Thanks Maraz. Thats solved it.
I think what you suggest is a good idea Lowfighter.
It will make the map edge tidier.
As well as forests it will make sense to stop rivers 1 pixel away from the map edge.
An idea I just had to mitigate the "layered forest edge" problem. The issue being that airfields (or target areas) with laytered forests nearby need trees to demark the forest edge, but we have no trees the same height as the layered forest to place.
What is the lowest elevation change possible on a map? My idea would be that you'd
make a ridge or pyramid of that min height, with a long slope. Have the slope end near your airfield. Then, instead of looking at an invisible forest edge vs sky, at least it's invisible edge vas gree hillside. Possibly the ground texture might be changed to a darker gree to match the forest, too. In addition, you'll not be looking down the edge of a layer, since the layer will be on a shallow slope.
Obviously not always possible, but it seems like a nice way to make the forest look "thicker" from the air base if you possibly can.
Palau shows this (with a larger hill).
tater
Spud,
You will have to factor in that height change depends on the the height you are at. IL2 does not change height linearly, the higher you go, the larger each step increase in height change.
I.e.
From 0m to 15m, change is 0.3m per RGB increase of 1 in map_h
From 16m to 220m, change is 1.89m per RGB increase of 1 in map_h, and so on..........
and at 2000m to 4000m, change is 66.67m per RGB increase of 1 in map_h!!!!!!!!!!!!!!!!!!!!
For your slope to work your airfield would have to be at low levels to get the effect you are after.
Posts: 703
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Question for ClockWatcher...how do you remove the distance and elevation scales in Microdem?
TEAM PACIFIC
If you paste from a file, what file do you use?
tater
FC -- I'm still not sure how to do what you describe.
How do you "make actors.static for city"
Can you use any existing maps and select and save objects from it?
---- or do you use a blank map?
When I have tried to select and "Save As" the actors2.static file I create is empty.
Do you have to set up more commands in FMB Map Editor?
When I "Paste From" using an existing maps actors.static then the objects always appear bottom left and might overlap existing objects. I can move them from there, but is that what you mean.
I'm sorry, but I think I need an idiots guide to this.
Creating a template:
Suppose it's a template containing one airfield. Open one of the empty maps in map builder mode. Delete everything except say one airfield on the empty map. Modify the remaining airfield as you wish. Save. Exit il2. Go to root/maps/empty1a (Ithink that's the name of one empty map) and you'll find an actors.static file. For easier reference later rename let's say airfieldstemplateactors.static. So then whenever you buid on a map you can paste this airfieldstemplateactors.static on your map.
You can think of an airfieldstemplateactors.static which contains a lot of different airfield types. Then when you build your map, paste airfieldstemplateactors.static inside, then copy the different airfields and paste them to your desired locations on the real map.
The town template:
First decide which city texture you want to use. Go on empty map and paint that texture. Notice the texture is repeating. Open the empty map in FMB map mode delete everything and place the buildings on the city texture you painted on the map. Make sure you place buildings such that you fill a WHOLE repeating city pattern. Save. Go out and save the actors.static maybe like city_nameof citytexture_actors.static.
EDIT: you can use the city_nameof citytexture_actors.static whenever nameofcitytexture.tga is present on your map. The buildings will not match the texture when you try to paste on a different texture. For example you build your template on "midcity.tga" texture. You can't use the template to paste over a "centercity.tga" texture (if that's present on the map).
There are also some other ways...
ok.
I need to check a few basics here.
My all.ini is in root/files/maps --- it maybe that my file locations are now a little hybrid?
There are 8 empty maps listed in all.ini
Empty1a Empty1a/load.ini
Empty1a_Winter Empty1a_Winter/load.ini
Empty1b Empty1b/load.ini
Empty1b_Winter Empty1b_Winter/load.ini
Empty2a Empty2a/load.ini
Empty2a_Winter Empty2a_Winter/load.ini
Empty2b Empty2b/load.ini
Empty2b_Winter Empty2b_Winter/load.ini
Empty4a Empty4a/load.ini
Empty4b Empty4b/load.ini
My mod map folders are in root/files/maps
There are no folders set up for Empty1a etc, so these are not listed as a Load Map option when FMB is opened.
I can create folders Empty1a etc, but what files need to go into the folder.
Is there a default load.ini for empty maps?
Do I need to create an empty actors.static?
Can the *.tga files be any size -- in increments of 32 pixel?