The Slot

Cheech, we gotta get you a better PBY skin. if you're gonna us'em in pictures.
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saunders1953 Wrote:Yes, upper half of New Guinea is really needed.

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Huge bump here. And please- NO MORE BLUE RIVERS. Muddy brown or green is best!
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[Image: New-Guinea-Map3.jpg]
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chris455 Wrote:
saunders1953 Wrote:Yes, upper half of New Guinea is really needed.

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Huge bump here. And please- NO MORE BLUE RIVERS. Muddy brown or green is best!

Is there a way to get different colour for sea and river water?
Maraz
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fly_zo Wrote:i have seen Neils work and i believe he has a lot to contribute to the Pacific project .... but decision is on Skunkmeister

Z

Oh dear NO! not more weight on this man's shoulders! :lol:

Guys if you want to start making those maps listed above, just DO IT. I'm more than glad to lend a helping hand to make these maps a reality.

I think with most of the knowledge thats been acquired we can surely pool it all up and make really nice maps. So the decision is on you, not me Wink

Maraz, yes there is a way to change water colour. In the load.ini there is an entry called [water], which contains colour params for ATI and Nvidia cards.

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TEAM PACIFIC
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Skunkmeister Wrote:Exactly.

Cheech has volunteered to do Guadalcanal, and he has the current actors.static file. I cant work on it until he is done basically.

You can have people work independently on the same map, all you need is good planning.

IMO best approach is that leader of the team make basic actors and than assign different areas to other people. All of the people involved than work on their part and make theirs actors.

When all of the work is done you open all actors with new Actors tool and combine all of the out files into one final in file and than use Actors tool again to create final actors.

For example if you have 3 actors file made by 3 different persons than you will have 3 outbuildings.txt after you open all actors with Actors tool, than you just copy paste content from these files into inBuildings.txt.

Than you do same thing with other out files and that's it.

FC
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Hmm. Interesting FC.

You know I hadnt really tried the new actors tools because no one actually explained what they were for. Big Grin

But I wonder now, since I already populated most of the map, what I will have to do to assign different sections to different people working on this.

I'll have to conduct some experiments with the new tool I guess.

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TEAM PACIFIC
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Skunkmeister Wrote:Maraz, yes there is a way to change water colour. In the load.ini there is an entry called [water], which contains colour params for ATI and Nvidia cards.

I think Maraz might be hoping to have blue Pacific sea water and brown river water all on the same map. I don't think it is possible though. Cry
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Skunkmeister Wrote:But I wonder now, since I already populated most of the map, what I will have to do to assign different sections to different people working on this.

Maybe you should send them PM and tell them to work on certain grids :lol: It's good that you have made basic work, especially if you made bases and spawn and taxi points. That's best for single person to do but all of the buildings can be placed by different persons.

I'm sure that texturing and fine tuning of height model can be made by different people too.

FC
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Fast one Tongue


[Image: SlotPoster.jpg]
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Smaler one, for forums etc, if anyone finds it useful.

[Image: SlotPosterMali.jpg]
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To me the simplest way to deal with the actors: everyone in the team has the "basic" actors provided by Meister. Then any member just build stuff in normal FMB mode and save as mission. At the end, one just have to copy paste these missions and use the actors.static tool to assemble the final actors. No way of doing mistakes this way. If everyone is producing in parallel his own actors.static on top of the original then it may be hard to add things together without having repeated objects etc.
I'm working now adding lots of trees to Bessarabia villages lol. Just FMB, when done I may or may not just paste that to the defaul actors :wink:
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T Wrote:Cheech, we gotta get you a better PBY skin. if you're gonna us'em in pictures.

LOL...you send it, I'll wear it 8)
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You know, I think we will have to overlook this "carpet like" appearance of the forested areas, because that's just how Oleg's textures seem to work. Even with the JungleGR texture, you can still see the lines running across the screen:

[Image: jungle.jpg]

I even checked a few other maps that have large expanses of woods and they are all the same. The seem to be more apparent here on this map because the land being covered by it is just so HUGE.

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TEAM PACIFIC
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~S~Skunk,
This is definitely a d@mned if you do, d@mned if you don't scenario. I changed the woods texture based on your instructions last night, and the texture lines are a little less apparent, but the color of the trees and the underlaying ground textures are way too light for the typical vegetation in the Solomons.

When I looked at the original jungle maps, it is just as apparent. I suspect the 1C developers used a lot less jungle than they should have on the Guadalcanal and New Guinea maps, in order to make it less apparent, but the large expanses of open areas caused by this compromise are equally unacceptable.

The only solution might be a mod to the default "Woods" Tile, but that is way above my technical expertise.

In the meantine, I am going to revert back to the "Burma" Woods Tile, and continue texturing. Changing back and forth is an easy matter, and those who use the map can choose for themselves.
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