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Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => WWI Maps => Topic started by: SAS~Boomer on April 26, 2013, 05:04:29 AM

Title: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on April 26, 2013, 05:04:29 AM
WWI Western Front Beta map in 2048 HD

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer2_zps2e0ff1f6.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer2_zps2e0ff1f6.jpg.html)

Map Editors:
Asheshouse
EasyRider
UP_Boomer


Map scale 1.1
You must have the True textures HD Mod installed and working
https://www.sas1946.com/main/index.php/topic,33239.msg357330.html#msg357330


WWI NML Trenches and BombCrater Textures by Max The Hitman

2048 Tree's by Uuflakke

Special thanks to Carsmasters for the HD experience

Some new 2048 textures, with some 1024 textures converted to 2048
Carsmasters CMR 2048 Textures used as a base


Thanks to everyone who has helped,or provided textures
SL textures are in use and were also converted to 2048


Thanks to 1C Maddox
Team Dadlilous
Ultrapack and SAS


Special thanks to all who have pitched in... helping to get WWI off the ground in IL-2...
From aircraft,ships,tanks,artillery,trains,vehicles,skins,objects,sounds and more...
Including the Java/code guys, that are always working behind the scene with there work basically going unnoticed


Map is Beta
some roads and railways still not hooked up,and the odd road/rail texture glitch here and there
some bridges are still missing
Airfields need thorough testing for spawn points,landing and parking aircraft etc.

Textureing is on going and will be updated, along with bug fixes
Airfield positions that are in place,will not change so missions being made will not be effected


Note*
Mission Builders,the whole map is actually an airfield
you can set take off points and landing points anywhere on the map
needs more thorough testing

If you want the aircraft to take off from an actual in game pre-made specific airfield,
place take-off/landing way-point close to the landing/take off point on the selected airfield
otherwise you may find yourself taking off from the edge of the field rather than at the end in the middle of the field

With the whole map being made into one large airfield,mission builder can create airfields anywhere they like... terrain permitting!
Just drop your waypoint wherever you want on the map and set for take off or landing


Zuti's Friction Mod is incorporated into DBW 1916
Therefore the surface friction on the map has been set the same all over the map including the airfields
So it will be the same and just as rough taking off and landing anywhere on the map ,not just the airfields

All Thanks to Zuti ,for another incredible Mod.... The "Grass Friction Mod"


Thanks,hope you enjoy it
EasyRider/UP_Boomer



You need all four downloads for the 2048 HD Version
WWI Western Front in HD 2048
https://www.mediafire.com/download.php?g4mycxq1axzvr51

WWI WF HD 2048 textures 1
https://www.mediafire.com/download.php?nysl5s0x7sm0da7

WWI WF HD 2048 textures 2
https://www.mediafire.com/download.php?91zfu829fw6ceaa

WWI WF HD 2048 textures 3
https://www.mediafire.com/download.php?6i89qw09trf2j8c


For those that do not run the HD Mod
WWI Western Front in 1024>

https://www.mediafire.com/download.php?1g3cz5o4n33y5o1

Install>
#DBW1916/MapMods/maps

all.ini info for 2048 HD version>
WWI_WesternFrontHD WWI_WesternFront_UPB/WWI_HD_load.ini

all.ini info for 1024 version>
WWI_WesternFront1024 WWI_WesternFront_UPB/WWI1024_load.ini


The First Name in the all.ini string does not matter and can be edited for anything you want!
Just in case you would like to remove the HD or 1024 that is at the end of the FMB map name

example>
WWI_WesternFrontHD WWI_WesternFront_UPB/WWI_HD_load.ini
WWI_WesternFront WWI_WesternFront_UPB/WWI_HD_load.ini

WWI_WesternFront1024 WWI_WesternFront_UPB/WWI1024_load.ini
WWI_WesternFront WWI_WesternFront_UPB/WWI1024_load.ini


Please post any bugs or suggestions,
the map is extremely large and I am at the point where the bugs are getting hard for me to search for to fix
please post map co-ordinates to locate bugs
 
Cheers


***************************************************************************************************************************************


Map has been updated May 04 2013
reported issues have all hopefully been addressed
Thanks to Gunny and Pippin for support 

Western Front HD Patch - 64 mb
https://www.mediafire.com/download.php?is8msvl5e95cv12

Western Front 1024 Patch - 21mb
https://www.mediafire.com/download.php?onhccsf044d1kqh

Updated Shoreline,Rock and lowland textures
map_t,map_h and load.ini

You may cut and paste,allowing to overwrite

Known issues;
Boulogne roads,rails and bridges are under construction do to hilly terrain etc. so roads/rails and bridges have been difficult
I've straightened out the railway along the river and have started getting the roads off the high hills to run around them on the flat along the river
once roads and rails are fixed I will lay in the bridges in that area

Do to continued texturing,and swapping textures in the load.ini there has been some lowland field textures entering the odd town or village,
so there are spots where it looks like the texture of the town or village was lost I am letting it go for now do to continuing with a lot of texturing,I will correct everything as I go,as well with continued texturing there may be 3d tree problems creeping in elsewhere on the map on rivers

All roads and railways are slowly being straightened out, trying to get rid of the zig-zag as best I can,
most are hooked up now I believe although some railways are not suppose to connect so they have been left as they were
crossing,bridges etc are remaining the same,it is in between them that I am trying to make look better visually the way they run
so should not change any missions being made

Do to this the FMB map and the odd road or railway may not align perfectly no longer,
once I work on the roads and railways more, I will issue a new FMB map with accurate roads/railways again

Next patch will address these known issues above and I will try and fix all issues reported,
please report any issues with map coordinates,thank you


Here are a two very basic Red QMB missions for anyone that wants them
https://www.mediafire.com/?33pv82faihau3bw
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 26, 2013, 05:06:02 AM
Screenshots by Bravo,
thank you for the help Beta testing the downloads and map with me Bravo,and for all your Screenshots  ;)

Over top of Vimy
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer3_zps2b1858fe.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer3_zps2b1858fe.jpg.html)

Dunkirk
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer1_zpscede2573.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer1_zpscede2573.jpg.html)

On patrol near Lens
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer2_zps2e0ff1f6.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer2_zps2e0ff1f6.jpg.html)

Random bomb craters near Flanders
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer4_zpsfd3d75f9.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer4_zpsfd3d75f9.jpg.html)

Landing at Arras
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer5_zps637b04fe.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer5_zps637b04fe.jpg.html)

Camel scramble...
(http://i805.photobucket.com/albums/yy336/UP_Boomer/20130425at195348_zpsc4ad1094.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/20130425at195348_zpsc4ad1094.jpg.html)

Looking for trouble!
(http://i805.photobucket.com/albums/yy336/UP_Boomer/boomer6_zps95345e60.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/boomer6_zps95345e60.jpg.html)

Checking his six
(http://i805.photobucket.com/albums/yy336/UP_Boomer/20130425at161640_zps4abfd68e.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/20130425at161640_zps4abfd68e.jpg.html)

The great escape...
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer1_zpseee0d036.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer1_zpseee0d036.jpg.html)

Low pass...
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer02_zps0ac3aec3.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer02_zps0ac3aec3.jpg.html)

Light her up!
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Boomer2_zps40320f79.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Boomer2_zps40320f79.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: alotef on April 26, 2013, 08:45:53 AM
Wow  ???
 8)
Could I see a screenshot of no man's land? Pretty please?  ;D
~Mike
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 26, 2013, 08:54:19 AM
From the Screenshot thread,and this would be in 1024 ,
I also sent Istvan the 1024 Beta map to check out before posting the map    ;)

Other than NML and the trenches,there are random bomb craters spread throughout the map,on field textures and in the forests 

(https://www.sas1946.rocks/images/imageshit/a/img17/9469/fokkere31.jpg)

(https://www.sas1946.rocks/images/imageshit/a/img96/8876/farman113.jpg)

Also shows the awesome new frontline textures of the upcoming 'WW1 West Front Full' map (by UP~Boomer).
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: alotef on April 26, 2013, 09:00:36 AM
Oooh, looks just like the moon.  8)
Well done to everyone involved, you've made me a very happy boy.
~Mike
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Batbomb on April 26, 2013, 09:25:27 AM
MAGNIFICENT!!!!! Wonderful!!!! 8)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Crasher on April 26, 2013, 09:44:44 AM
Just a quick one were do I put the entry all ini info for 2048 HD version.

I have put the entry "WWI_WesternFront WWI_WesternFront_UPB/WWI_HD_load.ini" - in BBW_1916/MAPMODS/MAPS/all  I put it at the bottom of the all file and saved the file, but nothing is showing up in the quick mission what should the map name be in quick mission.?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: BravoFxTrt on April 26, 2013, 09:48:52 AM
Miket140, there is no Quick Mission for QMB, you must open your FMB to select the Map and create your own Mission.
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 26, 2013, 10:03:26 AM
A few random tree objects have been reported on airfields
one set of trees is  on an airfield West of Arras

I've been dealing with numerous actors.statics to work on this map
and I believe when merging them I may have contaminated a few airfields with random tree objects here and there from airfieldactors.static

remember,you can set take off and landing waypoints Anywhere on the map
so when finding issues like these simply move your take off position for now until I do my first update  :D

You ,as a mission builder
can lay down a take off or landing waypoint, anywhere on the map   ;)

Thanks Gunny for the report  ;D

ps:
I have found where the random tree objects come from
there all removed and I will issue a new actors.static once a few days have passed, giving time for any other small object bugs to come out
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 26, 2013, 10:06:41 PM
My map won't load in FMB says java isn't right and eveything else reads a zero but the map name does show up in the FMB. When I compared file folders with this new one I noticed that the "texts" file is empty on the WesternFrontHD map while all the others have a number and a name in them, could this be the problem?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: agracier on April 27, 2013, 12:25:18 AM
My map won't load in FMB says java isn't right and eveything else reads a zero but the map name does show up in the FMB. When I compared file folders with this new one I noticed that the "texts" file is empty on the WesternFrontHD map while all the others have a number and a name in them, could this be the problem?

Text files in a map can contain anything at all or nothing or be interchanged amongst maps - as long as one is present in the map folder, it doesn't matter what they contain. So in brief, a texts file cannot be the cause of a map not loading.

Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: panzerkeil on April 27, 2013, 02:00:46 AM
I tried to download this secveral times, but every time when I try to open the files I get:  "can not open xx as an archive"   :'(
I have the most recent version of 7-zip.. What could be wrong?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 27, 2013, 07:42:49 AM
This is due West of Flanders sector I-21-8.
This was so funny I had to take a pic. Nothing will slow down my trains. :)

Thanks Gunny,a missing bridge  ;D


I tried to download this secveral times, but every time when I try to open the files I get:  "can not open xx as an archive"   :'(
I have the most recent version of 7-zip.. What could be wrong?

not sure,I used 7z to zip the files up
by last night well over 50 people had downloaded the map
I personally sent the map out to a few people who had no problems at all extracting anything

not sure,try downloading the offending file again maybe  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 27, 2013, 07:50:37 AM
The text file in a map folder is only for the names on the FMB map
this map text files is empty as I put the names on the FMB map .tga in Gimp
rather than use the text file

Has nothing to do with loading or not loading as long as the empty file is there as Agracier mentions earlier

Java errors couls be a million different things
Hit Shift/Tab and read at the very bottom why your map won't load
Better yet,always run a log file and check it rather than using the in game console
then if you can not figure it out from the logfile what is wrong or missing post your log file here in #code

You do have the true textures mod installed and working correctly right ?
or are you using the 1024 version ?

The map and textures have worked for a lot of people already,
so it must be something to do with installing,or downloading the files or something missing

get your log file working and post the errors please

My map won't load in FMB says java isn't right and eveything else reads a zero but the map name does show up in the FMB. When I compared file folders with this new one I noticed that the "texts" file is empty on the WesternFrontHD map while all the others have a number and a name in them, could this be the problem?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: pippin on April 27, 2013, 10:01:38 AM
This map is great I love this bump texturing! I have found a couple of minor misspaced objects:

Flying West towards the coast following the river from Abberville I am finding trees in the sea at the river mouth. Grid D-14
Also South of Ypres trees and buldings in the river as you fly down river. About Grid M-20
 Hope this is of a little help.

                       Ian
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 27, 2013, 10:39:29 AM
Thanks for the reply, the 1024 version works fine for me. Just the HD 2048 is not loading. I do have the proper HD trees in all my other maps and I also downloaded the 3 files that came with the new map and applied them as well. I may be doing something wrong with those:( I will post a log file as soon as possible..thanks..here it is.... as follows...........


Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x26a80708
Function name=Java_com_maddox_il2_engine_CfgFlagsEngine_Set
Library=C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\il2_core.dll

Current Java thread:
at com.maddox.il2.engine.Landscape.estimateNoWater(Native Method)
at com.maddox.il2.builder.PlMapLoad.mapLoad(PlMapLoad.java:326)
at com.maddox.il2.builder.PlMapLoad$1.doAction(PlMapLoad.java:485)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\il2fb.exe
0x77B80000 - 0x77CA8000 C:\Windows\system32\ntdll.dll
0x773F0000 - 0x774CC000 C:\Windows\system32\kernel32.dll
0x77550000 - 0x775ED000 C:\Windows\system32\USER32.dll
0x773A0000 - 0x773EB000 C:\Windows\system32\GDI32.dll
0x764B0000 - 0x76576000 C:\Windows\system32\ADVAPI32.dll
0x77CC0000 - 0x77D83000 C:\Windows\system32\RPCRT4.dll
0x748E0000 - 0x74912000 C:\Windows\system32\WINMM.dll
0x77790000 - 0x7783A000 C:\Windows\system32\msvcrt.dll
0x76360000 - 0x764A5000 C:\Windows\system32\ole32.dll
0x77840000 - 0x778CD000 C:\Windows\system32\OLEAUT32.dll
0x748A0000 - 0x748DE000 C:\Windows\system32\OLEACC.dll
0x775F0000 - 0x7760E000 C:\Windows\system32\IMM32.dll
0x776C0000 - 0x77788000 C:\Windows\system32\MSCTF.dll
0x71420000 - 0x7143E000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\DINPUT.dll
0x77D90000 - 0x77D99000 C:\Windows\system32\LPK.DLL
0x774D0000 - 0x7754D000 C:\Windows\system32\USP10.dll
0x6DB00000 - 0x6DB24000 C:\Windows\system32\dinput.dll
0x6D420000 - 0x6D4EF000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll
0x76070000 - 0x7609C000 C:\Windows\system32\apphelp.dll
0x6D220000 - 0x6D227000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\bin\verify.dll
0x6D250000 - 0x6D266000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\bin\zip.dll
0x01B20000 - 0x01B69000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\wrapper.dll
0x003F0000 - 0x003FA000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\pathfind.dll
0x26A00000 - 0x298C6000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\il2_core.dll
0x7C340000 - 0x7C396000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\MSVCR71.dll
0x01A60000 - 0x01A83000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\jgl.dll
0x01D90000 - 0x01DCA000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\il2_usgs2.dll
0x77DA0000 - 0x77DCD000 C:\Windows\system32\WS2_32.dll
0x77DD0000 - 0x77DD6000 C:\Windows\system32\NSI.dll
0x2BAA0000 - 0x2BB17000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\mg_snd_sse.dll
0x6D340000 - 0x6D348000 C:\Users\Dad\Desktop\IL-2 Sturmovik 1946\bin\net.dll
0x71520000 - 0x71527000 C:\Windows\system32\WSOCK32.dll
0x74890000 - 0x7489F000 C:\Windows\system32\NLAapi.dll
0x75AD0000 - 0x75AE9000 C:\Windows\system32\IPHLPAPI.DLL
0x75A90000 - 0x75AC5000 C:\Windows\system32\dhcpcsvc.DLL
0x75D20000 - 0x75D4C000 C:\Windows\system32\DNSAPI.dll
0x760D0000 - 0x760E4000 C:\Windows\system32\Secur32.dll
0x75A80000 - 0x75A87000 C:\Windows\system32\WINNSI.DLL
0x75A50000 - 0x75A72000 C:\Windows\system32\dhcpcsvc6.DLL
0x71950000 - 0x7195F000 C:\Windows\system32\napinsp.dll
0x71610000 - 0x71622000 C:\Windows\system32\pnrpnsp.dll
0x2BB20000 - 0x2BB45000 C:\Program Files\Bonjour\mdnsNSP.dll
0x75850000 - 0x7588B000 C:\Windows\System32\mswsock.dll
0x718E0000 - 0x718E8000 C:\Windows\System32\winrnr.dll
0x76830000 - 0x76879000 C:\Windows\system32\WLDAP32.dll
0x761A0000 - 0x761A7000 C:\Windows\system32\PSAPI.DLL
0x6E460000 - 0x6E493000 C:\Windows\system32\dinput8.dll
0x74600000 - 0x74609000 C:\Windows\system32\HID.DLL
0x778D0000 - 0x77A5A000 C:\Windows\system32\SETUPAPI.DLL
0x74E60000 - 0x74E8D000 C:\Windows\system32\WINTRUST.dll
0x75B70000 - 0x75C63000 C:\Windows\system32\CRYPT32.dll
0x75CD0000 - 0x75CE2000 C:\Windows\system32\MSASN1.dll
0x760F0000 - 0x7610E000 C:\Windows\system32\USERENV.dll
0x77610000 - 0x7763A000 C:\Windows\system32\imagehlp.dll
0x75380000 - 0x753BF000 C:\Windows\system32\uxtheme.dll
0x6A230000 - 0x6A2FB000 C:\Windows\system32\Opengl32.dll
0x6D6B0000 - 0x6D6D3000 C:\Windows\system32\GLU32.dll
0x6B710000 - 0x6B7F5000 C:\Windows\system32\DDRAW.dll
0x74970000 - 0x74976000 C:\Windows\system32\DCIMAN32.dll
0x74260000 - 0x7426C000 C:\Windows\system32\dwmapi.dll
0x6EC90000 - 0x6EC96000 C:\Windows\system32\IconCodecService.dll
0x73F20000 - 0x74014000 C:\Windows\system32\WindowsCodecs.dll
0x2BC00000 - 0x2BC07000 C:\Program Files\MapsGalaxy_39\bar\1.bin\39hkstub.dll
0x60550000 - 0x6190F000 C:\Windows\system32\nvoglv32.dll
0x76880000 - 0x77391000 C:\Windows\system32\SHELL32.dll
0x76580000 - 0x765D9000 C:\Windows\system32\SHLWAPI.dll
0x75530000 - 0x75538000 C:\Windows\system32\VERSION.dll
0x751A0000 - 0x7533E000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6002.18305_none_5cb72f2a088b0ed3\comctl32.dll
0x75560000 - 0x75581000 C:\Windows\system32\NTMARTA.DLL
0x75CF0000 - 0x75D01000 C:\Windows\system32\SAMLIB.dll
0x6B420000 - 0x6B490000 C:\Windows\system32\dsound.dll
0x75540000 - 0x7555A000 C:\Windows\system32\POWRPROF.dll
0x765E0000 - 0x76664000 C:\Windows\system32\CLBCatQ.DLL
0x74F80000 - 0x74FA8000 C:\Windows\System32\MMDevApi.dll
0x74720000 - 0x74741000 C:\Windows\system32\AUDIOSES.DLL
0x746B0000 - 0x74716000 C:\Windows\system32\audioeng.dll
0x75450000 - 0x75457000 C:\Windows\system32\AVRT.dll
0x70AC0000 - 0x70B9C000 C:\Windows\system32\dbghelp.dll

Local Time = Sat Apr 27 06:01:53 2013
Elapsed Time = 101
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 27, 2013, 11:02:46 AM
@ Ian
thanks for report it is a big help and please report anything you see,I'm on it
just seen a few of them trees myself meandering around somewhere else this morning   :D

One thing,at left top of map above Dunkirk there is a damn and a large flooded section and there are suppose to be trees on the water
not as many as I wanted but they are suppose to be trees in the water to represent the area that was flooded by the Germans during WWI

Any other swampy trees can go  :D

@ BlindOwl

really sorry bud,but there is nothing to do with the map in that logfile
that all has to do with your game and or settings

usually at the bottom of the logfile it say;s so and so texture...
 in not right whatever
or missing,or not in 8 bits or something

always at the very bottom of the list from generating a map or mission file
where as yours is devoid of any map info,so it makes me think it is not the map in your case

you sure that is the whole logfile ?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: pippin on April 27, 2013, 11:43:00 AM
A few more for you:
   Trees in the river                               D - 19
   Patch of forest off the coast Boulogne  C - 20
   Trees in the sea at the coast               A - 12

                                       Ian :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: <Gunny> on April 27, 2013, 12:17:46 PM
Bridge at Peronne has no tracks.
Grid    M-11-1
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 27, 2013, 02:07:01 PM
Thanks guy's,it is a big help
I was to a point I spent more time looking than fixing
so this is truly helpful to me  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: <Gunny> on April 27, 2013, 02:25:31 PM
Will you send COOKIES ??

Glad to help.  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 28, 2013, 08:39:09 AM
Hi Boomer I took your advise and got the 7z program and installed all of the new map via the 7z.
WWI_WesternFront WWI_WesternFront_UPB/WWI_HD_load.ini<---------pasted this in the All. ini file.....but reads only as WesternFront.
Still will not load :(
And for some reason my WWI maps in my QMB will no longer load. I figured that with the merging of the _Tex file found in the maps folder they bled into the regular WWI maps making them unuseable. But no trouble, I always make a backup of everything.
 
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: vpmedia on April 28, 2013, 09:13:02 AM
Do you have the True textures HD Mod installed?

You should press Shift+Tab in the FMB when a map isnt loading and then you can read the error messages.
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: <Gunny> on April 28, 2013, 09:57:48 AM
Tracks just end in a small town South of Lille.  Grid M-18-9
Also Arras K-15-3
Aon  R-7-4

The map shows them going on.
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: vpmedia on April 28, 2013, 12:54:08 PM
I think when an error is reported by only one person then the fault is usually not in your mod.
Since there are infinite ways to screw up a modded game install, its very hard to tell what the source of problem is.
But with the QMB problem I'd first try to load the maps in FMB to see where the problem comes from.

Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 28, 2013, 03:28:45 PM
I am sure the fault lies with the way I installed it. I just installed the Somme HD version without a hiccup, looks very nice indeed.
I'll figure it out.....just 1 question can I have both the 1024 map and the 2048 map at the same time?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 28, 2013, 05:03:57 PM
Ya sure,why not  ;)

One map folder,two load.ini's in the same map folder
one named loadHD.ini and one named load1024.ini

Here would be the all.ini info to run both maps with one map folder and both load.ini's each named for there version>
WWI_WesternFrontHD WWI_WesternFront_UPB/loadHD.ini
WWI_WesternFront1024 WWI_WesternFront_UPB/load1024.ini

You will need both texture packs,from each map
The 2048 textures are in the WWI folder
and the 1024 textures are in the WWI_1024 folder

#DBW/MapMods/maps/_Tex/WWI and the other folder WWI_1024

Open game and FMB,you will see to map names
WWI_WesternFrontHD and WWI_WesternFront1024

Hope that's clear enough  :)

@Pippin and Gunny,thanks for the tree reports I have them covered now,fixing map_t will cure all
Good catch the Bridges and tracks

you see any road or track glitches where they go into triangle and such let me know please
thanks  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 29, 2013, 02:04:24 AM
Ok Boomer I hit shift tab and here are the only errors I had everything else said optimized.
This is the last 4 lines

INTERNAL ERROR:LoadTexureFromTga/MAPS/_Tex/WWI/summer/WWI UPB_SL_fields_2.tga')
WARNING ERROR:WARNING ERROR:WARNING ERROR:WARNING ERROR:WARNING ERROR:WARNING ERROR:
WARNING:TLandscape::LoadMap{'WWI_WesternFront_UPB/WWI_HDLoad.ini')-errors in loading
World.Land().LoadingMap()error Java.lang.runtime exception:Landscape'WWI_WesternFront_UPB/WWI_HD_loadini
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 29, 2013, 03:47:29 AM
Your running perfect settings correct?
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 29, 2013, 05:39:13 AM
Yes I am with a PNY G Force 9800 1 gig card and 2 meg of memory, working on getting more ram.
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 29, 2013, 06:04:41 AM
you have checked  the .tga the game is reporting ?

MAPS/_Tex/WWI/summer/WWI UPB_SL_fields_2.tga
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: alotef on April 29, 2013, 06:33:56 AM
Brilliant map, love it.
Thanks to all involved.
~Mike
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on April 29, 2013, 07:37:52 AM
Yes Boomer the UPB_SL_fields_2.tga' is intact and where it should be. As far as file size 16MB is what it reads. Is this the correct size for that file?
It seems to be correct as other tga files are also the same size..16MB. I have also tried redownloading that same set of textures just in case I got a corrupted download. Unfortunately the result is the same:(
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on April 29, 2013, 08:10:39 AM
I don't know what it could be then,it seems to have worked for over 100 downloads so far


Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: <Gunny> on April 29, 2013, 10:51:31 AM
The Base at Ypres has a few tress on the runway. West end.
Grid L-21-5
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: pippin on April 29, 2013, 01:20:02 PM
Quote
The Base at Ypres has a few tress on the runway. West end.
Grid L-21-5

 Gunny, I rather like those trees gives you something to get around ;) ;D
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on May 01, 2013, 10:41:40 AM
Thanks for all reports on Tree's and Bridges etc.
Reported bridges are in and a couple more I found,some roads/Tracks fixed etc.  :)

I'm introducing a new shoreline texture onto the map,org. 2048 texture by Carsmaster
The map right now is using a Carsmaster 2048 texture on the shoreline but I am going to change it from CMR_rom_fields_Beach.tga to this new texture I was thinking

What do you think ?
it is the shoreline texture with what looks like rock,dirt and sand

Also notice the greenscrub texture that runs beside the shoreline texture,this texture is already on the map and I have edited it more to bring out more detail
This has been done with out editing the BumpH file, so the sharper detail is not a result from Bump mapping but of many hours editing in Gimp the .tga

(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201314-49-36_zpsb24459ee.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201314-49-36_zpsb24459ee.jpg.html)

Here is more of the texture I have been detailing out,you can see also in left middle on edge a blurry texture which has yet been edited more
Myself I feel,there just .tga's with color painted onto them by the pixel so there is no reason why they can not be edited for more detail

I see a difference,do you
the edited .tga is the WWI_UPB_SL_fields_2.tga and based on Carsmasters CMR_SL_fields_2.tga

So it is Carsmasters 2048 rendition of the sl_fields.tga texture that I have edited further for this map,by adding the tree globs(if you can call them that) and a .tree.tga file
and also adding the white pathways etc. from the original sl_fields.tga and then further editing with filters,brightness/contrast and noise filters
I first dissected the original scaled up sl_fields texture into many layers with the color picker tool,
then after I edited the layers separately to find a good combination to bring out some more detail
and I took my crayons and editing them some more  :D

In essence,it is a texture done by three people
I apologize as I don't know who or where the sl_ texture come from,
but this texture is now his 1024 texture combined with Carsmasters 2048 texture,with me scaling up the Sl texture again...and doing a lot of lot of editing in Gimp
with all three textures together and with, the scaled up sl_texture dissected in layers of color by using the select by color command in Gimp

What do you think ?
Three FOV to compare
Notice that small blurry texture middle left edge,still unedited from being scaled up(although was edited a small bit before uploading map)
Also notice the bottom right corner,there is a bit of the Bob fields texture,you can clearly see that the Bob textures got a lot of editing compared to the Blurry texture on middle left edge

The texture I have been editing is right between the two,and it is a Dominate texture on the map which is why I am concentrating on it for now
(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201315-07-54_zps0ff1c71c.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201315-07-54_zps0ff1c71c.jpg.html)


(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201315-08-56_zpsee030191.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201315-08-56_zpsee030191.jpg.html)

Here you can also see here,the newly edited texture South across the river
(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201315-09-11_zps7b08bd4f.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201315-09-11_zps7b08bd4f.jpg.html)

Here is from the other side of the river facing South
notice I am trying another original Carsmasters 2048 texture,the darker brown area's
which shows me I have edited my texture to bring out more detail as the new 2048 Carsmasters texture seems blurry to me beside my newly edited texture
His new texture I introduced on the map is top left corner and side,my edited textures is between his and the village

(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201315-10-46_zps6c2f018c.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201315-10-46_zps6c2f018c.jpg.html)


These two pics show Carsmasters 2048 texture in the center,in it's whole form
with my edited textures and the one I am working on surrounding his new texture,
 mainly between his texture and the village though is the edited texture I am edting as my edited texture surrounds all the villages on the map
(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201315-11-14_zps43964148.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201315-11-14_zps43964148.jpg.html)

Even at a distance,I feel I am getting a more crisp and detailed texture by editing it
(http://i805.photobucket.com/albums/yy336/UP_Boomer/0105201315-11-53_zpsd99d4710.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/0105201315-11-53_zpsd99d4710.jpg.html)

So I hope everyone can see a difference,I'm going to continue editing this dominate texture a bit more
then I'll show some before and after pics I guess

Well....
Not many bug reports so far,with the population and airfields etc. so everything must be in fairly good shape then(population has been my main concern)
No hard Fps area's ? How is Riem's to fly over ? I purposely left Riems rather large to see if there would be Fps hitting hard down there

So I plan to update the map with a small patch over next weekend
A new actors.static removing errant tree objects from airfields,adding some bridges as well as a new map_h and map_t
There will be two texture also,the new shoreline texture and the one updated texture I am presently working on
The map_t will have more texturing done,as well as 3d tree's removed from rivers and seashore
and ... hopefully everyone will be able to notice then,the difference on the one texture I am editing to bring out detail on it

The map update will be in the form of a patch,you will not need to download everything again
Just the updated files

Hope you like the new Shoreline texture by Carsamaster,as well as the edits I have been doing to the one texture
If not, and the edited textures are not doing to for you, then I am wasting my time and I should go take pics of google/flash earth or something and throw them on the map
It is quick and easy to do taking pics and creating .tga's compared to what I am trying to do right now IMHO

Just think though,if it can be achieved then ever map,ever texture could be updated that we already have
There just colored painted pictures to me, blow them up and they are all just small little squares with color on them that don't look like anything  :D

Maps are not the same as aircraft skins,map textures can be scaled up and edited IMHO
as long as you creadit those who made the textures origanlly,there are no rivet lines etc. that have to match on a map texture
So IMHO, it is quite possible to scale up and edit textures from 1024 to 2048 as long as you realize your in for a long learning curve with editing them
Remember I mentioned,the BumpH files are not being edited,so it is not more Bump mapping that is bring out detail it is editing the .tga

I personally am not trying to achieve a photo realistic map,I want a map that looks eventually and hopefully will look more like Art than a photo
I could always do a photo realistic version later though I suppose,or someone else could

As this will be which standard I take in textureing the map from now on,I need feed back though please to decide which way I should precede
editing,or photo's from flash/goodle earth

I feel anything I find on google or flash earth is usually obliterated with buildings/modern machinery tracks etc and do not suite WWI
that is just IMHO

I suppose they too,could be edited  :D

Cheers
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: <Gunny> on May 01, 2013, 10:50:41 AM
This is looking outstanding.  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: Blindowl on May 01, 2013, 07:00:30 PM
(http://snag.gy/BJkJT.jpg) Passing over Western Front shoreline in 1024 version :) Excellent work Bommer  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on May 01, 2013, 11:15:53 PM
cool,nice pic Owl  :)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on May 02, 2013, 05:36:47 AM
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/020520131-30-42_zps9dc4fad7.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/020520131-30-42_zps9dc4fad7.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: carsmaster on May 02, 2013, 08:45:45 AM
UP~Boomer
You talented person.
Beautiful maps.
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: SAS~Boomer on May 02, 2013, 09:02:18 AM
Thank you,it means a great deal to me having you say that
without your devotion to the game,it would not look as nice as it does now  ;D

I try hard to do what you did with rom_ textures but with sk_ textures
I find it very difficult  :D

It is coming to me though, slowly but surely
for now though,I mostly overlay,and use a lot of opacity,colore pick out what I do not want and noise/brightness/contrast a lot on what's left    ;D

Cheers
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: pippin on May 02, 2013, 10:15:09 AM
Boomer that is looking really good.

              Ian
Title: Re: WWI Western Front map in 2048 HD and 1024
Post by: max_thehitman on May 02, 2013, 10:40:11 AM
UP~Boomer
You talented person.
Beautiful maps.

Boomer´s great-great-great-grandfather used to be MichaelAngelo the famous painter!  8)

Thank you also Master Carsmaster for your super HD-skin mod for IL2.
It is really beautiful to see this IL2 world come to life!


Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 04, 2013, 11:57:50 AM
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/0405201315-11-25_zpsfa886485.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/0405201315-11-25_zpsfa886485.jpg.html)


Map has been updated today,Links in first post!
New shoreline & rock texture added
lowland texture modified

Reported bugs addressed,and more texturing done on the map
do to more texturing there has been some texture creep into some towns and villages
ignore it for now as I plan to do a lot of texturing by hand now in FMB,so will be correcting any area's I come across

Hopefully this small patch fixes the objects and object tree's on airfields,3D tree's in seashore bay's and inlets and riverbanks
there may be some 3D tree's creep in again do to more texturing on the map
More Bridges added,more to be add yet

If the map is playable,airfields are not a problem
then I will be looking to not patch the map again until around the end of summer in this latitude
hoping to be near a final texturing by then with all issues fixed that are reported over the summer
By then I also hope to have major repairs done to the roads and railways straightening them out as best I can
If everything goes well,it should be close to a final version by then.

If by chance I can be so fortunate to achieve my goals,
I will then be starting on a Winter version

Thank you everyone,and "Good Luck with the Hunt"


Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: pippin on May 04, 2013, 04:25:04 PM
Nice work Sir!

 Tally Ho!!
                                        Ian
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 04, 2013, 06:12:49 PM
Your welcome Pippin

Here are a two very basic Red QMB missions for anyone that wants them
https://www.mediafire.com/?33pv82faihau3bw




Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: farang65 on May 05, 2013, 05:35:05 AM
Your map incredible awesomeness  :D ;)

Just loaded it in my HD version and your lighting effect is wicked  ;D

Now off to make a Tom 2 style tribute for your map

I'm sure you will turn me into a W.W.1 flier

Cheers for the extremely great effort  :D ;) :)

Kirby
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 05, 2013, 01:52:34 PM
Glad you like it Kirby,thanks  :)




Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 09, 2013, 08:22:38 PM
your welcome and glad you like it so far,Looks like your having fun Gunny  :D




Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: <Gunny> on May 09, 2013, 10:26:08 PM
Now how would you know that. LOL   :)
Thank you so much its a great map.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 09, 2013, 11:11:17 PM
Hey Gunny, you want some destroyed roofs for the houses you bombed?
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: <Gunny> on May 09, 2013, 11:51:48 PM
Yes I would Max along with those hanger tents and beer tents.   :) 
The tents look very nice Max great job.  Thank you .
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 10, 2013, 05:19:25 AM
Nice looking destroyed house Max,
even though it seems strange to say something destroyed looks good  ;D


May be a bit premature to show this
but I have been working on the village texture trying to make it look more natural
It is far from finished so take that into consideration when viewing the before and after

Default sk_country_mount.tga village texture
and below the same texture scaled up to 2048 and then worked on in GIMP adding detail
trying to get rid of the Yellow Brick road look to it,making walking paths look more natural etc.
also trying to get rid of the flat featureless fields

again,
this is detailing the .tga's and has nothing to do with the BumpH files
 as I do not change or edit the BumpH files, until I totally finish the texture editing of which I have not finished yet
so it is the same BumpH file everyone else has,just with a heavily tweaked set of .tga's

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/0505201315-15-43_zps63e04968.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/0505201315-15-43_zps63e04968.jpg.html)
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/100520131-39-00_zps865016f2.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/100520131-39-00_zps865016f2.jpg.html)

hopefully it is moving in the right direction to get a new, more natural look to the villages
we'll see in awhile I suppose after I work on it a lot more

Next,I will be working to distinguish and bring the fields out better on the texture

This should also quell the Myth,that 2048 texture cover more area on a map than 1024 textures,as you can see...they do not do that
default sk_countrymount texture is a 512 x 512 default texture with a 1024 x 1024 default .tgb file
and it covers exactly the same area on the map as the same texture converted to 2048  ;)

2048 textures do not cover more area on a map than 1024 textures!

It is so much easier to work on a 2048 texture in Gimp,that I will never go back to 1024 textures
people want to complain about files size of 2048 textures with 16 mb .tga files.....
then they can delete one of the numerous copy's of there game at around 15 to 30 to 60 Gigs each if they don't have the room for a few lousy MB IMHO
Or.... download the 1024 versions or descale the maps themselves and chuck the unnecessary files away after

Anyway,that is what I worked on last,and where I am trying to take it

Cheers
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 10, 2013, 11:04:23 AM
Good idea Boomer, your way of thinking is absolutely great, that is why I enjoy working on projects and ideas with you.
We must always push our artistic ideas to new horizons and new visions, otherwise we have no progress and this
game will look old and boring. I surely do not want that. I can very well be doing something else with my life, but
so far I have been sticking around with this for these past 8 years, because we all have created some extraordinary things
for this sim. So it is something worthwhile in my life.

Soon I will have some new screenshots of what I am also doing to your new map. I believe you will enjoy the
new painted details I am adding to it. I will send the screens to your PM box.
Sometimes I break off a dogfight just so I can fly low and check out the beautiful scenaries I see below on your maps.
THAT to me, its pure enjoyment of the fine art created on this game by everyone. It is not just the airplanes that look great
 but also the overall landscapes that make this IL2 world an exciting adventure to fly every day.
- http://empirecall.pbworks.com/f/1335480996/E02018%201%20DAC%20on%20Menin%20Rd,%201917.jpg
- http://www.photoworks.org.uk/media/images/Frank-Hurley-2008-Photographing-the-First-World-War-Hurley-Document-Name-05-copy%20sm.jpg
- http://0.tqn.com/d/canadaonline/1/0/g/passchendaelemud.jpg
- http://upload.wikimedia.org/wikipedia/commons/7/7e/Second_Battle_of_Passchendaele_-_wounded.jpg
- http://www.smythe.id.au/diary/images/ch10_012.jpg
- http://ypres1917.fr.yuku.com/attach/ma/post-23-1239260739.jpg

Boomer, lets talk about future projects.
I like what you have done with these new texture experiments. They look more natural on that second screenshot. Although I
do prefer to see the patchs of devided terrain land as shown on the first image. Much more realistic on that first screen.
The dirt roads on the second image look perfect. Please leave those dirt roads as they are.
When I create some country style villages, I must think "country-style" . Cities have a completely diferent look to
them. Country roads do have more dirt-like roads, but not as brightly colored as the ones we usually see on these old IL2 maps
we have. Boomers new texture experiments come very close to the real world. One only needs to take a look at Google Earth
satellite images to see it for themselves.
Now lets talk about the other roads on the IL2 maps.
One thing I will be painting one of these days for my maps, will be the other roads.
I am talking about the asphalt roads.
Asphalt roads are great for cities and major highway roads, but if you think about it, back in the WW1 and even in the WW2
years, many roads were not made with smooth asphalt. They were cobble-stoned. Little rocks placed neatly side-by-side.
- http://en.wikipedia.org/wiki/Cobblestone

The old continent of Europe has many roads with cobblestones still to this day around country villages and even in the cities.
Yes, its true, that they are slowly being replaced by more modern asphalt roads, but if you ever visited Europe , or live here,
you will remember that even back in the late 1980´s many roads were still looking like they came out of the 1900´s.
Old style road building.
Sometimes the roads were half made with cobblestone and parts of it with asphalt. This would be perfect for all of the
IL2 maps for WW1 and WW2 period. Even the Pacific island maps.
I want to change my maps and paint some textures on some of the roads we now have to have this cobblestone visual look.
I am very sure this will add much more eye-candy and realism to many IL2 maps.

Do an image search in Google for "Road 1915" and keep on searching and looking at images by changing the
dates. For example "Road 1915", Road 1916" etc, etc and then also , "Road 1939", "Road 1940" etc, etc.
Try also placing country name on the search name...

some examples...
- https://farm9.staticflickr.com/8120/8670909091_6aa5435c1e_z.jpg
- http://static.belfasttelegraph.co.uk/incoming/article29221760.ece/ALTERNATES/h342/BELFAST+400+NMNI+309.jpg
- http://cdn1.vtourist.com/4/6375329-Kerkgate_cobblestone_road_Mater.jpg
- http://www.canadiense.net/photoalbum/images/m2r.img_0895.jpg
- http://www.ww1westernfront.gov.au/menin-road/images/awm-e00700.jpg
- http://jimgrey.files.wordpress.com/2011/07/nr1917franklinco.jpg
-
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 10, 2013, 12:08:32 PM
Wonderful idea about the cobblestone roads ... and believe me, even now there are still many around.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 10, 2013, 08:35:52 PM
excellent idea Max,I have already accumulated some cobblestone textures in 2048 and p[planned to do the same thing on the roads with 2048 texture
see if it worked or not,but definitely have to change the roads eventually

It can be done on the Mid city and outer city ,as well as the industrial texture also

I was going to try reskinning them in 2048 cobblestone,if it did not work out good then I had planned to switch to dirt roads eventually
The RGB Value for Ashphalt roads in IL-2 Map_T is much easier for me to see than the dirt road /secondary road RGB Value
and is why I used the Ashphalt RGB instead as there are a lot of roads to work on and fix etc. so it eased the strain on my eyes
Easy to use select by color though later when roads are fixed,and switch to other RGB value for dirt road if neccassary

Although,if you are into doing these cobblestones I would be honored
I'll bundle up the road textures from the game and make a Mod for you to stick in your game to work on them
and I will send you all my cobblestone textures to check out Max   :)

I also totally agree with the fields in the village still need to be distinguished better
I plan to put back,the yellow and brownish fields etc. but with a lot more detail
what I have now is my starting platform,with warm browns and nice green texture mixed throughout hoping to have the village texture overall blend better into the country textures surrounding the village

So for sure,I will be trying to get back now the individual fields amongst the villagers
and with more detail  :)

I have Just been downloading and getting some new 2048 textures of small fields from around Arras,and Cambria and also up around Calais
to use for in the village,basically in layers pasting them and tweaking them to fit ,opacity down to overlay over each of the default fields in the village
to get back the actual look of the sk_counrtymount texture but with natural fields

A mix,of IL-2 Default texture,a bit of Gimp work and some true 2048 texture fields
A regular IL-2 Cocktail of textures   ;)

I'm starting to actually get a technique down now,
to where I can now start a texture off quicker to get to the starting point the Village texture is above that I tweaked
That before took ages  :D

So now,it is slowly becoming easier to work this way with a technique to use
I have also converted and worked on my two main Dominate textures of the fields throughout the country side
They are now a lot greener,with warm medium browns and light browns fading in and out of the fields etc.
Much more lush looking,and things like that with a lot more texture look to them
Also tweaking the brown and yellow fields to have warm reds lightly sprinkled about through them,
and I mean light as the red can hardly be seen but makes the light brown and yellow fields look warmer to me

Awesome Max,thanks for the thoughts and polite constructive criticism which I take more as your Humble opinion than anything
and your eye for art with your opinion on things truly means a lot to me

I need help in viewing and deciding if things are going good,or not and which avenues to take once in awhile while working on the map

Thanks for the links as always Max,very much appreciated  ;D
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 10, 2013, 10:57:59 PM
A few pics of the field textures, with some more work done on them

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/100520131-42-23_zpsdb2da2e8.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/100520131-42-23_zpsdb2da2e8.jpg.html)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/100520131-43-43_zps61fbf952.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/100520131-43-43_zps61fbf952.jpg.html)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/110520134-46-22_zpsd900bfbe.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/110520134-46-22_zpsd900bfbe.jpg.html)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/110520134-47-54_zps3176630a.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/110520134-47-54_zps3176630a.jpg.html)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/110520134-48-52_zps9021e0a5.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/110520134-48-52_zps9021e0a5.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: pippin on May 11, 2013, 01:10:09 PM
Boomer thats looking really good!

                     Ian
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: BravoFxTrt on May 11, 2013, 04:27:35 PM
Yes it Is!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 11, 2013, 08:48:11 PM
Thanks guy's ,maybe two more weeks work on a few textures,then I'll send them around to you guys to beta test them :)

Took some time off working on the map....and Waz hav'n some fun today  :D
(http://i805.photobucket.com/albums/yy336/UP_Boomer/Album_2013/WF%20DBW%201916/0405201315-19-05_zps5dbce9a0.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/Album_2013/WF%20DBW%201916/0405201315-19-05_zps5dbce9a0.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 12, 2013, 01:11:21 AM
Nice screenshot above ... the ridges in the distance could be those of Notre Dame de Lorette and the surrounding areas, the villages in the forefront those that were bitterly fought over in 1915 in Artois ...
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 12, 2013, 02:32:45 AM
Thanks for the info
I just re-researched,and read again about the second battle of Artois on trying to take Vimy ridge etc.
and looked at a few Pics on some sites about Notre Dame de Lorette
Always good reading,even if read before

It is quite surprising really,how well D.E.M. does actually create fairly accurate terrain for us in IL-2
and you would be correct in assuming where about I was,and the ridge in the back ground of the screenshot

I hope,or have hoped too
eventually clone some buildings and reskin them to create some Chateau's for the map to place here and there for landmarks throughout the map

Thanks for the info,I can never seem to get enough of it while working on this
even though it is all out there,and may have been read
there is always room to be reminded of anything important during these day's of WWI

Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 12, 2013, 02:59:10 AM
It is quite surprising really,how well D.E.M. does actually create fairly accurate terrain for us in IL-2
and you would be correct in assuming where about I was,and the ridge in the back ground of the screenshot

eventually clone some buildings and reskin them to create some Chateau's for the map to place here and there for landmarks throughout the map

I remember once reading that someone was working on a way to have maps working in IL-2 without reducing map_h to 25% of map_c or the original derivative from the DEM ... can you imagine how detailed and correct terrain would then look in Il-2? That would be a 400% improvement in size ...

Here are a few more period illustrations of ND de Lorette and environs - German watercolors and a French pano view ... and for anyone ever in the area, it is worth a visit to this haunting and atmospheric area and site ...

For the chateaux: Vermelles wasn't that far away and it was also a famous place and battlesite early in the war.

Vermelles

(http://i458.photobucket.com/albums/qq302/agracier/3746-19Decembre1914-Vermelles001_zpsf435f879.jpg) (http://s458.photobucket.com/user/agracier/media/3746-19Decembre1914-Vermelles001_zpsf435f879.jpg.html)

Lorette

(http://i458.photobucket.com/albums/qq302/agracier/FranceIllustree-19162147-NDLorette003_zps8effa25b.jpg) (http://s458.photobucket.com/user/agracier/media/FranceIllustree-19162147-NDLorette003_zps8effa25b.jpg.html)

(http://i458.photobucket.com/albums/qq302/agracier/Kriegsfahrten-Rocholl008_zps7376654f.jpg) (http://s458.photobucket.com/user/agracier/media/Kriegsfahrten-Rocholl008_zps7376654f.jpg.html)

(http://i458.photobucket.com/albums/qq302/agracier/Kriegsfahrten-Rocholl033_zps066c7d2e.jpg) (http://s458.photobucket.com/user/agracier/media/Kriegsfahrten-Rocholl033_zps066c7d2e.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 12, 2013, 05:45:59 AM
I remember once reading that someone was working on a way to have maps working in IL-2 without reducing map_h to 25% of map_c or the original derivative from the DEM ... can you imagine how detailed and correct terrain would then look in Il-2? That would be a 400% improvement in size ...

first I heard of this,would be remarkable changes in maps if it happened

Thanks for the time period photo's and info  :)
post all you can or want relating to the western front
I know you have a lot of sources  ;D

I seen Pics....of your Library  :P
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 12, 2013, 05:53:37 AM
I remember once reading that someone was working on a way to have maps working in IL-2 without reducing map_h to 25% of map_c or the original derivative from the DEM ... can you imagine how detailed and correct terrain would then look in Il-2? That would be a 400% improvement in size ...
first I heard of this,would be remarkable changes in maps if it happened

I can't exactly remember who posted the idea and was working on implementation, but if I hazard a guess I'd bet my money on carsmaster ... he's the internal graphics whiz for Il-2 ...
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 12, 2013, 10:04:14 AM
Here are two more period illustrations of the ND de Lorette area ... what caught my eye was the white in the landscape, especially along the ridges - it's probably chalk or limestone or whatever churned up by shelling I would presume ... another little thing to make life more difficult when making textures ...

(http://i458.photobucket.com/albums/qq302/agracier/3769-29Mai1915-NDLorette001_zpsa46a0b88.jpg) (http://s458.photobucket.com/user/agracier/media/3769-29Mai1915-NDLorette001_zpsa46a0b88.jpg.html)

(http://i458.photobucket.com/albums/qq302/agracier/3775-10Julliet1915-Labyrinthe002_zps590c50bc.jpg) (http://s458.photobucket.com/user/agracier/media/3775-10Julliet1915-Labyrinthe002_zps590c50bc.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 12, 2013, 10:46:07 AM


Boomer,
 check your PMs. I sent you new textures to try out in your maps. Tell me if they look alright in your game.
I cannot test now, got to go to work  :P

I will test them tomorrow

Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 12, 2013, 01:26:01 PM
They look really nice Max,just installed them
Thank you very much M8  :)

Agracier,I believe it is chalk as I just read some more today about chalk mines,or slurry's or quarry they called them
There is a ridge near Vimy in a photo from recent where a group of tree's covers a chalk quarry
and another was about the chalk that was turned up after shelling in certain area's

Ashehouse and I chatted quite a bit about the chalk in certain area's from the type of soil,he knows quite a bit about the period and area
one reason I like the SL_Texture with all the white walking paths that is a main dominate texture on the map is do to the white pathway's  :)

It is becoming interesting detailing now,and becoming enjoyable to work on the map this way now
Up to recently it has been more like work cleaning up after mass populating  :D
major clean up that took ages

so now with interesting details like these coming in,it is a lot easier to actually be able to try and do something about things mentioned
I have quite a few RGB slots left for unexpected things so I may have to try blending my true 2048 chalk texture into a field texture to splash throughout certain areas
So as to have slivers and splotches of chalk showing through the fields and grass here and there

This is a definate must do on this map,so I am going to get an .xcf file going in Gimp and see what I can come up with
Ashes and I discussed this so long ago,but with how maps go a lot of things go on the back burner
nice to revive things like this chalk were discussing

Thanks for the info again and bringing it up about the chalk,easy now to implement a new texture into the map

Cheers
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 12, 2013, 01:48:16 PM
Been scouring my HD... here's another good pano view of nearby villages from an illustrated 1915 news magazine

(http://i458.photobucket.com/albums/qq302/agracier/LeMiroir-NDLorette001_zpsea8a1f91.jpg) (http://s458.photobucket.com/user/agracier/media/LeMiroir-NDLorette001_zpsea8a1f91.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 12, 2013, 02:27:07 PM

Ah Great photos! Thank you Agracier.
 I see houses with some destroyed roofs, good. Now I feel much better for having repainted that
house with a hole in the roof. I believe it will add more realism to the villages and maps.
I will paint 4 more houses, to have a total of 5 destroyed houses to chose from to add to my
villages near the battlefront. Five houses is good enough.
That way I will not be seeing all of the houses and villages looking brand new anymore.
 There is a war going on !

by the way - Here is a very good find with lots of nice photos
http://www.314th.org/montfaucon.html  (Battle for Montfaucon Hill)
See the colored map on the webpage.

Notice the photo with house with the roof destroyed. The Germans put a submarine periscope on
a concealed concrete observation post of that house and were spying on the allied troops!  :o



Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 12, 2013, 03:01:28 PM
And a last photo for the day - this one of the village of Vermelles, after French troops retake it after fierce house to house fighting - again with lots and lots of ruined roofs ... I'd bet that near the front lines, in artillery range, there were but few houses with roofs left intact at all ... and this is a photo from 1915 - try and imagine what it was like by 1918.

(http://i458.photobucket.com/albums/qq302/agracier/3761-3Avril1915-Vermelles002_zps393e63ec.jpg) (http://s458.photobucket.com/user/agracier/media/3761-3Avril1915-Vermelles002_zps393e63ec.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Blindowl on May 13, 2013, 12:15:39 AM
(http://snag.gy/27ic7.jpg) Love that new avatar Max, thought I'd slap it on a plane...... ;)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 13, 2013, 07:24:50 AM
AAAHAHAHA  :D That is just... crazy man!
Looks interesting tho, kinda of like a publicity airplane for DBW-1916 to raise "War funds for ammunition" !  ;D

Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 13, 2013, 10:01:53 AM
Good news Boomer, I just figured out what was happening with my install today. Another mod
which was installed yesterday had an extra line in the ini. Everything is running great now.
 No problem, no panic. There is always a solution !  8)

Now I have a question, where is the industrial zones on your map? Where they at?
I cannot seem to find them to check out the other new textures.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on May 13, 2013, 10:22:20 AM
Now I have a question, where is the industrial zones on your map? Where they at?

I'm not sure if you're talking about industrial textures ... or industry zones as areas on the map.

But, I would say that in 1914 there were no real industrial zones in urban area as we now know them: as geographical locations with no inhabited houses ... back in those days, factories and warehouses were scattered throughout a city, with perhaps a noticeable concentration in some areas, but not exclusively. Even when I was young, this could be seen in many European cities ... when my mother was still young in the 1930's, there were very smelly factories often no more than one or two blocks away from where she lived.

So maybe it's deliberate there are no specific industrial zones in a 1914 map ...
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 13, 2013, 03:20:14 PM
Hi Max

Check any large city,Calais,Dunkirk,Arras,Riems
There not historical in the sense there scattered throughout the city,just the industrial texture popped with industrial buildings

BTW - I am doing these testings with your normal Western Front 1024 map.
The reason is , WHAT EVER looks good on these smaller scaled maps , I know will defenitly pop out with even
more details in the HD map versions. I like to paint this way  ;)
I like to work with these smaller maps to get the textures and color toning just perfect on them. I still haven´t tested
them on the other HD map, but I am saving myself for the Big Eye-Candy Surprise when this is all finished and I will see it
 in the bigger HD map  ;D ...its like waiting for the "perfect Honeymoon" to sleep with the new bride!  AAAAAHAH!

I actually do not work on the 1024 map at all,I work only on the 2048 map
then when totally finished working on 2048 map to the point of uploading,I would then create all 1024 textures for a 1024 map

Although the Factory texture is a small texture at 512 x 512 with a 1024 x 1024 .tgb file
but if a texture was 2048,it should be worked on in 2048 and then scaled down to 1024 after when the texture is finished
with me scaling a few textures up from 1024 to 2048,I had to do a lot of editing to bring the textures up in detail after scaling them up as the blure out

Cheers

Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 13, 2013, 05:30:09 PM

Roger that Boomer. I did not check those cities yet, it will be interesting to see what
they look like with that diferent industrial area texture effect.

You are 100% correct Agracier. The industrial revolution started out in a very caotic way in
the first years of the 20th century and factories were indeed mixed together with local houses
in the city areas. I have seen some really dramatic photos of whole residential areas filled with smoke from factories nearby. Poor guys. Life was very dificult back in the early 20th century.
Its a good thing we don´t have any "children" human-objects to use on our maps, otherwise 
they would have to be put in factories working 12 to 14 hours a day.
Today we are very previledged and spoiled compared to what they had to endure back then.

Thank you for your help friends. I will repay you back wih some nice goodies for you to enjoy
in your personal games.

 
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Tom2 on May 13, 2013, 05:41:18 PM
Ahm, industrial revolution started at least back in the early 19th century, strictly seen even rather 2nd half of 18th century. :D
But of course you are correct, the effect was not as visible in all regions, and most likely not in those of the West front.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Tom2 on May 13, 2013, 06:01:55 PM
BTW: Stunned seeing the nice textures shown here.  :D
It amazes me what is doable with high resolution tex.
While WWI scares and shocks me whenever I think of it (too many history lessons), I enjoy watching the art shown here..nevertheless.  :P
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 13, 2013, 07:56:44 PM
Nice job Max  :)

I like the area's you have brought out with the muddy/brown color and the lighter and darker grey's
it really helps to break it all up,and bring more out in each yard as well as you taking advantage of all the lines running across one another on the texture
Really nice Max, I'm sure everyone is going to like it as much as I do

Thank you very much Max,as always... much appreciated!

Max_thehitman's Factory/Industrial texture upgrade
(http://i805.photobucket.com/albums/yy336/UP_Boomer/140520131-26-53_zps363d55ce.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/140520131-26-53_zps363d55ce.jpg.html)

Introduced a new true 2048 Carsmaster Field texture into the map,
I have around 4 extra slots for textures to introduce more textures so I have been playing around with some larger fields now
Some textures I tried were just way too big,way larger than the actual city's but these group of fields seem not to bad in size

They may make a nice mix with the over all dominate SL_Field BoB/France textures
Using these larger ,more detailed fields to highlight around the villages

(http://i805.photobucket.com/albums/yy336/UP_Boomer/140520131-28-15_zps952760c7.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/140520131-28-15_zps952760c7.jpg.html)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/140520131-30-06_zps6aa3625e.jpg) (http://s805.photobucket.com/user/UP_Boomer/media/140520131-30-06_zps6aa3625e.jpg.html)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 14, 2013, 06:22:32 AM
Oh WoW, that industrial area looks groovy. Thank you.
Really nice rocky shallow areas too. Everything blends in real Excellent! Your a great map artist.
.
(http://i17.photobucket.com/albums/b75/paulhewson/z_14052013_01.jpg)
.
(http://i17.photobucket.com/albums/b75/paulhewson/z_14052013_02.jpg)
.
You say you have around 4 extra slots for textures to introduce even more textures to this map? May I suggest to
please introduce to this map your own crater effects that you added to the Somme map. Please.
 In that first SOMME Map there was another set of craters that were lighter in color and with diferent effects. This file added
an extra visual effect that broke up and blended in superb with the other crater layer-image. In my honest opinion , without
this extra crater-layer your areas of "no mans land" or battlefields seem too separated from the green areas . It needs some
texture in between to break it up some more.
There ought to be an area which blends in with the green countryside and that darker muddy battleground crater area and
breaks up the colors a little more. Your crater layer is just the thing for this.  ;) Honestly it does.
.
(http://i17.photobucket.com/albums/b75/paulhewson/z_14052013_03.jpg)
.
I have another question, How will I be able to change the position of some of those trees that
are placed on the middle of some roads? I notice in certain areas a tree, or group of trees, positioned right in the
middle of the road. I dont want to change the road or erase the tree, it would be good just move the tree to the side a little.
I want to help you move those trees and speed up your work.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 14, 2013, 01:11:01 PM
Hi Max

If there random tree's then there is nothing that can be done as it is an IL-2 thing
which is why I guess we can fly and drive through them

If it is a treeline object,then those can be removed if in the wrong place as they are objects

I've been working on a half fiel,half crater texture to add yet
Although most can not notice it,but the frontline is made up of 3 RGB Slots
so I have one slot prepared for a half bombcrater/half greenfield texture
I have a couple textures made now actually,of the 2048 textures with mud and craters
just been experimenting with them so far

All the extra slots right now display the lowland0/with craters
and I had planed to create 4 different crater texture for this map like I did with the Somme
Although I also need a half field/chalk texture also  :D

But yes,definitely room for more
and the front has to have another muddy/green crater texture for sure  ;D

That last image of the Somme with the grey craters, I was trying to portray chalk at that time with that texture,in earlier experiments  :D
Ya ,a couple more exotic mud/bomb/greengrass textures would fit in nice  :)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 17, 2013, 12:38:32 AM
edited by max
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 17, 2013, 01:45:37 AM
looks good Max
eventually,I'll add more random tree's to those areas by adding more of them in the tree file for that texture
wherever there are those circles,there should be random/popup trees

really good things to detail out on the textures,as just round circles of green may look like trees from far above ,but flying low and slow
they don't look that great

They look a lot more like small bushes and trees now,for sure  ;D

Thanks Max
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: pippin on May 17, 2013, 07:41:41 AM
Max that is a massive improvement to the trees.

            Ian
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Tom2 on May 17, 2013, 07:50:49 AM
+1!  :)
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 18, 2013, 09:56:29 AM
Yes,they look great
working on 2048 textures can give a lot of good results detailing things out
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 21, 2013, 09:37:29 AM

Good day Boomer, I just got back from a long testing of those bridges and trying to repaint these IL2
bridge foundations to be a little more realistic. Unfortunatelly after numerous tests I have discovered the
exact spot on the skin where those colors will show in the 3d-Model... it is only a 4 pixels area!  ???
Damn it, what a drag! :(  The details on the bridge top are great but the foundations are just impossible
to skin.
I have picked out a new color for them and added to the base and pillars and this does make a little
better eye-candy for them in this game map and other IL2 maps.
I am sending over the skin files to you for testing.

Now that I found the spot for these colors I will be changing all my IL2 game bridges to look a little bit better than the
previous green colored bases with white color pillar bridge supports.
Damn, what a drag!  :P
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on May 21, 2013, 05:42:08 PM
only 4 pixels to paint   :-X
just getting rid of the default green color will be good though anyway  ;D
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: loftyc on May 31, 2013, 03:37:54 PM
Hate to interrupt you guys when you're doing the important sutff, but I seem to have a problem when I go over cities:  anywhere else, I get fps around 100+, but over any city, as well as on the somme map (I was playing aorund Dunkirk and arras), I drop all the way to single digit fps.  That seems way too severe, especially since no one else is mentioning this.  I'm running  an ATI 5700, with 6gb RAM, Intel E8400 if it matters, alothough it's fine away from lots of buildings.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on May 31, 2013, 03:55:19 PM

sorry Loftyc, but I cannot help. I am running a Nvidia graphics card and I never experienced any
loss of fps over any city landscape. All maps including this one work great for me. I even added more buildings
and extra scenes to them and everything is good.
I have a cheap NVidia GeForce GTX 550 Ti.
I have read around this forum about some problems with ATI cards using this High-defenition Mod, but if you read on
that post about it, many guys have found a solution to your problems and also using the "light version" of this
HD Mod by Carmaster and Storebror.

Just yesterday I did a 1 hour defragmentation of my Hardrive and cleaned out my junk files from it.
Recently I have been experimenting with many changes in my game files (putting in + taking out + deleting, etc.) and
this also has an effect on how the computer will read all the files correctly. If many things are out of place, then the
game slows down. I have noticed this in my PC in the past many times.
A quick defrag of the HD usually put everything neatly into their correct place.
Today my game is running much better than before.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: loftyc on June 01, 2013, 08:36:48 AM
I've defragged, I've switched between regular and lite versions, I took the map and textures over to my regular DBW install, I've changed the TexMipFilter value, I kicked the computer, and none of that has any effect.  everything is great until those buildings start popping into view...!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on June 01, 2013, 08:42:15 AM
I've defragged, I've switched between regular and lite versions, I took the map and textures over to my regular DBW install, I've changed the TexMipFilter value, I kicked the computer, and none of that has any effect.  everything is great until those buildings start popping into view...!

I have more or less the same thing ... too many objects in the field of view and the game gets jerky ... it helps a bit to cut down on the number of mods that are activated in the game. That generally means less new planes ... but even that is at best a marginal improvement.

The only real solution is to fly on maps with few dense object areas - not only cities, but also for instance with dense trench systems made of trench objects (like in parts of the Aragon map).

This is one of the reasons why I suppose I've developed a taste for Pacific region maps, or previously for desert region maps ... not many cities on those in general.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on June 01, 2013, 06:37:34 PM
I've defragged, I've switched between regular and lite versions, I took the map and textures over to my regular DBW install, I've changed the TexMipFilter value, I kicked the computer, and none of that has any effect.  everything is great until those buildings start popping into view...!

Age old problem in IL-2,been like that since the first game version
Default Berlin map is like that

Try flying around the countryside,staying away from the large city's
it is a huge map,and the countryside is also heavily populated with small villages

originally the actors.static for ther full map was at 23 mb,I then cut it down to 18 mb
and it has since been cut down to 10.5 mb

So I have slowly been cutting it down for playability,but it takes a lot of time and effort to do so
my tequnique I have been using,is I over populated the map and then cut stuff out
Rather than trying to copy paste population to the map

What I do,is now the population is on the map,I have been cutting sections out making small fields in the city's etc.
also cutting population out,trying to leave just what is along the roads similiar to a Western town Movie set for Hollywood
where all the buildings are along the street with nothing behind them

As a pilot,you look down.... see the road and then slowly focus on the population along the road ignoreing what is between the roads
It seems to work IMO as the map looks very full,with many small villages full of population that are NOT hard on Fps
It is just the large city's still effecting Fps and they continue to be cut down slowly

It is far easier to cut population out over time,than it is to try and slowly add population
and it eventually looks far better with the end result IMHO

So just bear with it,it is a Beta map to see how people make out with it
and it is continuously being worked on so will improve

although,there is not much I or anyone can do if your Pc can not run it
if this map is hard to run,there would be many other maps just as hard to run including default stock maps like Berlin

eventually,when I get done cutting the population down
I may create an alternative "lite" actors.static for those with low-end Pc's
Once the map is finished,then it would be quick and easy to just reduce the population in the extreme to create a lighter population for those that need it
This way,creating a nice full map for those that can use it,and a somewhat empty looking map for those that need it

Sorry I couldn't help with an actual solution for you,but the map is Beta and with that there will be issues
Thanks for posting though as I was wondering why nobody expressed any Fps concerns
and I was expecting some Fps issues to be reported  :)


Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on June 01, 2013, 07:36:41 PM

That sounds like a great idea Boomer.
A "light version" and a "heavy-duty version"

I always prefer the heavy versions with lots to see. I do enjoy combat flying and dogfigting, but
I also like to fly around and just enjoy the beautiful landscapes and whats happening on
the ground or on the battlefields. The more objects, the better for me.
I dont have that many problems with Fps issues flying over cities, everything looks cool.

This new map is looking great and its going to be even better!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: agracier on June 02, 2013, 01:39:36 AM
...trying to leave just what is along the roads similiar to a Western town Movie set for Hollywood
where all the buildings are along the street with nothing behind them

Actually, many parts of France and just about all of Belgium was built in this manner, with houses grouped somewhat around a central market or church square and from there on radiating outwards along the roads leading into a village ... sort of like very irregular spikes leading to a central hub.

This meant that the houses often had enormous backyards or more properly fields, pastures or orchards behind them ...

This kind of appearance for villages and small towns was even more apparent before WWII and especially before WWI.

So you are actually adhering to historical precedent here ...

Of course larger towns and cities were a different matter ... but with villages you are spot on ...
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: loftyc on June 02, 2013, 06:10:16 AM
darn, I was hoping that I had something screwed up that I could fix - like Max, I also like to just fly around and look, and maps like this are just so enjoyable to do that on ( I made up one of the islands where I used to live to do just that - fly and reminisce.)  I didn't think I had a 'low-end' computer!

btw, you guys who do all this are my gods.  Thanks!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Upkeep on June 13, 2013, 09:02:01 AM
Unfortunately, I am having the exactly the same installation problem with the HD version as Blindowl had on page 3 of this thread, and the same error message:

INTERNAL ERROR:LoadTexureFromTga/MAPS/_Tex/WWI/summer/WWI UPB_SL_fields_2.tga')
WARNING ERROR:WARNING ERROR:WARNING ERROR:WARNING ERROR:WARNING ERROR:WARNING ERROR:
WARNING:TLandscape::LoadMap{'WWI_WesternFront_UPB/WWI_HDLoad.ini')-errors in loading
World.Land().LoadingMap()error Java.lang.runtime exception:Landscape'WWI_WesternFront_UPB/WWI_HD_loadini

Like Blindowl I checked the tga file in question and it seemed OK. Have tried two installs. Exactly the same problem. True Texture HD mod installed and rest of install carried out as instructions. ini file checked and OK. .

I was wondering if he or anyone else have been able to find a solution for this so the load is successful. Running Windows 7.

I would be very grateful for any help.

Thanks so much

Upkeep.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Tom2 on June 13, 2013, 10:00:54 AM
I  had issues with the HD mod and HD maps which solved itself after swithcing to carsmaster's light/easy version of his lights mod.

https://www.sas1946.com/main/index.php/topic,14789.0.html

Maybe worth a try
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Upkeep on June 13, 2013, 10:35:46 AM
Thank you very much Tom2 for your helpful response. I tried what you suggested and it worked! Thanks so much.

Best wishes

Upkeep.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Tom2 on June 13, 2013, 02:59:53 PM
Glad it worked! :)
Cheers

Tom
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SkyWalker2 on August 17, 2013, 11:37:59 AM
Si I am a step further!

I installed it and selected it in the JSGME ... I hope!

How can I see these spectecular HD images?



Hi to all!

Amazing what de DBW1916 Mod made out of the IL2 Stock Game. I am glad that I found this forum.

I am very excited to get these HiRes textures but unfortunately it was not able for me until now to
install them correctly.

So is there any Newbie guide what I need and where to install it? I would like to have the new textures
in DBW1916.

Thanks in advance
Sky
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: SAS~Boomer on September 02, 2013, 05:12:56 AM
I installed it and selected it in the JSGME ... I hope!

You need to read more carefully....
there is nothing posted about installing into JSGME

from the first post>
Install>
#DBW1916/MapMods/maps
Title: REQUEST: WWI Western Front: adding airfields needed
Post by: Scacco 1 on January 26, 2018, 02:02:28 AM
Hi mates!

I'm aware of the message about that this topic is old....but I need a bit of help because the map is a milestone for the WWI campaign (it cover the longest portion of the frontline while the other cover more restricted areas usable mainly for specific battle)...

....my trouble came from my project about the development of a DGen WWI campaign from 1914 to 1918 with this map as base for the most part of the campaign....

In those days I'm starting to compile the files needed to add it as recognizable from DGen....

Looking at the map I discover that of the 3 main files needed to be created the BRIDGE and TOWNS section don't give any issue but for the AIRFIELD section I have a lot of trouble because there is a strange airfiled distribution among the map....seem that the map is a simple expansion of the SOMME map as the majority of the airfileds lie in that surround....in the northern part of the frontline there is only 3 available airfields for blue side and another 2 or 3 unusable because placed into the main trenched line....

If I do a research about what airfield was used in the whole map can the builder or a map maker help me adding them?

Thanks in adavnce for your help and replies!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: vonOben on January 26, 2018, 04:43:48 AM
Hi Scacco 1

Haven't you read the first post:

Note*
Mission Builders,the whole map is actually an airfield
you can set take off points and landing points anywhere on the map
needs more thorough testing

If you want the aircraft to take off from an actual in game pre-made specific airfield,
place take-off/landing way-point close to the landing/take off point on the selected airfield
otherwise you may find yourself taking off from the edge of the field rather than at the end in the middle of the field

With the whole map being made into one large airfield,mission builder can create airfields anywhere they like... terrain permitting!
Just drop your waypoint wherever you want on the map and set for take off or landing.


So you can add the airfields you want to the DGen_mod .mis file and add the coordinates for those airfields to the AF.dat file.
Or you can add the airfields to the map yourself, it's not complicated and similiar to FMB work.

Check this tutorial if you are interested:
https://www.sas1946.com/main/index.php/topic,57797.0.html

Cheers

vonOben
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Scacco 1 on January 26, 2018, 04:56:37 AM
You're right!

I can try by myself with a bit of test!

I'll try to set the airfields and add the relevant buildings into the actors because I read somewhere that if I add too much static object in the .mis template the game can stutter....
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: <Gunny> on January 26, 2018, 09:15:00 AM
When you finish this project I would love to see it...
Post it for a down load please......
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Unca-Fester on January 26, 2018, 01:46:50 PM
@ sacco

 There's good chance, especially if you know where specific historic airfields should be placed,  to text edit into the map .ini file to add additional airfields, that will put in the grass airfield image files in a particular place. So getting the exact numbers for the corners of the airfield locators will be the tricky part, since actual latitude and longitude don't work, and I don't know if there's an in-FMB debug that can be brought up to locate exactly where you want to place something.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Scacco 1 on January 28, 2018, 11:17:22 AM
When you finish this project I would love to see it...
Post it for a down load please......

I think to open a dedicated tread in the next few days because the project need a lot of work:

1) Add new airfield in the nothern sector

2) Add the needed WWI plane is into the DGen files....none is actually include in DGen files!

So I need a lot of help for troubleshooting!

Finger crossed!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Scacco 1 on January 28, 2018, 11:20:10 AM
@ sacco

 There's good chance, especially if you know where specific historic airfields should be placed,  to text edit into the map .ini file to add additional airfields, that will put in the grass airfield image files in a particular place. So getting the exact numbers for the corners of the airfield locators will be the tricky part, since actual latitude and longitude don't work, and I don't know if there's an in-FMB debug that can be brought up to locate exactly where you want to place something.

Thanks for your suggestion!

The actor management tool is useful but I believe that is more indicated for placing objects than airfields as they need a lot of reference points to allow AI to correctly TO and land over them....the unlocked FMB is a more simple solution to test as it allow to copy and paste elsewhere existing and working airfields....
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: vonOben on January 29, 2018, 01:31:05 AM

2) Add the needed WWI plane is into the DGen files....none is actually include in DGen files!


Hi Scacco

I had planned a DGen_Mod WWI campaign myself after the other DGen_Mod campaigns that I have on my to do list, so I'm glad if you want to do it instead.  ;)
And I've also made map updates to get my current DGen_Mod campaign more close to history with historical accurate airfields and so forth, so I know very well what you are facing.

There are actually WWI planes in the DGen_Mod dat-files!  ;)
Download DGen_MOD_2.0.3.0.zip if it's still available and check the Mod planes dat files, but the link I found on Mediafire was dead.

I can send the file to you if you can't find it.

There has been some changes to some of the dat files in DGen_MOD 2.0.5.0, but it's rather easy to update them from the 2.0.3.0 version. I can tell you more about it later if you are interested.

Good luck!

Best regards

vonOben
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: <Gunny> on January 29, 2018, 11:28:44 AM
When you finish this project I would love to see it...
Post it for a down load please......

I think to open a dedicated tread in the next few days because the project need a lot of work:

1) Add new airfield in the nothern sector

2) Add the needed WWI plane is into the DGen files....none is actually include in DGen files!

So I need a lot of help for troubleshooting!

Finger crossed!

I would love to help you but there is one problem.
When it comes to Dgen I'm dumb as a rock. I don't even know how to use it.........
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Unca-Fester on January 30, 2018, 01:28:07 PM
It would be kinda neat to improve the WWI_Somme, WWI_Western front and Channel maps with more era correct airfields.

 The North Sea coast of Flanders has always been one I liked, especially when TargetWare was still developing Richthofen's Skies.

  You had St. Pol, La Panne, Bray Dunes, Frontier, Mariakerke, Ghestille, Ascq, etc, all within about 30 miles of the coast on both sides of the front.  As the war progressed Petite Synthe, La Lovie, Jabeke, Houplin, not to mention the RNAS aero and water dromes on the UK side of the channel Like Eastchurch and Dover.

Websites like AncienAerodromes, DenisAlbin's French WWI Aerodromes, and Forgotten Airfields have quite a complete database on Google assisted locations and operational dates of the squads stationed at their fields.
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Scacco 1 on February 02, 2018, 01:24:45 AM
Hi mates!

Sorry for my delayed response but I have had some work issue in the last days....

@ vonOben

Thanks mate I got 2.0.3 and the entries of WWI planes....

@ Gunny

Thanks for the support....help can involve a lot of aspect....from historical source to simple doubts suggestion....I'm sure that everyone of the memeber of this site is useful for eachother!

@ Unca-Fester

Thanks for your suggestion....I'll give a look at the site you're pointing me!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Maro on March 31, 2019, 11:31:42 AM
I've created a small texture updape which includes Map_T with added more trenches, crater textures and deleted roads (railways) which go through the battlefield for more realistic looking.

https://www.mediafire.com/file/7ej96055152c8oa/WWI_West_Front_more_trenches.zip/file (https://www.mediafire.com/file/7ej96055152c8oa/WWI_West_Front_more_trenches.zip/file)

Ypres
(http://i1220.photobucket.com/albums/dd455/hafulinka/pica1_zpsxh2xfr8a.jpg)

(http://i1220.photobucket.com/albums/dd455/hafulinka/pica2_zpshlcusfbb.jpg) (http://s1220.photobucket.com/user/hafulinka/media/pica2_zpshlcusfbb.jpg.html)

Trenches over Somme
(http://i1220.photobucket.com/albums/dd455/hafulinka/pica4_zps1uo2nnpp.jpg) (http://s1220.photobucket.com/user/hafulinka/media/pica4_zps1uo2nnpp.jpg.html)

Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: redwood on March 31, 2019, 02:05:52 PM
The links for the original maps are gone - were can one find this as a stand alone?

Many thanks - redwood
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Flamer50 on March 31, 2019, 03:58:53 PM
The links for the original maps are gone - were can one find this as a stand alone?

Many thanks - redwood

Here's my copy:
https://www.mediafire.com/file/pjrdgjc6eu37kwz/WWI_Western_Front_WWI_The_Somme_map%25287-3-2014%2529.rar/file
 ]cheers[

@ Maro,
Tanks for your update ]thumbsup[
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: vonOben on April 01, 2019, 04:20:38 AM
I've created a small texture updape which includes Map_T with added more trenches, crater textures and deleted roads (railways) which go through the battlefield for more realistic looking.


Many thanks for the texture update Maro!  :)

Much appreciated!  :)

Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: redwood on April 06, 2019, 03:45:16 PM
Fantastic - thanks so much!

Much appreciated - Cheers!
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: max_thehitman on April 09, 2019, 04:52:30 PM

Very cool Maro, Thank you! I will take a look at your new version.
I am happy to know that someone has found interest in doing more details to these cool WW1 maps.
No other game has the realism of a "No Man´s Land" which we have in this WW1 map.  ;)

I really like what Boomer did with my WW1 trenches+crater textures for this summer map, but I still have
one more cool upgrade to it , which I never posted here before.

It is a re-textured Winter version map of the Somme. It includes a more muddy and desolate landscape to
the original winter map version. 
In my version it includes all the craters filled with water and dirty mud water.
A terrible sight to see from the air and just terrible for the troops which had to live in those trenches. It is a Mud-Lover´s map  ;D

Let me post a few screenshots of my map version, and if people are interested, I will post it.


Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: <Gunny> on April 09, 2019, 07:30:24 PM
Please POST it Max.. I would love to see it.
You always do outstanding work....

Thank You
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Alfie Noakes on April 09, 2019, 11:59:25 PM
+1

Speaking as a MUD LOVER I would like to see more wintry desolation in our game  :))

Cheers

Alfie
Title: Re: WWI Western Front map in 2048 HD and 1024 *Updated*
Post by: Draken on January 02, 2024, 01:04:15 PM
Thanks !
I will give it a try