[WIP] New texture for BP_Midway. LINK UP.
#46

It’s tricky part. I think it could be done to appear less carpeted, but it won’t be good as Bobmsaway’s original one. The best thing would be if we could have more slots for shallow water, more precise with animated texture (on water2 there is animated waves moving)
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#47

I have'nt been to the Solomons, but I have read that the water there, even close to the islands, is quite deep. Japanese ships were able to tie up right against the shore of Florida Island, for example, and use he trees growing right down to the banks for camouflage.
Therefore I'm not sure shallow water textures would be appropriate for the Solomons.
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#48

Bombsaway Wrote:I know. Thats why I did it for this map and Wake island, because it only looks good on maps using little amounts of shallows. Viking has said he will try to help me get it to work for maps with larger amounts of shollows. Remember, I'm a noob and just starting out with this. Big Grin Give me some time to learn and I hope I can make better ones.

Sorry mate I wasnt trying to be insulting, its an awesome texture and its finally bringing life to the PTO. I just hope that this sort of texture makes its way to the larger maps because it is really beautiful.

[Image: sig2.gif]
TEAM PACIFIC
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#49

i checked my mapmods folder and BP_Midway was the only midway there still cant get to come up with the texture ive used it in several other maps to test it but it only shows on one map Phillipines.
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#50

Skunkmeister, no insult taken. Big Grin I knew people would end up trying it on other maps but it wont look right. I just thought it looked real good on Midway and Wake. I'm trying to learn how to make it better or better textures. I just hope it wont be long.


Fujita, sorry your having trouble. Check your load.ini to see if its "worded" correctly.


To use different tga's open the midway folder and open the Loadini with note pad, go
to the bottom of the list and you will see...

;Water2 = Bombsaways_Tarawa/Tarawa/Shallows1a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows2a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows3a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows4a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows5a_Fields_A.tga
Water2 = Bombsaways_Tarawa/Tarawa/Shallows6a_Fields_A.tga
;Water3 = land/summer/grnd/fields_proc013.tga
Water3 = water/Beach.tga

To activate a tga remove the ; from the begining of the entry and put one
in front the one that did not have it. This way you can customize the shallow
water to your liking.


Let me know if you still cant get it.
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#51

Shazam!
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#52

Here is my current load.ini

[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]
ed_m01.tga
ed_m02.tga

[MAP2D_BIG]
OutsideMapCell = 28
tile tile.mat
sizeX 499200
sizeY 400000
ofsX 179200
ofsY 0

[WORLDPOS]
CAMOUFLAGE = DESERT
MONTH=7
DECLIN = 10
PRESSURE = 745
TEMPERATURE = 25

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
BPactors.static
[text]
texts.txt

[WOOD]
;Wood0 = forest/summer/Wood0.tga
;Wood1 = forest/summer/Wood1.tga
;Wood2 = forest/summer/Wood2.tga
;Wood3 = forest/summer/Wood3.tga
;Wood4 = forest/summer/Wood4.tga

Wood0 = forest/summer/les00.tga
Wood1 = forest/summer/les01.tga
Wood2 = forest/summer/les02.tga
Wood3 = forest/summer/les03.tga
Wood4 = forest/summer/les04.tga


WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/SandNoise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/PacificFoam_.tga
BeachSurf = water/PacificBeachSurf.tga
BeachLand = water/RiverLand.tga
CoastBumpNoise = water/CoastBumpNoiseDimas.tga

Tree0 = Trees\AlteredBush9a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/PacificWater.tga
WaterColorATI = 0.140 0.175 0.230
//WaterColorATI = 0.150 0.225 0.180
WaterColorNV = 0.140 0.185 0.268
//WaterColorNV = 0.165 0.264 0.233


[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/summer/LowLand_1.tga,2
LowLand1 =
LowLand2 =
LowLand3 =

MidLand0 = land/Pacific/Midway01.tga
MidLand1 = land/Pacific/Midway02.tga
MidLand2 =
MidLand3 =

Mount0 =
Mount1 =
Mount2 = land/Pacific/Midway06.tga
Mount3 = land/Pacific/Midway07.tga

Country0 = land/Pacific/Midway08.tga
Country1 = land/Pacific/Midway09.tga
Country2 = land/Pacific/Midway10.tga
Country3 = land/Pacific/Midway11.tga

City0 = land/Pacific/Midway12.tga
City1 = land/Pacific/Midway13.tga
City2 =
City3 =

AirField0=
AirField1=
AirField2=
AirField3=

;Wood0 = forest/summer/forestGr.tga
Wood0 = land/summer/mount.tga
Wood1 =
;Wood2 = forest/summer/forestfar.tga
Wood2 = forest/summer/lesfar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga

water2 = Bombsaways_Tarawa/Tarawa/Shallows6a_Fields_A.tga, -8
Water3 = land/summer/grnd/fields_proc013.tga
;Water3 = water/Beach.tga
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#53

Excellent stuff. Simple to install and very beautiful to look at. Works very well on the Pacific Islands map too. Tip... If you add a ",-2" at the end of the texture it gets rid of the excesive tiling. :wink:
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#54

334thC_Fujita, this should be the load.ini with the Pacific Water mod and shallow water texture:

[MAP]
ColorMap = map_c.tga
HeightMap = map_h.tga
SmallMap = map_M.tga
TypeMap = map_T.tga
FarMap = map_F.tga
ReflMap = map_R.tga

[LIGHT]
LandLight = LandLight.mat
CloudShadows = CloudShadows.mat

[MAP2D]
ed_m01.tga
ed_m02.tga

[MAP2D_BIG]
OutsideMapCell = 28
tile tile.mat
sizeX 499200
sizeY 400000
ofsX 179200
ofsY 0

[WORLDPOS]
CAMOUFLAGE = DESERT
MONTH=7
DECLIN = 10
PRESSURE = 745
TEMPERATURE = 25

[CUBE]
Down = Cube_bott.tga
East = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up = Cube_top.tga
West = Cube_left.tga

[static]
BPactors.static
[text]
texts.txt

[WOOD]
;Wood0 = forest/summer/Wood0.tga
;Wood1 = forest/summer/Wood1.tga
;Wood2 = forest/summer/Wood2.tga
;Wood3 = forest/summer/Wood3.tga
;Wood4 = forest/summer/Wood4.tga

Wood0 = forest/summer/les00.tga
Wood1 = forest/summer/les01.tga
Wood2 = forest/summer/les02.tga
Wood3 = forest/summer/les03.tga
Wood4 = forest/summer/les04.tga


WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
HighClouds = Clouds256.tga
HighCloudsNoise = CloudsNoise.tga
// CloudsMap = CloudMap4x4km.tga
Moon = Moon\Moon0000.tga
ShadeNoise = land/SandNoise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/PacificFoam_.tga
BeachSurf = water/PacificBeachSurf.tga
BeachLand = water/RiverLand.tga
CoastBumpNoise = water/CoastBumpNoiseDimas.tga

Tree0 = Trees\AlteredBush9a.tga
TreeLightMask = Trees\LightM256.tga

[WATER]
Water = water/PacificWater.tga
WaterColorATI = 0.000 0.181 0.255
\\WaterColorATI = 0.140 0.175 0.230
WaterColorNV = 0.000 0.181 0.255
\\WaterColorNV = 0.140 0.185 0.268


[ROADS]
Rail = land/summer/Rail
Road = land/summer/Road
Highway = land/summer/Highway

[FIELDS]
LowLand0 = land/summer/LowLand_1.tga,2
LowLand1 =
LowLand2 =
LowLand3 =

MidLand0 = land/Pacific/Midway01.tga
MidLand1 = land/Pacific/Midway02.tga
MidLand2 =
MidLand3 =

Mount0 =
Mount1 =
Mount2 = land/Pacific/Midway06.tga
Mount3 = land/Pacific/Midway07.tga

Country0 = land/Pacific/Midway08.tga
Country1 = land/Pacific/Midway09.tga
Country2 = land/Pacific/Midway10.tga
Country3 = land/Pacific/Midway11.tga

City0 = land/Pacific/Midway12.tga
City1 = land/Pacific/Midway13.tga
City2 =
City3 =

AirField0=
AirField1=
AirField2=
AirField3=

;Wood0 = forest/summer/forestGr.tga
Wood0 = land/summer/mount.tga
Wood1 =
;Wood2 = forest/summer/forestfar.tga
Wood2 = forest/summer/lesfar.tga
Wood3 =

Water0 = water/water.tga
Water1 = water/water.tga

;Water2 = Bombsaways_Tarawa/Tarawa/Shallows2a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows3a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows4a_Fields_A.tga
;Water2 = Bombsaways_Tarawa/Tarawa/Shallows5a_Fields_A.tga
Water2 = Bombsaways_Tarawa/Tarawa/Shallows1a_Fields_A.tga
;Water3 = land/summer/grnd/fields_proc013.tga
Water3 = water/Beach.tga
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#55

Thanks Bee, I'll try it. Thanks Lejo for helping. Fujita, it should be Shallows6a and take offthe -8 at the end to see if it will load.
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#56

Bee, I tried the -2 but the map wont show with that on the end of the entry. :???: It shows without it. Any ideas?
Thanks. Big Grin
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#57

Hi mate. Just saw your PM at SaS. The load.ini should look like this:


Water0 = water/water.tga
Water1 = water/water.tga
Water2 = Bombsaways_Tarawa/Tarawa/Shallows6a_Fields_A.tga,-2
Water3 = land/summer/grnd/fields_proc013.tga

The comma and minus-two are the bits you want. :wink:

[Image: grab0005-5.jpg]
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#58

Holy crap! duh! :oops: Thanks Bee. Sorry, I'm a noob. :oops:
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#59

hey by the way where are the maps outside the mapmods folder
also bee what map is that
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#60

got it working had to rename BPload to just load
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