Lovely, and great story too :wink:
Easier than uploading would just be to post the load.ini you used.
As long as the folks have the textures in the right folders, it should work easily... :wink:
Well, yeah photo realistic textures are incredibly beautifull from a certain altitud, but When i go down the suspension of disbelive gets shattered for me, and I prefer to have a Computer loking 3D landsacape than this photo realistic beauty that turns into a 2D image when down low...
I am not criticizing I am just saying that I prefere other stiles...
Specially when the textures have edifications or trees on them and this are not married to 3D objects.
Like in Falcon 4, Fs series etc... I find strange flying over photos of trees and cities with one or two odd buldings in it, I radder have theire 3D representation in game althow they might be a lot less detailed.
Now If you plan on flying 8th airforce missions on the Big birds, then of course this Textures are a must...
My loadini for the Normandy2 map.. Hope this helps!
[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
[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=7
DECLIN = 50
PRESSURE = 745
TEMPERATURE = 15
[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]
actors.static
[text]
texts.txt
[WOOD]
Wood0 = Italy_DF/forest/summer/itawood0.tga
Wood1 = Italy_DF/forest/summer/itawood1.tga
Wood2 = Italy_DF/forest/summer/itawood2.tga
Wood3 = Italy_DF/forest/summer/itawood3.tga
Wood4 = Italy_DF/forest/summer/itawood4.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/Noise.tga
WaterNoise = water/WaterNoise.tga
WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
ForestNoise= forest/summer/ListForestNoise.tga
BeachFoam = water/Foam.tga
BeachSurf = water/BeachSurf.tga
BeachLand = water/RiverLand.tga
Tree0 = Trees\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga
[WATER]
Water = water/Water.tga
[ROADS]
Rail = land/summer/sk_Rail
Road = land/summer/Road
Highway = land/summer/sk_Highway
[FIELDS]
LowLand0 = land/summer/Compans_french_fields_6.tga
LowLand1 = land/summer/Compans_french_fields_5.tga
LowLand2 = land/summer/Compans_french_fields_6.tga
LowLand3 = land/summer/Compans_french_fields_5.tga
MidLand0 = land/summer/Compans_french_fields_4.tga
MidLand1 = land/summer/Compans_french_fields_5.tga
MidLand2 = land/summer/Compans_french_fields_6.tga
MidLand3 = land/summer/Compans_french_fields_5.tga
Mount0 = land/summer/Compans_mountain_fields_3.tga
Mount1 =
Mount2 =
Mount3 =
Country0 = land/summer/rom_bigcountry.tga
Country1 = land/summer/countries.tga
Country2 = land/summer/Compans_mountain_fields_2.tga
Country3 =
City0 = land/summer/Compans_French_suburbs.tga
City1 = land/summer/Compans_French_City.tga
City2 = land/summer/Compans_French_village.tga
City3 = land/summer/Compans_City2.tga
AirField0= land/summer/Compans_airfield1.tga
AirField1= land/summer/Compans_airfield2.tga
AirField2=
AirField3=
Wood0 = land/summer/sk_LowLand0.tga,2
Wood1 =
Wood2 = forest/summer/sk_ForestFar.tga
Wood3 =
Water0 = water/water.tga
Water1 = land/summer/Compans_coastal1.tga
Water2 = land/summer/Compans_coastal1.tga
Water3 = land/summer/dry2_v1.tga,2
... shame on you !
this way they'll never learn .... customizing maps ( texture wise ) that is
.... and you'll end up with requests to fix possible trees in water or not matching town texture bugs :wink:
joking here ( ... i guess )
fantastic pics and fantastic textures ( as usual ) ... haven't tried them yet but after this thread i just have no choice
reg
Z
Absolutely mate.. the best way to get what you want is to play with the loadini's and different TGA's to get the effect that you like.. As always though, back up any file you are messing around with just in case.. it takes seconds to put them back in and restore it back to its previous condition!
I'm in two minds, the pics are beautiful but that 2D terrain is no good for ground attack missions but fine for dogfighting and great for specific non game things like screenshots and movies, a compromise I suppose. I prefer a 3D map also but IL-2 just aint up to it in the ground objects/textures dept, now if it looked like Black Shark in Il-2 you would'nt need to make a choice :?
It's all down to compromise and trade off gents.. Most of the maps in IL2 if populated heavily to give it more life and depth, will create unnacceptable framerate loss for many people .. Using textures like these however, allow the mission builder to only populate the vital areas on a map needed for particular missions.. and therefore routes to and from will not need the extra objects required to breathe 'life' into the map.. Works for me. :wink:
I guess I'm a minority here. The colour and random look works well, but the transitions fading from one into another does stand out in these screenshots. Maybe it works in game, when seen in motion. I think I would have tried to use the edges of fields and roads to cut shapes away, creating more natural edges. Then again, I have no experience making textures for maps.