[Map] vkg_Crete UPDATE v1.3
#61

Hello, I solve the problem of not save the mission with the FMB, installing mod from Porco, thanks. Big Grin In the Santorino Island a problem of unevenness of the ground in one of parking, this causes a jump and the airplane overturns. (AX 17-16 quadrants).
Excuse by my English evil
greeting Big Grin
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#62

julian57 Wrote:Hello, I solve the problem of not save the mission with the FMB, installing mod from Porco, thanks. Big Grin In the Santorino Island a problem of unevenness of the ground in one of parking, this causes a jump and the airplane overturns. (AX 17-16 quadrants).
Excuse by my English evil
greeting Big Grin

Great, I'm glad you got it worked out. I'll check out the airfield issue. -viking

OK - Found the airfield issue - will issue fix with the update.
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#63

Viking, you are Raffaello!!!! Ehmm...Speaking of the houses in the water: in reality they are of the palafitte (house on water in italian, i dont know in english) of age of the stone and they have been inhabited from fred flintstone and barney rubble (YABBA-DABBA-DOOOH)!!!!!!GREAT WORK Big Grin
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#64

Patch 1.1:
This patch provides a new actors.static which will eliminate the buildings in the water and provides an updated map_h which flattens an errant bump on one of the airfields. This is small download, only around 500K, and recommended. (I took the opportunity to add a few more object details, couldn't help myself :wink: )

To install the patch: extract to temp location .... copy files to ..\MODS\MAPMODS\Maps\vkg_Crete ...) - overwrite when asked. I'd back up the original actorsUI.static and map_h until you make sure the map works, just in case.

here's the link:

(The link is inoperative)

Cheers - viking
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#65

Big Grin
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#66

Thank you very much, Big Grin
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#67

[Image: 1606200921-41-08.jpg]

[Image: 1606200921-39-27.jpg]

[Image: 1606200921-40-27.jpg]

[Image: 1606200921-40-49.jpg]

[Image: 1606200922-37-42.jpg]
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#68

Hi Viking ! Great map, really Big Grin

Don't know if you corrected it in the patch, but I found a few places (here near Molai) where cultivated fields appear on very steep slopes. Some rocky or cliff tex would look better here :wink:

[Image: crete02.jpg]

Anyway, thx !
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#69

Anyone else having problems getting the QMB missions to show ?? I have all the correct entries in my CONF.INI/ALL.INI but the map refuses to show up in my QMB list ??

I have 35 Custom maps and have noticed a similar problem with one or two of the others also ?? although the vast majority work ok !

Any ideas ?

BTW, I have renamed all my BumpH textures - would this cause a problem?
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#70

QMB missions work fine here mate..
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#71

making153 Wrote:Anyone else having problems getting the QMB missions to show ?? I have all the correct entries in my CONF.INI/ALL.INI but the map refuses to show up in my QMB list ??

I have 35 Custom maps and have noticed a similar problem with one or two of the others also ?? although the vast majority work ok !

Any ideas ?

BTW, I have renamed all my BumpH textures - would this cause a problem?

renaming the BumpH textures would not be causing your problem. If the map simply does not show in your QMB+ dropdown list that is 100% due to some naming problem in your conf.ini, likely a misnumbering. -viking
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#72

GilB57 Wrote:Hi Viking ! Great map, really Big Grin

Don't know if you corrected it in the patch, but I found a few places (here near Molai) where cultivated fields appear on very steep slopes. Some rocky or cliff tex would look better here :wink:

[Image: crete02.jpg]

Anyway, thx !

Thanks GilB57 - I guess one can't catch everything, although I admit I spent way more time refining the textures on Crete itself than the outlying areas. I'll conduct another texture sweep for a future patch. Cheers - viking
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#73

The map looks wonderful, but I believe I am having an issue with some tree objects. THis is what I see when I zoom in on villages:

[Image: TreesCrete.jpg]
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#74

Fix for "Pink Trees" with Flushy's Bumpification (In 1st post is a link)
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#75

Thanks JAMF.
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