War in Lapland 44-45!
#16

Nice one, kapteeni!
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#17

[img][Image: terrain2.jpg]
[/img][Image: Map_h.jpg]
My first attemps...Questions to all you masters: 1.If i put these maps to FMB, do those islands and peninsula that goes over the edges create endless terrain, like in FLY_ZoConfused Normandy with Britain?
2. Is it easy to manually create hight map in photoshop using map_c as a template? I want my map look like that online Mountain map.(simplier than real life). In stock Norway map we have loads of unneccery, small flat islands IMHO.
And i want some sharp mountain peaks covered with snow in the summer
BTW Real Darkos Malvinas threat is a good tutorial for nOOb like me :lol:
Tomorrow i`ll try to make real map_c anh map-h and see how it goes..
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#18

i'm hardly a master .... but give it a try


!. yes game will repeat terrain if on map edge .... you may choose slightly larger area to cover with your map

2. i wouldn't recommend creating map_h from scratch ( it can be done ) but just edit your srtm image in photoshop ( more crispy (sharpen) map_h.tga = sharpen edges on mountains )

nice to see progress you've made Big Grin


Z
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#19

1. The last 32 pixels of the map will repeat beyond the map edges. Best result is to finish the map on a section of coast line which hits the edge at 90deg, not at an angle. If small islands are cut by the map edge its best to delete them. Rivers which come close to the map edge will also have the last 32 pixels repeated beyond the map. However if the river is close to 90deg to the map edge it can be stopped less than 32 pixel from the edge without repeating.

Probably worth extending the map north so you have a sea boundary along the top edge. If you have a broad enough sea boundary here it would be useful for convoy attack missions for the Luftwaffe.

2. It is not easy to make a realistic map_h in photoshop. It would be a lot of work. Quicker to use the method in the tutorials thread. Of course if you just want a flat surface you can convert your map_c to map_h very easily to get the map outline working in the game. Just take map_c and reduce the image size to 1/4 for map_h and paint the land area something like RGB 4.

Sharp mountains will be difficult because of the limitations of the game engine. To define sharp peaks with data points only at 200m is virtually impossible.
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#20

Thanks FLY_zo!
Learning curve is as steep as learning to fly with Il2. God, i want some good tutorials from A to Z, but i guess this is so new for all of us. This gonna take more than usual to weeks, be sure! :wink:
FLY_zo, your Croatia looks great. I was there (Dubrovink+split) back in 90Confused as a photographer. That was kinda hairy...war and other sh__t like that... Cry There was this National Park with beatifull lakes and caves. Took some nice pictures there. I dont remember its name anymore. :oops:
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#21

asheshouse Wrote:1. The last 32 pixels of the map will repeat beyond the map edges. Best result is to finish the map on a section of coast line which hits the edge at 90deg, not at an angle. If small islands are cut by the map edge its best to delete them. Rivers which come close to the map edge will also have the last 32 pixels repeated beyond the map. However if the river is close to 90deg to the map edge it can be stopped less than 32 pixel from the edge without repeating.

Probably worth extending the map north so you have a sea boundary along the top edge. If you have a broad enough sea boundary here it would be useful for convoy attack missions for the Luftwaffe.

2. It is not easy to make a realistic map_h in photoshop. It would be a lot of work. Quicker to use the method in the tutorials thread. Of course if you just want a flat surface you can convert your map_c to map_h very easily to get the map outline working in the game. Just take map_c and reduce the image size to 1/4 for map_h and paint the land area something like RGB 4.

Sharp mountains will be difficult because of the limitations of the game engine. To define sharp peaks with data points only at 200m is virtually impossible.
OK! I only asked for avoiding unnessery work. Boy, you guys are doing great work here. Helping NOObies like me. It must be a pain in a arthur sometimes.
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#22

kapteeni Wrote:Thanks FLY_zo!
Learning curve is as steep as learning to fly with Il2. God, i want some good tutorials from A to Z, but i guess this is so new for all of us. This gonna take more than usual to weeks, be sure! :wink:
FLY_zo, your Croatia looks great. I was there (Dubrovink+split) back in 90Confused as a photographer. That was kinda hairy...war and other sh__t like that... Cry There was this National Park with beatifull lakes and caves. Took some nice pictures there. I dont remember its name anymore. :oops:

thanks Big Grin
.... park would be"Plitvicka jezera " or "Plitvice lakes" just trying to make them on my map ( darn game must have water on pure horizontal land ..... all those waterfalls and streams will remain unrepresented ... pity


anyway, looking forward to accurate Norway .... it will be a treat Big Grin

as for questions .... ash covered them completely

Z
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#23

Quote:Sharp mountains will be difficult because of the limitations of the game engine. To define sharp peaks with data points only at 200m is virtually impossible.

I meant something like Slovakia hills or hawaian map mountains. The hardest thing is to make a balance between reality and olegs reality :wink:
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#24

I am sucking Big Time :twisted: I cant load my maps to FMB. I have created a new folder G:\ohjelmat\Ubisoft\IL-2 Sturmovik 1946\Files\maps\Kt_test. I can even put some other modded maps, like Fly_zoConfused Normandy and they are opening fine. When i put my Kt_test_map c and h tgaConfused to folder i get Load.ini error. Do i had to add some commands somewere else than all.ini ? Filelist maybe? I also have mods folder and there are some maps too. Should i use that insted? Cant find anything in tutorials section. Only this:
Quote:Extract one of the existing maps - like Online 9a into your maps folder and then change the foldername to something unique "RD_Test"

go to all.ini

add a line --

RD_Test RD_Test/load.ini

Now if you go into FMB you should see your new map RD_Test in the Load Map options.

Now you can change the files in your RD_Test folder

Your SRTM data will become map_h

You can use the same image to make map_c -- edit so that all land is white and all sea is black with graded shades at the coastline.

You need to get the map_c compiler tool from Fly_zo -- it comes with instructions

map_c scale is 1 pixel = 50m for 1:1 scale

Decide your scale and use map_c tools disect.bat to create your map_c

I have left out a step but that can come later.

Now whatever size your original map_c image was the other need to be 1/4 of that

So change your map_h image to be 1/4 map_c

Edit other image files to be same size as map_h

That's enough for now -- try and get so that you can load that in FMB
The textures will be odd but that can be sorted later.
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#25

What is this: map_c.tga_table? I think it is the reason why my map is not working. Do i had to make it first with photoshop and the use FMB tool to convert it??
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#26

kapteeni Wrote:What is this: map_c.tga_table? I think it is the reason why my map is not working. Do i had to make it first with photoshop and the use FMB tool to convert it??

You must use the MapC tool to get a properly formatted map_c

Maraz
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#27

Have a look at the map_c in one of the working modded maps.
You will see that it is a disected image file.

You need map_c tools. Request these from Fly_zo

These come with readme instructions.

You will rename your existing map_c.tga to Mymap_c.tga

Run transform.bat to pre-process the image.
This creates MWmap_c.tga

Then run disect.bat which creates NewMWmap_c.tga and MWmap_c.tga_table
Rename these to map_c.tga and map_c.tga_table after backing up any existing files if required.

You should then be good to go.
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#28

kapteeni Wrote:What is this: map_c.tga_table? I think it is the reason why my map is not working. Do i had to make it first with photoshop and the use FMB tool to convert it??


put your newly created map_c.tga ( grayscale 8bit ) and any map_c.tga_table ( copy from other map) into CMapv3 folder ( where tool has been extracted) .... rename map_c.tga to MWmap_c.tga and run disect.bat . There should be two new files created ( newMWmap_c.tga and MWmap_c.tga_table ) ....copy them to your map folder and revert their names to originals ( map_c.tga ; map_c.tga_table)

see if that works,


Z

edit: ups, you've beaten me to it Ash :-) ...... i'm so frigging' slow :oops:
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#29

Ok I`ll give an other try....
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#30

ok, i forgot to mention .....

use new mods folder (new wrapper ) and make sure you have all files that load.ini ( of your map) require (edmap01...02....tzexts.txt...map_c...map_h....map_t ) in it.

Please post exact error message you've getting .....


Z
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