Hi Kevin,
Thanks. I've found a little workaround that it's not very nice but is better than nothing.
As I'm able to see textures in standard FMB, I've tried to see what happened when adding the mission building commands to the bldconf.ini.
The result is that I'm able to see correctly the textures but I've lost the "enable select" and the "rotate" menus. Rotate works anyway by selecting the object and using num pad but the global selection doesn't work and to work with objects I need select and work one by one.
So now I've got three different bldconf.ini, one standard, one only map building to be able to select and move multiple objects and one full that allow me to correctly work on detail level.
It is not easy work but as I said, at least I'm able to have the detail level vision.
I'll anyway try to post the problem on the technical help to see if someone have an idea on this.
Thanks again
N
That looks like the Kiev4 texture. Have you modified it in any way or are you using it straight from the game's stored files.
I have modified it in order to make it compatible with the other texture.
The problem is that it is not rendered in the same way in Map Building mode and IL2. As you can see, the buildings that are placed correctly in Map Building mode appear in the middle of the fields in IL2 mode.
Any ideas?
N
Do you have two copies of the game, one for building maps & one for normal playing. If you do, then it could be that the texture file in the normal IL2 game is different from the building game. If you only have one copy of the game & are just changing the "bldconf.ini" then I don't really have any idea what could be causing the problem.
I am not getting exactly the same problem as you are but there is definitely something wrong with that texture. In my game the texture stays the same close up but when I zoom out to about 9000m it changes position.
I found I could fix it by going to the load.ini & removing the ,-2 at the end of the texture name. But then the texture was too small so went to the _tex folder & enlarged the City3.tga texture from 512x512 to 1024x1024.
You could try this & let me know if it works
Most of what I said in the above post is nonsense, it's the result of trying to do stuff when you'r dead tired.
Resizing the texture up to 1024x1024 makes no difference although removing the ,-2 from the texture name in the load.ini will, I think, stop it from changing position, but the problem will be that the texture is then too small.
Hi Kevin,
I've been doing some tree maps.
I'd like to have tree maps for city textures (for parks and that) but according to your tutorial a building will kill all trees at 600m round.
Is there a way to solve this or a MOD that allow tree maps in city areas? That would add a lot to a map (adding tree objects manually is a big job and a good way to rapidly grow the static.in).
Thanks,
N
The only way I know to use Tree Maps & Buildings together is to not put any objects on the map in Map Building mode, then change the game to regular mode & then put buildings on the map & save it as a mission. Trees are not affected by nearby buildings when the buildings are coming from a mission file.
I wish I had a better solution for this problem but the behaviour of trees in IL2 is something that has been bugging me for years.
Cheers, Kevin
Hi Kevin,
Thanks for the tip. I'll have to use the tree objects then. A pity we can't use the tree map.
May be one day someone will develop a mod to get this working.
Cheers,
N
Hi Buller,
Have you debugged the loading of the map with shift+tab ?
Are you sure that everything is installed (UP2.01 + egypt objects)?
Have you tried to put the mod files directly on the il2/files folder instead in il2/mods/mapmods? I know that I had some problems when I put everything on the mods directory only.
N