New desert textures.
#76

Any chance to install it at ultra pack ?
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#77

Lejo Wrote:On my system this map is quite demanding probably because of the 4 mb .tga's. ...


... yes you're right Lejo, then you should edit them with PSP for ex and make them all in indexed colors with no loss at all, so from 4Mb down to 1Mb, that's what I did and now the complete textures folder only weighs 34 Mb ... Big Grin

For those who don't have PSP or don't know how to do it I can upload it somewhere if redko is OK of course ... Big Grin
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#78

FZ Wrote:
Lejo Wrote:On my system this map is quite demanding probably because of the 4 mb .tga's. ...


... yes you're right Lejo, then you should edit them with PSP for ex and make them all in indexed colors with no loss at all, so from 4Mb down to 1Mb, that's what I did and now the complete textures folder only weighs 34 Mb ... Big Grin

For those who don't have PSP or don't know how to do it I can upload it somewhere if redko is OK of course ... Big Grin

Redko gave it a try already but there seems to be a problem with indexed ánd blended .tga's. It is one or the other option which can lead to loss of quality of textures.
http://www.sas1946.com/main/index.php/to...0.html#new
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#79

Hello..
after reading over an hour here and SAS and trying to get myself ready for this downloaded desert pack..
Can anyone upload the Hangar Mod again, please? Link at SAS doesn't get me to download "No servers are currently available with the requested data on them...please try later and have a beer in the meantime".

Thanks!

Tom
:lol:
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#80

Never Mind! Already have it in my megahuge IL-2 "all utilities" folder!! :Smile) :wink:
If anyione needs it, i can upload it..cheers.

Tom


PS: Redko wants to upload a new version and new instructions:
http://www.sas1946.com/main/index.php/t ... 8.180.html
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#81

whiskey111 Wrote:Any chance to install it at ultra pack ?

Yes you can.
You must create a "MODS" folder i guess or something like that. I don't have UP so i can't help you more on that point sorry.
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#82

Gumpy Wrote:[Image: ut6.jpg] I have thousands of these spikes sticking out of the ground,does anyone know what they are? I Have everything installed like it should be even the repainted European Houses mod? :?:

Check you load.ini file and look for these lines :

Tree0 =
TreeLightMask =

And replace with this :

Tree0 = Trees/MTO_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga

But in that case you will get trees back...which is not realistic for a desert, it's gonna be like in the 2 firts video rendering test. It's strange because i don't have that effect with the empty lines on my load.ini. I guess the CG may cause this. I have geforce 47 gtx. Try that tip :wink:
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#83

.. same with me, I don't have those spikes (GTX 260)
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#84

Hi,


If other maps do not have anomalies, then that eliminates the corrupt or incorrect graphics card driver possibility.

The next likely thing is a graphics setting adjustment, as mentioned here.

Discovering graphics related issues and improving them is covered in my tech topic:


IL-2 Guide for Computers, Benchmarking, Optimizing, Tweaking
viewtopic.php?f=30&t=22314



Fireskull Smile
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#85

I will post tomorrow another version with an edited load.ini...no more spikes, and no more trees Wink
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#86

redko Wrote:
Gumpy Wrote:[Image: ut6.jpg] I have thousands of these spikes sticking out of the ground,does anyone know what they are? I Have everything installed like it should be even the repainted European Houses mod? :?:

Check you load.ini file and look for these lines :

Tree0 =
TreeLightMask =

And replace with this :

Tree0 = Trees/MTO_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga

But in that case you will get trees back...which is not realistic for a desert, it's gonna be like in the 2 firts video rendering test. It's strange because i don't have that effect with the empty lines on my load.ini. I guess the CG may cause this. I have geforce 47 gtx. Try that tip :wink:
Yep that fix worked redko thanks for the tip and the great map.
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#87

Dear Redko,
fantastic desert textures.
I can see them well in FMB - until I hit "play"
Then I get this error message:
WARNING: Camera: unexpected 'Activate WCM'
cRender0:Exception!

I've never seen that before-any clues?
felix
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#88

felix_the_fat Wrote:Dear Redko,
fantastic desert textures.
I can see them well in FMB - until I hit "play"
Then I get this error message:
WARNING: Camera: unexpected 'Activate WCM'
cRender0:Exception!

I've never seen that before-any clues?
felix

Nop never. But take the new link it's better. Take a look to the following message
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#89

Back to classical method.
Ok here you have knew link for a lighter version of the map, with indexed textures (better for slow pc) and some bugs have been fixed. I added some sea airfields. There are 2 ways to install the map, I would suggest you to chose the second which replace once for all the stock map and make that you not need to edit too many things on your existing missions/campains and will be able to play the old ones on this new map.

The coast is diferent in this map from the stock one, so some objecst may have to be moved.

-----------------


http://www.filefront.com/17276813/desert_indexed.zip

http://www.mediafire.com/?ybguxx0od7upg5f

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

Separate map_F file for those who already have the map and need this (error message map_F missing):

http://www.filefront.com/17276842/map_F.zip

CASE 1 = I WANT A SEPARATE INSTALL:

Just the "redko_Desert" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_desert

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_desert redko_desert/load.ini

You have Missions/campains from the stock desert_online map, you have to edit the .mis file for each missions and change the name of the map to redko_desert.

CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_desert folder into classic "desert" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file

Mods needed:

Lejo's Southern European Houses Pack:
http://www.sas1946.com/main/index.php/topic,7046.0.html

Lejo's Desert House Pack:
http://www.sas1946.com/main/index.php/t ... l#msg89505

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team Wink
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#90

Hello, I have 2 questions:
1
Do I need the "BranToc_objets_ToW/BranToc_objets_ToW"?
I will install them as well, just in case (using HSFX4.11)..will also install the Hangar mod in case I haven't got this already
with HSFX4.11..


2nd
The readme says
:"Put the file named ' ToW ' in the following file:
(C: or DSmile\Ubisoft\IL-2 Sturmovik on 1946 Mod\MODS\STD\3do\Buildings"

I have another 3do in
:
...\Ubisoft\IL-2 Sturmovik 1946\MODS\MAPMODS\3DO\Buildings

Wouldn't this latter location be the place to park these files?


Thanks..

Cheers

Tom
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