maps. Found the TGA's for this. Just don't know
how to reduce the amount of light the thing throws out.

*Dim the reticles of key aircraft.



way to go m8!! Big Grin Big Grin

i really looking forward to this one


Z

well Lowfighter is clearly back (thank God Big Grin ) so my job is done.....

anyone need any help ...PM me

cheers to all

Z

Yeah, I'm reading up to have a go at messing with maps Smile

What I meant by models are 3d models.

BTW, isn't the il-2 moon already too big? The real moon is ~1/2 a degree across (sun, too). Less than half the width of a finger held at arms length.

I'll help with any info you need tater, if I know...
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