Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 7 [8] 9 10 11 ... 17   Go Down

Author Topic: Tunisia 1942 (v.3.1) for JGSME  (Read 82440 times)

0 Members and 1 Guest are viewing this topic.

Blond

  • member
  • Offline Offline
  • Posts: 95
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #84 on: March 09, 2011, 04:31:44 PM »

I am so glad to see that you are serious about it Redko :) I thought it was "maybe" idea...

My personal opinion is - that you don't have to vaste your inspiration and energy on city perfection... 99% of virtual pilots have never seen Tunis - even modern one, let alone 1941-43...

The most important features are landscape textures, i.e. mixture of Tunisian textures... Who needs perfect city if we have "repetitive" texture paterns at 3000m altitude view?
(These are PC dogfight maps - not a turist agency maps  ;))

Also, keep in mind that that desert maps have a serious problem with ugly Il-2 roads (gray and sharp)... so desert maps look beter (more natural) without any roads (as the roads are dust/send roads).
(Even MTO would have more realistic look without any "Il-2 roads"...)

Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #85 on: March 10, 2011, 01:23:41 AM »

The most important features are landscape textures, i.e. mixture of Tunisian textures... Who needs perfect city if we have "repetitive" texture paterns at 3000m altitude view?
(These are PC dogfight maps - not a turist agency maps  )

Agree. That's why i'm using only one texture for cities and the rest for landsacpe. Luckily Oblongo used many time the same texture on 1-2 textures slots on his load.ini, which means that starting back to 0 it's possible to reassign one texture per slot and increasy divesity.

Most par of this map will be culture or very dry cultures, the real desert is more in the sout. Oblongo's map stop before. Gil repaint of Maraz Central goes more into the desert.

In the other hand i will try to make a Tunis people could recognize, just a little at least, but fyable. I send a pre pre pre pre beta to Mick for test. The size of the city is historical but i will have to make it smaller to make it flyable. There is any french gamers here and some may now the city, it's important to make it look a little to the real one. Hand a historical city could be sexy for missions maker= bomb the harbour, sink ships in La Goulette detroit; bomb the little train rails..or protect this or that sector....

To finish i'm agree too about the roads...i would remove it but it could make problems for some missions. I remember many missions of Battle OF EL Alamein using Desert_Online map use road, many missions have for objective colums of trucks destruction and they use the roads. It would be necessary to create more way points...

But it's possible. Most of gamers here post immediatly help request without trying to solve their problems alone or by using serach function...if i remove road i just can't image how polluted threads would be, i don't have time to make technical support, just a little enough to make for my own maps...

But i like you idea....and you what...people is saying that most of tga values are used to make.........roads, yeas those shity road...remove it could maybe unlock these tga values....for TEXTURES  :P.

As i already said some where, give me 40 textures slots (well 50, be friendly), i make you the world ;) hahahahahah
Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #86 on: March 10, 2011, 04:34:01 AM »


This one is supposed to show the Axis Airfields in 1942 and the next one is from the book Fw-190 in Tunisia showing northern Tunisia area.


You want all these airfields to ba added ?
Logged

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5454
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #87 on: March 10, 2011, 04:41:45 AM »

Red, check your PMs, I have completed the Tunis beta test ... ;)
Logged

MrOblongo

  • Modder
  • member
  • Offline Offline
  • Posts: 147
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #88 on: March 10, 2011, 08:05:00 AM »

Lol, no redko. I never added all the airfields because there is no info at all about them. And actually dont know if the map is actually showing the airfields. The ultimate solution wuould be having 2 statics for 1942 and 1943 with all the airfields which is more of what i consider polite to request. Way to many :P. Just nice textures and maybe 2 or 3 more airfields is all this map needs.
Logged

Blond

  • member
  • Offline Offline
  • Posts: 95
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #89 on: March 10, 2011, 01:06:41 PM »

I don't know - would it be a technical difficulty to relaese two versions of the same map: one with "roads" for mission-maniacs and another without any visible roads for visual-maniacs...?
I wish for years to have Il-2 winter and desert maps without "Il2-roads"... there is always first time ;)
Logged

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5454
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #90 on: March 10, 2011, 02:25:40 PM »

... it is true that those IL2 roads are immersion killers ...  ;)
Logged

Blond

  • member
  • Offline Offline
  • Posts: 95
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #91 on: March 10, 2011, 05:16:56 PM »

WW2 North Africa "roads" were almost invisible... 80% of them:

 ::)

 ::)

 ::)

 ::)

 ::)

 ::)
Why would these "roads" be so visible from distance ? ...as fat gray drawlines ?

Even these days... they are often covered with "moving sand":



Logged

MrOblongo

  • Modder
  • member
  • Offline Offline
  • Posts: 147
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #92 on: March 10, 2011, 07:43:19 PM »

Roads in tunisia were not that invisible. And there were lots of railways. Road/Railways are much needed for mision making.









Logged

Blond

  • member
  • Offline Offline
  • Posts: 95
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #93 on: March 15, 2011, 08:34:34 AM »

 :(

 ::)
Logged

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5454
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #94 on: March 15, 2011, 09:31:43 AM »

... well in fact redko currently has a serious prob with his overheating mobo, that's why you've not been able to spot him these past days since he spends most of his spare time buried inside his rig, blowing to his heart's content on his burning mobo like there was no tomorrow ...  ;)
Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Tunisia 1942 (v.3.1) for JGSME
« Reply #95 on: March 16, 2011, 12:25:17 PM »

Yes that's right. My motherboard is dying, i can't use it too much even to see videos in streaming. The pc shut down. I saved all my map and textures files in 3 DD to avoid troubles or a corrupted OS. I'm bilding my new rig.

I just recieved my core i7 2600k this moring, i will get the new power supply (corsair 650 tx) and the DDR3 ( Kingston HyperX Genesis Special Edition Grey 2133 MHz 4 gigs) this week end.

I will order the motherboard ( Asus P8P67 Pro (B3)) and the pc case next week i think.

Thanks for you comics Blond, i like it, very funny ;)
Logged
Pages: 1 ... 5 6 7 [8] 9 10 11 ... 17   Go Up
 

Page created in 0.039 seconds with 26 queries.