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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => PTO Maps => Topic started by: WxTech on January 17, 2024, 06:16:41 PM

Title: MrO_Kokoda map retextured
Post by: WxTech on January 17, 2024, 06:16:41 PM
UPDATE; Jan 18, 2024: Thanks to Kelso for pointing out the unnecessary space I had added to the all.ini entry I provided in the readme file. The archive is updated, with the readme file having the correct entry (and as reproduced below).

This is what I would call an almost minimal effort project, taking the least time to address the main elements I felt worthwhile to tweak. The main one being the way the forest transitioned to the awfully bright green in the distance. A few other elements then required adjustment for a good balance in appearance. In my estimation, much work can still be done!


At Port Moresby, looking north:
(https://i.imgur.com/xqF148C.jpg)


At Kokoda, looking east:
(https://i.imgur.com/zn0h2HY.jpg)


Get it here:

https://www.mediafire.com/file/kwonn7ek4lml6jw/MrO_Kokoda_retexture.7z/file


From the included readme file (updated, to fix the all.ini entry):

This is predominantly a retexturing of Mr Oblongo's Kokoda Trail map, introduced quite a few years ago.

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

If you don't have this map in your game already, this is a full install, containing all required resources. The textures will not alter or conflict with any other map. For a first time install, add this to your all.ini file.

Kokoda_Trail(MrO,WxTech)               MrO_Kokoda/load.ini

You can write the text on the left side as you prefer; the right text side points to the location of the map's load.ini and must appear as it does here.

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

This is fundamentally just a repaint; the map_T.tga, which positions the terrain tiles (textures), is essentially unaltered.

My main alteration is to the forest. The original far forest texture was too light and bright a green. I also changed the forest cover texture and its underlying ground texture. And of course this required numerous other tweaks to hue and tone for other textures in order to obtain an over all balance. A quite different airfield ground texture is used here.

To the West of Port Moresby was an island which got repeated to 'infinity' due to its proximity to the map edge; it has been removed.

I have also added the low latitude set of rotated Moon textures, suitable for this tropical locale. They are found in Maps/_Tex/Moon_10/

If you don't like these, and otherwise don't use my rotated textures on any other maps, you can delete this Moon_10 folder and make the following change to load.ini (where the folder name Moon_10 is changed to Moon):

Moon = Moon\Moon0000.tga




WxTech
Jan 17, 2024
Title: Re: MrO_Kokoda map retextured
Post by: Peter Lynn on January 17, 2024, 08:49:43 PM
Thank you WXTech, looks great!
Title: Re: MrO_Kokoda map retextured
Post by: vonofterdingen on January 17, 2024, 09:16:03 PM
Thanks for doing this one. I have a DCG campaign for it and I fly over this territory a lot.
Title: Re: MrO_Kokoda map retextured
Post by: Kelso on January 18, 2024, 02:11:16 AM
There was a small error in the all.ini entry - an unnecessary space. The correct value is:

Kokoda_Trail(MrO,WxTech)               MrO_Kokoda/load.in

Of course, thanks to the author of map Mr Oblongo and WxTech for the corrections.
Title: Re: MrO_Kokoda map retextured
Post by: sgt_fresh on January 18, 2024, 05:20:14 AM
Great thanks for the ini correction now where do you put the other folders from the map download:
Maps
_Tex
MrO_Kokoda

I have no idea what to do next?
Title: Re: MrO_Kokoda map retextured
Post by: WxTech on January 18, 2024, 06:34:45 AM
Great thanks for the ini correction now where do you put the other folders from the map download:
Maps
_Tex
MrO_Kokoda

I have no idea what to do next?

Assuming your game supports the addition of mods, and that you're comfortable with folder manipulation in Windoze Exploder...

Does your game have a MAPMODS folder inside your Mods folder? (For example, in 4.12 the mods folder is named #SAS; in B.A.T. it's named #WAW3 for the WW2 scenario.)

The folder structure:

MAPMODS\Maps\_Tex\

- The MrO_Kokoda folder goes into the Maps folder.
- The Moon_10 folder goes into the_Tex folder
- The Pacific folder goes into the _Tex folder. If you already have a _Tex\Pacific folder, then the Kokoda folder drops into the pacific folder.
-Inside my _Tex folder are two cloud textures; they go into your _Tex folder.

If you have no MAPMODS folder (meaning you will have no modded maps yet), you'll have to create it. Then simply drop my Maps folder into your MAPMODS folder.

It's is very worthwhile to understand the game's folder structure. Then adding mods is dead simple.  ;)
Title: Re: MrO_Kokoda map retextured
Post by: sgt_fresh on January 18, 2024, 10:00:30 AM
Thanks for the detailed instruction. For some reason I will never get the addition of maps to the game.
I show:
MAPMODS Folder
MAPS Folder
All (file)

Title: Re: MrO_Kokoda map retextured
Post by: Piotrek1 on January 18, 2024, 10:38:52 AM
Thank you WxTech and Mr Oblongo 8),

Best regards,
Piotrek
Title: Re: MrO_Kokoda map retextured
Post by: WxTech on January 18, 2024, 03:25:43 PM
Thanks for the detailed instruction. For some reason I will never get the addition of maps to the game.
I show:
MAPMODS Folder
MAPS Folder
All (file)

Try dragging my Maps folder into your MAPMODS folder. This should put all folders and their files into the proper place. If your all.ini file already has the MrO_Kokoda/load.ini entry, you need add nothing.
Title: Re: MrO_Kokoda map retextured
Post by: sgt_fresh on January 18, 2024, 06:16:54 PM
Thanks for the detailed instruction. For some reason I will never get the addition of maps to the game.
I show:
MAPMODS Folder
MAPS Folder
All (file)

Try dragging my Maps folder into your MAPMODS folder. This should put all folders and their files into the proper place. If your all.ini file already has the MrO_Kokoda/load.ini entry, you need add nothing.

I think that did it my all.ini looks like this:

NewGuinea       NewGuinea/load.ini
;New-Britain_New-Guinea_Sept-43 NGNB/NGNB_9-43.ini
;New-Britain_New-Guinea_June-44 NGNB/NGNB_6-44.ini
New-Britain_New-Guinea_Mar-43_DT NGNB_DT/NGNB_3-43.ini
New-Britain_New-Guinea_Sept-43_DT NGNB_DT/NGNB_9-43.ini
New-Britain_New-Guinea_Jan-44_DT NGNB_DT/NGNB_1-44.ini
New-Britain_New-Guinea_June-44_DT NGNB_DT/NGNB_6-44.ini
Kokoda_Trail(MrO,WxTech)
MrO_Kokoda/load.ini

I have also attached an image, let me know If this is the retextured map. Thanks again for all the help.

(https://i.postimg.cc/Pr1JJ752/image.jpg) (https://postimages.org/)
Title: Re: MrO_Kokoda map retextured
Post by: WxTech on January 18, 2024, 07:59:02 PM
Yep, my version of that map is now present. Success!

Your all.ini looks odd to me. Normally each line will have two parts; the first is the name as it will appear in your game's list of maps, and the second is the path to the map's load.ini file.

A little more info...

In the all.ini file, both parts on each line must have no space characters; the string parser expects to see an unbroken string. To make your in-game list of maps more sensible looking, there is the file

  i18n/maps.properties

This file is a 'decoder' from the 'game' name to the GUI name. For example, suppose all.ini has this line:

  WxTech_SillyMap           SillyMap/load.ini

Maps.properties could have:

  WxTech_SillyMap       Silly map, by WxTech (the crazy git!)

In the game's list of maps, you would see the map made by the crazy git. Without this, the in-game map name would be WxTech_SillyMap.
Title: Re: MrO_Kokoda map retextured
Post by: genXgamer on January 18, 2024, 11:59:26 PM
Just watched the RAAF 76 Squadron video.
Boy those mountains are toxic, more like Pripyat than Kokoda.
Also hate seeing the ground through the jungle canopy.

I'll have to fly and take in the scenery over the weekend, yours looks much better.

P.S.   That last screenshot by the Sarge looks like the original to me or is it different lighting?
Title: Re: MrO_Kokoda map retextured
Post by: WxTech on January 19, 2024, 01:35:34 AM
If Sarge had made a screenie that showed the far distance,  I would be more confident of his having succeeded. After all, it was the transition to the neon green far forest texture that drove me to work over this map in the first place. I had assumed the garish color was due to some after processing software; some folk really like super-saturated color that makes my eyes scream in agony.  😉
Title: Re: MrO_Kokoda map retextured
Post by: sgt_fresh on January 19, 2024, 03:33:40 PM
P.S.   That last screenshot by the Sarge looks like the original to me or is it different lighting?

The image was low quality 480x480 I think. Recent 4K video projects a better look
https://youtu.be/kAQkFldpSPs
Title: Re: MrO_Kokoda map retextured
Post by: genXgamer on January 19, 2024, 04:39:43 PM
Ah, so much better.
Wex Tex did a great job with the changes he made.

Well done Wombat One, very entertaining and good to see you with your hands full for a change.
Luckily the P-40 can take some punishment.
Title: Re: MrO_Kokoda map retextured
Post by: Mission_bug on January 26, 2024, 10:37:50 AM
Looks superb, thank you very much, really appreciated.  8)


Take care and be safe.

Wishing you all the very best, Pete.  ;D
Title: Re: MrO_Kokoda map retextured
Post by: MrOblongo on February 11, 2024, 07:20:55 PM
Looking nice... impressive that I did this like 10+ years ago.
Title: Re: MrO_Kokoda map retextured
Post by: vonofterdingen on February 11, 2024, 09:00:00 PM
Yes, it is quite impressive. It is a favorite map of mine to this day. Thanks a bunch.
Title: Re: MrO_Kokoda map retextured
Post by: Toobone on March 06, 2024, 06:55:45 PM
P.S.   That last screenshot by the Sarge looks like the original to me or is it different lighting?

The image was low quality 480x480 I think. Recent 4K video projects a better look
https://youtu.be/kAQkFldpSPs
Hi, guys, could you be so kind to put here link to campaign from your video, please, for
Kokoda trail map.
Title: Re: MrO_Kokoda map retextured
Post by: Frankiek on March 06, 2024, 08:33:25 PM
Looking nice... impressive that I did this like 10+ years ago.
The TGA of mods with many thanks
Title: Re: MrO_Kokoda map retextured
Post by: genXgamer on April 14, 2024, 05:00:36 AM
Hi guys

Here's a small update with Port Moresby complex given dirt taxiways and bitumen runways.
New dirt ground plates that bridge the gap between light Desert Plates and very dark NGNB Plates.
Airfields may get further tweaks in future.

Follow install instructions in WxTech's first post.

https://www.mediafire.com/file/4t1oahe00j67g3r/Kokoda_Update.7z/file

(https://i.postimg.cc/259KvfSB/2024-04-14-20-29-14.jpg) (https://postimg.cc/94Tb5KTW)
Title: Re: MrO_Kokoda map retextured
Post by: Toobone on April 21, 2024, 02:50:07 PM
Here's a small update with Port Moresby complex given dirt taxiways and bitumen runways.
New dirt ground plates that bridge the gap between light Desert Plates and very dark NGNB Plates.
Airfields may get further tweaks in future.

Have got some trouble with 3do objects in VPMpack:

Quote
This one i found in droms from 4.13 archive:
----------------------------------------------------------------
Plate: Section Plate$PCPRunwayLong not found
com.maddox.il2.objects.buildings.Plate$PCPRunwayLong.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner

-------------------------------------------------------------------------------------------------------------------------------------------
All other below just try to renamed & saved doublon as a new inscriptions:
-------------------------------------------------------------------------------------------------------------

Plate: Section Plate$NGNBGroundRunway not found
com.maddox.il2.objects.buildings.Plate$NGNBGroundRunway.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner

Plate: Section Plate$NGNBGroundRunwayEnd not found
com.maddox.il2.objects.buildings.Plate$NGNBGroundRunwayEnd.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner

Plate: Section Plate$NGNBGroundRunwayLong not found
com.maddox.il2.objects.buildings.Plate$NGNBGroundRunwayLong.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner

---------------------------------------------------------------------------------------------------------------------------------------------------------
[buildings.Plate$NGNBPac_GrRunway] has been changed to [buildings.Plate$NGNBGroundRunway].
---------------------------------------------------------------------------------------------------------------------------------------------------------

[buildings.Plate$NGNBGroundRunway]
Title           Runway
Mesh            3do/airfield/NGNB_Pac_Gr/Runway/mono.sim

-------------------------------------------------------------------------------------------------------------------------------------
[buildings.Plate$NGNBPac_GrRunwayLong] to [buildings.Plate$NGNBGroundRunwayLong]
--------------------------------------------------------------------------------------------------------------------------------------


[buildings.Plate$NGNBGroundRunwayLong]
Title           RunwayLong
Mesh            3do/airfield/NGNB_Pac_Gr/RunwayLong/mono.sim

----------------------------------------------------------------------------------------------------------------------------------
[buildings.Plate$NGNBPac_GrRunwayEnd] to [buildings.Plate$NGNBGroundRunwayEnd]
----------------------------------------------------------------------------------------------------------------------------------

[buildings.Plate$NGNBGroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/NGNB_Pac_Gr/RunwayEnd/mono.sim

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

O-O...it doesn't works...but map opened:

INTERNAL ERROR: Can't open file '3do/airfield/NGNB_Pac_Gr/Runway/mono.sim'
WARNING: object '3do/airfield/NGNB_Pac_Gr/Runway/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/NGNB_Pac_Gr/Runway/mono.sim
Mesh 3do/airfield/NGNB_Pac_Gr/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/NGNB_Pac_Gr/Runway/mono.sim not created
   
INTERNAL ERROR: Can't open file '3do/airfield/NGNB_Pac_Gr/RunwayEnd/mono.sim'
WARNING: object '3do/airfield/NGNB_Pac_Gr/RunwayEnd/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/NGNB_Pac_Gr/RunwayEnd/mono.sim
Mesh 3do/airfield/NGNB_Pac_Gr/RunwayEnd/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/NGNB_Pac_Gr/RunwayEnd/mono.sim not created
   
INTERNAL ERROR: Can't open file '3do/airfield/NGNB_Pac_Gr/Runway/mono.sim'
WARNING: object '3do/airfield/NGNB_Pac_Gr/Runway/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/airfield/NGNB_Pac_Gr/Runway/mono.sim
Mesh 3do/airfield/NGNB_Pac_Gr/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/NGNB_Pac_Gr/Runway/mono.sim not created
   
Title: Re: MrO_Kokoda map retextured
Post by: genXgamer on April 21, 2024, 03:54:06 PM
Hi Toobone

Thanks for the feedback and sorry for the inconvenience caused.
I'll take a look at the actors file tonight and try and rectify the problem.
I'm planning on releasing a mission for this map in a day or two so it's important the problem is sorted.
In the meantime I suggest removing my update and just use WxTech's update. 
Title: Re: MrO_Kokoda map retextured
Post by: genXgamer on April 22, 2024, 01:39:51 AM
There are no NGNB named objects in the actors file, only objects starting with Pac_Gr.
For example, Pac_GrRunway.
I edited the map using my VP based map builder, it doesn't even have NGNB plates.
No PCP plates found either.

All I know is the map works in both my B.A.T. and VP Modpack installs so I don't know what the problem is.
If others could come forward and say whether it's working or not that would be helpful.
Title: Re: MrO_Kokoda map retextured
Post by: Frankiek on April 22, 2024, 09:30:01 AM
I installed the map with genxgamer update in VPM pack. Everything works, map opens and I can save missions. I only had to install the HD dll and hd texture mod to be able to use the clouds2048_1.tga texture
Title: Re: MrO_Kokoda map retextured
Post by: genXgamer on April 22, 2024, 03:58:50 PM
Thanks for reporting back Frankiek.
I can now move on and dedicate my time to finishing other things.
Title: Re: MrO_Kokoda map retextured
Post by: WxTech on April 22, 2024, 08:25:00 PM
By including the 2048 pixel high cloud texture I had naively assumed that by now everyone would be using the HD dll's.   :-|
Title: Re: MrO_Kokoda map retextured
Post by: Frankiek on April 22, 2024, 08:42:53 PM
Well i have a quite a number of installs so in a few of them i didn't bother to replace the dll. I also tend to minimize the use of high poly and high rez skin/textures