[Map] vkg_Crete UPDATE v1.3
#31

thank you viking they will be very handly for our ebro1938 map
cheers
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#32

Dietz Wrote:
viking4570 Wrote:nothing quite like the a ha moment. - viking
Ok ...with out maps like yours & the other new modded maps like Korea , Aleutians , Grand Canyon ,I would have never dared to go in & try FMB with out the help of some patient 12 year old in the neighborhood to slowly explain everything to me...now I'm trying to really read & understand the instructions in the Il-2 Forgotten Battles instruction book ( that has been unopened for many years!)
So I have a reverse engineering question: I did as you suggested & opened one of your loaded missions for this map.Luckily it was relatively simple -2 flighta of planes meeting head on over the island.I changed each plane individually to either Messerschmitts or Hurricanes..ditto markings & weapon loads.So my first question is ther away to do this for all four planes ( 1 flight) at once,instead of individually/It would save time.
I was ( for me) bold enough to add a flight of Stukas ( easy enough) since it was a strike mission on the Harbor( it had a bomb on the map)...all went well until my Stukas reached the harbor where they passed over the ship( while being blasted out othe sky) & those few that were left randomly bombed the harbor area ( hard to tell with all the flaming wrecks around.) My second question is this could I have made the ships the targets ?If so how?
I realize this is wildly OT but you guys got me into this & i hope for some simple answers.
BTW Ido hope someone uses your map to do the ultimate series of Crete Missionsas good as the Operastion Mercur mission pack some German guys did earlier this year.It was ( is) quite good using another Crete map to the fullest extent possible.
Again Thsnks!!!

I'm a bit confused - my suggestion related only to saving a mission configuration using the QMB - and you can't change targets in the QMB. In the FMB, you set the target at the ground attack waypoint by pushing the select button in the object box and moving your cursor to what you want the plane to go after - a green line should appear linking that ground attack waypoint to the targeted object. -viking
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#33

O...
M...
G !!!

First your awesome Grand Canyon map and now this!

I'm still picking up my jaw from the floor after touring the map for 20 minutes in the FMB!

The textures are simply gorgeously amazing. And your airfields....stunning, stunning work! No two are alike. The little ground texture details really make them outstanding.
I took a "trip" along one of your cross island roads. Wonderful little villages abound.
This has got to be one of the most realistic looking maps I've seen in some time.

T-h-a-n-k Y-o-u!
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#34

PARATROOPERS grave yard!!!!


S! Thanks

Cheese
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#35

Everything I want to say about your map has been said already by Boris The Spider.
A M A Z I N G !
We are expecting a rainy weekend so that's a good excuse to spend some time flying over your outstanding map.

But...I noticed something: I've seen some houses in the water. I know Greece is getting more and more below sealevel but not as quick like this I suppose.
I made this screenshot close to vector AI 12. And I happened to see it somewhere else also.
Just to let you know. :wink:

[Image: Crete.jpg]
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#36

Bloody excellent map Viking, I have one question though, in your textures there are some files named **.bumph.tga, should we be renaming them to just .bumpH - I'm assuming that they are bumpH files :lol: I've done a search on my system and have plenty of .bumpH files but yours are the only .bumph.tga ones that I've got.

Cheers

Quelty
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#37

Thank you Quelty! - I thought I got all those! :oops:

and re the BumpH files - I thought that was the correct naming protocol? Maybe that is why I never noticed much difference using them!

So - everyone - if you'd like to activate the, ahem, optional BumpH "feature" for this map, change the extension for the xx.BumpH.tga files to just .BumpH :wink:

Note: to do this (in XP) you need to have the "Hide extensions for known file types" unchecked in the >"folder options" > "view" tab.

I will continue to review the map looking for buildings in the water- but please everyone - if you find any let me know and i can update the actors.static.

Thank you everyone for your kind words. -viking
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#38

Lejo Wrote:I noticed something: I've seen some houses in the water. I know Greece is getting more and more below sealevel but not as quick like this I suppose.
I made this screenshot close to vector AI 12. And I happened to see it somewhere else also.
Just to let you know. :wink:

Lejo, don't you know your archaeology? The lost underwater city of Atlantis is supposed to be located off shore to Crete. And it looks as though Viking has found it for us.
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#39

TESTED ........

[Image: newmap01.jpg]

[Image: newmap02.jpg]

[Image: newmap03.jpg]



......AND APPROVED ! GREAT WORK Big Grin :Smile) Big Grin
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#40

mandrill7 Wrote:Lejo, don't you know your archaeology? The lost underwater city of Atlantis is supposed to be located off shore to Crete. And it looks as though Viking has found it for us.

Ah, that makes sense! Big Grin

Viking4570, close to the shore of Chania and a little bit further into the sea I saw some more houses in the water.
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#41

Gilb - great screenies - although you've aroused my curiosity - What settings do you use? The river next to Maleme does not look like that on my rig, in fact it barely registers at all. -viking
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#42

My contribution, screenies look gorgeous with this map:

[Image: il2fb2009-06-1119-38-57-64.jpg]
[Image: il2fb2009-06-1119-36-41-74.jpg]
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#43

Viking, efcharisto for this excellent map! What a labour of love. If any of you have been to Crete you will know just how much work went into this creation - abso-f'n-lutely fantastic work!

Can't thank you enough! Respect. 8)
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#44

Although it
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#45

Well,

You have done an incredible job with Crete. :lol: Big Grin :o

The bumph tga's really seem to brighten up the landscape. :lol:

You've helped me to look in to these tga's further.

Once again a great job :wink: Big Grin Smile

Cheers Kirby

Lamphun
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