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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => MTO Maps => Topic started by: Mick on July 26, 2010, 12:31:14 PM

Title: Redko's Afrika new textures ...
Post by: Mick on July 26, 2010, 12:31:14 PM
.. well looks like our friend redko forgot to post his new jawdropping desert textures here, so here are 2 video tasters that he made ..  ;):

New desert textures - il2 Sturmovik - test 1 (http://www.youtube.com/watch?v=dU7Om121t4I#ws)

New desert textures video test 2 - default desert map (http://www.youtube.com/watch?v=vo7WP68Ivq4#ws)

EDIT :

Latest video reposted here for new readers of this topic

Il2 Sturmovik - Desert reskined release video (http://www.youtube.com/watch?v=SJylUewMGg4&feature=player_embedded#ws)

EDIT 2:

New video teaser, Sands Of Time (posted 10/17/2010) :

http://www.youtube.com/v/0_OLq9ZVuL0?fs=1&hl=fr_FR



EDIT : Download link and instructions by redko :

Back to classical method.
Ok here you have knew link for a lighter version of the map, with indexed textures (better for slow pc) and some bugs have been fixed. I added some sea airfields. There are 2 ways to install the map, I would suggest you to chose the second which replace once for all the stock map and make that you not need to edit too many things on your existing missions/campains and will be able to play the old ones on this new map.

The coast is diferent in this map from the stock one, so some objecst may have to be moved.

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


http://www.filefront.com/17276813/desert_indexed.zip (http://www.filefront.com/17276813/desert_indexed.zip)

https://www.mediafire.com/?ybguxx0od7upg5f (https://www.mediafire.com/?ybguxx0od7upg5f)

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

Separate map_F file for those who already have the map and need this (error message map_F missing):

http://www.filefront.com/17276842/map_F.zip (http://www.filefront.com/17276842/map_F.zip)

CASE 1 = I WANT A SEPARATE INSTALL:

Just the "redko_Desert" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_desert

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_desert redko_desert/load.ini

You have Missions/campains from the stock desert_online map, you have to edit the .mis file for each missions and change the name of the map to redko_desert.

CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_desert folder into classic "desert" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file

Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html (https://www.sas1946.com/main/index.php/topic,7046.0.html)

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505 (https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505)

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team ;)


EDIT : Sands Of Time map released 10/21/2010


OK, please read this carefully before asking question about how or why things are not working. Thks

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

CASE 1 = I WANT A SEPARATE INSTALL:

Just put the "redko_SandsOfTime" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_SandsOfTime

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_SandsOfTime redko_SandsOfTime/load.ini

If you have existing Missions/campains from the stock SandsOfTime map, you have to edit the .mis file for each missions and change the name for to redko_SandsOfTime.



CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains)

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_SandsOfTime map folder into classic "SandsOfTime" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file



Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team ;)

DL LINKS

https://www.mediafire.com/?gtd5u3i5ue7un21

http://www.filefront.com/17417239/redko SandsOfTime.zip
Title: Re: Redko's Afrika new textures ...
Post by: Borsch on July 26, 2010, 01:50:28 PM
Simply jaw dropping, the second video - now Flatspinman's Afrika! campaign will have a whole new meaning...
Stunning!

One criticism- the puffy green trees that seem to be also present in the likes of Smolensk and Slovakia maps seem to be out of place in the desert. I know that they were there by default, but is it not possible to replace them with something like palm trees, or just get rid of them altogether?..
Title: Re: Redko's Afrika new textures ...
Post by: Thunda on July 27, 2010, 07:53:09 AM
Wow.................Just amazing.

Just hope he posts them for D/L now.
Title: Re: Redko's Afrika new textures ...
Post by: StrykVladzimsky on July 27, 2010, 10:29:09 AM
4:43 is like in real life!!
Title: Re: Redko's Afrika new textures ...
Post by: Blumax on July 27, 2010, 01:19:51 PM
The v sign originated from medieval times probaly around the time of the battle of Argincourt, English and Welsh archers used long bows to deadly effect and  many a French army was cut to pieces under a hail of arrows, consequently the French would cut off the fore fingers off captured bowman so they could never fire a bow again. The English then would taunt the French in battle by holding up 2 fingers in a v sign to let then know they would be on the sharp end of an arrow storm.......meaning i 've got my fingers so........off.............or so i believe!!  ;)

Yeah love the textures as well!!
Title: Re: Redko's Afrika new textures ...
Post by: redko on July 28, 2010, 02:16:51 PM
Simply jaw dropping, the second video - now Flatspinman's Afrika! campaign will have a whole new meaning...
Stunning!

One criticism- the puffy green trees that seem to be also present in the likes of Smolensk and Slovakia maps seem to be out of place in the desert. I know that they were there by default, but is it not possible to replace them with something like palm trees, or just get rid of them altogether?..

Yea agree.
If some know to make this please post, this would be a good this to remove this
Title: Re: Redko's Afrika new textures ...
Post by: Whiskey_Sierra_972 on July 28, 2010, 02:22:46 PM
Yes , temperate environment trees in the desert are the object that more look owful!

I hope that this can be changed!

Since the trees are generated from game engine I believe that the solution should be searched into the map loading system!

cheers

walter
Title: Re: Redko's Afrika new textures ...
Post by: Blumax on July 28, 2010, 03:25:20 PM
Its simple to remove the random trees altogether from any map by altering the load ini, this just removes the random trees not the wood textures.....how to change the random trees to palm trees is also possible but this means you would have palm trees all over the desert and up mountains and anywhere else you dont want them so better to remove random trees altogether and place your own palm trees using those in the objects list.

to remove random trees just delete the lines that have....altered bush in them
to have palm trees as random trees.....i can't remember but i know i had to make some in 3ds max......it didn't work to well and i can't remember the process but it can be done and i'm sure some bright spark will be able to sort it out! ;D

oh...please remember to back up your load ini before changing anything!!!!
Title: Re: Redko's Afrika new textures ...
Post by: Kopfdorfer on July 28, 2010, 04:14:22 PM
Beautiful textures, Redko.
Could you be tempted to try wet autumn textures for the ETO with ploughed fields, flooded polders and the like?

I look forward to seeing your next project, no matter what it is !

Kopfdorfer
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 02, 2010, 01:29:55 PM
Beautiful textures, Redko.
Could you be tempted to try wet autumn textures for the ETO with ploughed fields, flooded polders and the like?

I look forward to seeing your next project, no matter what it is !

Kopfdorfer

Humm...maybe in a far future ;).
I haven't finished with the PTO, the desert episode is just for fun. I wan't to make Marianas first. And solve the city problem for Okinawa. And make a big update for Kyushu.

I'm also working on something i would call "water painting"...something to make change the surface of water to make it look more natural. I will explain this later, i just can say for the moment that in the second desert test textures movie there is parts of this thing  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 07, 2010, 12:48:52 PM
Still on Wip. Here is the kind of things I would like to have on the map, typical structures and form games created by nature on the deserts.

(http://farm5.static.flickr.com/4139/4869590408_c02ee1ac91_b.jpg)
(http://farm5.static.flickr.com/4115/4868976591_371fbff8d4_b.jpg)
(http://farm5.static.flickr.com/4137/4869592308_caa0fbc5e4_b.jpg)

Time is 6pm, that explains the lack of light but gives a nice rendering. Hope to finish this soon. Go to watch the catch  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 08, 2010, 04:45:39 AM
Thanks for the pictures Redko, nice painterly look. It reminds me of 1970-es illustrations of imaginary Moon and Mars missions. :)

Oh great, i like "space art" too  ;). Teenager i used to dream when looking space art paintings on scientific papers. In particular those of Chester Bonestell:

(http://farm5.static.flickr.com/4138/4870932473_d2512956b1_o.jpg)
(http://farm5.static.flickr.com/4073/4870932425_87d513a700.jpg)
(http://farm5.static.flickr.com/4117/4871541650_4240e3b911.jpg)
(http://farm5.static.flickr.com/4074/4870932561_875b9791e6_b.jpg)
(http://farm5.static.flickr.com/4139/4870932589_5e488789d8.jpg)
(http://farm5.static.flickr.com/4135/4871541822_a3fd0df7ff_b.jpg)
(http://farm5.static.flickr.com/4077/4870932711_c2ce30a166.jpg)
(http://farm5.static.flickr.com/4074/4871541964_4d93d0c949.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: LuseKofte on August 08, 2010, 07:32:53 AM
Well I do look forward to these textures using a computer that allowes full settings :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 08, 2010, 07:35:39 AM
Redko, your work convinced me I should try to mod my il2. Your two videos on youtube show the most realistic ground textures I have ever seen in a sim.

Are yours desert textures ready for download?
If you are not ready to make them available, would you be so kind to post few screen shots, so we can see how it looks in il2, before postproduction?

You should start you mods with Ultra pack. It's the easiest way to mod your game, you will have the some of the best things made for this game...and you will see you will discover a whole new game, mods completely changed the face of IL2.

Ok here are some more shots I already posted and deleted then for some reason. Hope you will like this :

(http://farm5.static.flickr.com/4044/4611132179_7510af44aa_z.jpg)
(http://farm5.static.flickr.com/4019/4611744648_6c28acb72b_z.jpg)
(http://farm2.static.flickr.com/1408/4611739792_9d7ae2e274_z.jpg)
(http://farm5.static.flickr.com/4017/4571162808_a3a5d01049_z.jpg)

the new coast for stock desert_online map:
(http://farm5.static.flickr.com/4138/4869481709_8589830ff7_z.jpg)
(http://farm5.static.flickr.com/4114/4869482763_07107fcedc_z.jpg)
(http://farm5.static.flickr.com/4136/4869484353_7e2f2ab048_z.jpg)
(http://farm5.static.flickr.com/4115/4869484777_646d3b27d7_z.jpg)
(http://farm5.static.flickr.com/4100/4870098188_7906224b49_z.jpg)

New shallow waters:
(http://farm5.static.flickr.com/4081/4870099078_005241ccfe_z.jpg)
(http://farm5.static.flickr.com/4075/4870099380_775ab7a103_z.jpg)
(http://farm5.static.flickr.com/4100/4869486841_ba3511f899_z.jpg)


Title: Re: Redko's Afrika new textures ...
Post by: redko on August 08, 2010, 07:43:05 AM
Well I do look forward to these textures using a computer that allowes full settings :)

Oh textures aren't a problem for computers...black or green...a texture remain a texture. Smokes, FX, 3d objects...this could be a problem for an old pc. Mods request a little more power for pc than the unmoded il2. But it deserves it believe me! I haven't played il2 since many years before i discovered mods, it brings a new life to this sim. The mission and campains are totally differents and better with new FX/maps !

You already have this desert map, it's a stock one, i'm just repainting it with new textures and changing the coast + new water colour. If you can fly the stock map you will be able to play the repainted one  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 08, 2010, 07:51:23 AM
Ha! Want to jump into the pics and ... hello Africa!  :D
:). The map is done. I'm checking some last details.
Our friend Lejo made some very nice new houses for desert TOs, i want to see if this would fit or not with this first repainted stock map (1 of tree).
Title: Re: Redko's Afrika new textures ...
Post by: LuseKofte on August 08, 2010, 07:51:38 AM
Yep my problem is that the watereffect and haze on top of lets say gerax mission hard on your beautiful pallu...uh pelalu ..eh pelau shit u know what I mean, make my PC stutter and it is because of this you and that damn good qmb mission of gerax there is to blame for my new PC witch is under construction   ;D
Title: Re: Redko's Afrika new textures ...
Post by: orkan on August 08, 2010, 03:29:14 PM
I remember how I enjoyed first desert map in il2, and campaigns with Gladiators, P40s, G50, Bf109s, and Spitfires.
Your new textures will really convince me to refly all those old missions! I already installed Ultra pack, and I`m waiting (in)patiently. :)

When I look your screen shots, I see real world, you gave it density, substance. Its a sin to pinpoint only one thing, shallow waters look inviting, settlements also. :) I can only guess what you would do when SOW comes.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 10, 2010, 01:12:39 AM
to remove random trees just delete the lines that have....altered bush in them

Ok thanks man it worked, no more trees  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on August 10, 2010, 04:40:06 PM
a good historical Italian desert campaign - please, someone, make it happen! :D

... or a good German desert campaign with joint missions with your Italian mates with this ....  ;)

https://www.sas1946.com/main/index.php/topic,7839.msg80847.html#new (https://www.sas1946.com/main/index.php/topic,7839.msg80847.html#new)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 12, 2010, 04:38:36 PM
Some of the new repainted objects/houses made by our friend Lejo.
These are nicely re-textured and would fit perfectly with the desert maps.

(http://farm5.static.flickr.com/4117/4886640750_21911dd3c4_z.jpg)
(http://farm5.static.flickr.com/4143/4886640858_948c1f0c5c_z.jpg)
(http://farm5.static.flickr.com/4140/4886037943_188193dca5_z.jpg)


Title: Re: Redko's Afrika new textures ...
Post by: orkan on August 12, 2010, 07:17:01 PM
It`s funny what thought out textures do to ten years old engine. And buildings are lined up very "organically", convincingly. Fabric canopies in front of the doors are nice touch.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 13, 2010, 05:45:45 AM
It`s funny what thought out textures do to ten years old engine. And buildings are lined up very "organically", convincingly. Fabric canopies in front of the doors are nice touch.

Yep, it's a nice work from our moders Delpervier and Lejo  ;)

(http://farm5.static.flickr.com/4115/4887376363_7a0bababf9_z.jpg)
(http://farm5.static.flickr.com/4098/4887376571_7d84770b1c_z.jpg)

So the last right line. I have make the grounds textures looks "organic" too. I have about 40 textures for desert now. Some will be used for this map, the rest for the other maps. I would like to make 50-60 textures and release this as a free set of textures for all mapmakers loving the desert.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 13, 2010, 01:16:33 PM
This looks fantastic the textures are so realistic that i can almost feel the tropical heat, very well done Redko you are an inspiration to us all!!

Thanks  ;). Is better without trees now  :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 13, 2010, 02:09:55 PM
A little update with pics.

Hi guys. I'm in the last part for this map. But it's the most important one : make all those textures look natural, like been part of a natural process. As this part is not a pure technical one (the technical part is when you create the textures, the tga files, Bumph, blending...) but i would say an "artistical" one, its hard to say when i will finish it.

It's finished when it looks like a real landscape, so you have to test, test and test...until you find the good organisation of textures on the ground. So tell me what you think about this. There will be sandy and dusty parts on this map, i'm finishing the rocky parts. So most of what you will see here are sand and dust, excepted the canyon you already know by my movie test 2. The final version will have more rocky textures.

Sorry for the Spit skin, i don't have the time for an accurate one   :P

So here the kind of textures i'm working with:

Before :
(http://farm5.static.flickr.com/4139/4888549816_290115565d_z.jpg)

After editing :
(http://farm5.static.flickr.com/4115/4888550618_d46d2bfb2b_z.jpg)

Before :
(http://farm5.static.flickr.com/4139/4887950637_72cbb412cc_z.jpg)

After, edited and in game this time:
(http://farm5.static.flickr.com/4074/4888371469_b05824e0bb_b.jpg)


In game:
(http://farm5.static.flickr.com/4074/4888969180_2f55000d3b_b.jpg)

(http://farm5.static.flickr.com/4142/4888968308_10e6b791de_b.jpg)

(http://farm5.static.flickr.com/4077/4888372395_96441a08f1_b.jpg)



A good balance here for sand/rock:

(http://farm5.static.flickr.com/4119/4888969470_4a84101af8_b.jpg)

(http://farm5.static.flickr.com/4093/4888969886_473438a1ef_b.jpg)

(http://farm5.static.flickr.com/4142/4888970572_efcc423624_b.jpg)

(http://farm5.static.flickr.com/4075/4888374513_55cae609e5_b.jpg)

(http://farm5.static.flickr.com/4096/4888970186_7e247a13ca_b.jpg)



Sand and sediments:
(http://farm5.static.flickr.com/4076/4888375365_0b7dda5dc4_b.jpg)

(http://farm5.static.flickr.com/4114/4888971936_8593cac7e7_b.jpg)

(http://farm5.static.flickr.com/4075/4888375951_0cd6c46f3c_b.jpg)

(http://farm5.static.flickr.com/4120/4888376231_52bd72019f_b.jpg)

(http://farm5.static.flickr.com/4139/4888376629_a4afb7d84f_b.jpg)


I re-made the canyon, it looks more natural now:
(http://farm5.static.flickr.com/4119/4888973132_a1ba1c4ba3_b.jpg)

(http://farm5.static.flickr.com/4134/4888973436_bfefbcd1b5_b.jpg)



1024x1024 textures and settings 2 and 4 on the load.ini = perfect rendering for low flight:
(http://farm5.static.flickr.com/4076/4888973686_3e8a122c9f_b.jpg)

(http://farm5.static.flickr.com/4099/4888974052_8b023b3be2_b.jpg)


New actor static with Egypt houses/objects and what Lejo made recently for all desert maps.
(http://farm5.static.flickr.com/4115/4888974520_6f071203e7_b.jpg)

(http://farm5.static.flickr.com/4093/4888378751_070506bb04_b.jpg)

(http://farm5.static.flickr.com/4080/4888379163_ec9f191b58_b.jpg)

(http://farm5.static.flickr.com/4122/4888975560_762df656bd_b.jpg)

(http://farm5.static.flickr.com/4100/4888975848_54827dc0ff_b.jpg)


Shallow waters:
(http://farm5.static.flickr.com/4100/4888380093_a1bf4fdaf1_b.jpg)

(http://farm5.static.flickr.com/4080/4888380481_18811a5b77_b.jpg)

(http://farm5.static.flickr.com/4097/4888976722_086e70f24b_b.jpg)


One thing more. All those pics and the movies test have been made under Avala's Gapa Gamma settings, same for the orther tool i don't recall the name. I noticed that the desert textures worked like a CHARM with these Avala's tools. So i recommand you guys to use these when i release the new desert maps.
The effect is sooooo nice  ;D.


"El Laurence" ;)



Title: Re: Redko's Afrika new textures ...
Post by: MrOblongo on August 13, 2010, 02:11:49 PM
Pleeeease reskin my Tunisia map with this :D. Those buildings have been released?
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on August 13, 2010, 03:23:56 PM
Pleeeease reskin my Tunisia map with this :D. Those buildings have been released?

Not yet. It will be released together with this map. I -my nickname here is Uufflakke and Lejo at AAA- made this small desert house pack for this map, but I will release it as a separate install also.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 13, 2010, 04:04:06 PM
Pleeeease reskin my Tunisia map with this :D. Those buildings have been released?

Nop. Lejo is waiting for the release of this repainted map to make an official thread for these new objects.

Maybe you should PM him to ask the link for download it.  ;). For Tunisia why not, it could be fun  :). I will release a set of 50/60 desert textures. Every mapmaker will be able to use it, edit it for all desert maps, no permission to ask. 100% free  ;). I will announce this in time.
Title: Re: Redko's Afrika new textures ...
Post by: orkan on August 13, 2010, 04:23:29 PM
Well, I donthaveanythgconstructivewrite,Icant find anything to criticize (taking engine limitations to side). I can only continue with accolades. :)
In your screen shots, there are no usual eye poking texture repetitions, and different textures are finely fused.
I hope other map makers using your textures will be able to follow your example. :)
Title: Re: Redko's Afrika new textures ...
Post by: Avala on August 13, 2010, 06:30:07 PM
And I will complain why textures, being so great are not also seamless as well  :D It would look even the better.

I don't have a doubt that will be really master piece though  :)

Great job. I have discovered that IL2 don't have bad color reproduction as I thought before. Its just that all older textures are oversaturated with magenta and yellow channels (I can assume that because of DirectX or excellent mode without shaders, or something like that). And because of that old textures everyone makes new so over saturated.

Nowadays I just lower magenta and yellow, and do a little overall desaturating. Works like a charm for the map that I am making. Exactly green-blue, olive-drab that I wanted. Even the horizon line looks more natural, without any screen color managing tools.



(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on August 14, 2010, 02:23:43 AM
Nowadays I just lower magenta and yellow, and do a little overall desaturating. Works like a charm for the map that I am making. Exactly green-blue, olive-drab that I wanted. Even the horizon line looks more natural, without any screen color managing tools.

Hold on. Whát map are you making?  Regarding the quality of your Benghalli map it must be something very interesting.
Can you show us some WIP screenies (in another thread to avoid hijacking Redko's thread) ;)
Please... ::)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 14, 2010, 04:18:25 AM
Great job. I have discovered that IL2 don't have bad color reproduction as I thought before. Its just that all older textures are oversaturated with magenta and yellow channels

Absolutly right master !!! A least one the best moders we have is hearing me. Since the begining of my repaints jobs with Okinawa, even nothing is perfect like cities textures I repeated - desaturate, desaturate, guys.....desaturate...please  ;D ;D. It makes landscapes look more real, and most of all help to solve a little the problem of repetition.

It's impossible to avoid 100% of repetitive effect with this engine, but with a good painting technic and desaturation it helps.

Il2 engine is limitated...but not dead. It's still possible to improve the looking of the game.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 14, 2010, 04:27:26 AM
Can you show us some WIP screenies (in another thread to avoid hijacking Redko's thread) ;)

No it's ok, if it is very early wip project post here, no problem. If you have more work to show so in this case it's better to make it in another thread. But post here is ok, it's part of the conversation about how to make nice textures, it's good sometimes to have all on the same thread, people can read this in one time.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 14, 2010, 04:36:44 AM
... I can already smell the fragrance of hot sand oozing out of my screen redko ...!!  :P

Please release these beauties before Autumn comes and the heat vanishes from the sand and rocks ...  :D

Yea i will do my best to release this this week end or the next week. I lost many many time in solving the problem of repetive effect in hight altitude...and in testing different combinations of textures.

As i said i'm doing 50-60 textures for the free pack.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 14, 2010, 05:29:06 AM
So, morning update!

Ok the hardest part for this map (and all the next desert maps) was the repetitive effect at medium and high altitude. It's the complete opposite of my previous maps which where nice at medium and and high, but bad for low flight.

As i worked hard the tiny details of these new textures to optimize it for low flight, and used resolution 2 and 4 to get the best effect possible (it's gonna be great for hurricane vs tanks missions ;) ) the counter part is repetitive effect appears at medium and high altitude this time.

So to solve this i made a combination between very detailed textures and 2 "generic" texture, less detailed but very useful to play the role of "binder".

Some pics. Thanks to Mick for the skins  ;)

Airfield
(http://farm5.static.flickr.com/4117/4890582878_4a55f043c1_b.jpg)

(http://farm5.static.flickr.com/4119/4889986047_07c5e88204_b.jpg)

(http://farm5.static.flickr.com/4115/4889986417_fd5ea4500c_b.jpg)

(http://farm5.static.flickr.com/4100/4889986671_ded704a58d_b.jpg)



Canyon sector but with another climat setting
(http://farm5.static.flickr.com/4073/4889987117_590b0469c0_b.jpg)

(http://farm5.static.flickr.com/4139/4889987253_67f4760db0_b.jpg)


Battle pics ;). It's ok now for high altitude flight
(http://farm5.static.flickr.com/4074/4890583944_0295546944_b.jpg)

(http://farm5.static.flickr.com/4118/4889987485_937b331b04_b.jpg)

(http://farm5.static.flickr.com/4116/4889987947_07638cbb0b_b.jpg)

(http://farm5.static.flickr.com/4097/4890584932_f4707fc8f8_b.jpg)

(http://farm5.static.flickr.com/4137/4889988459_f4cf37e7a5_b.jpg)

(http://farm5.static.flickr.com/4080/4889988579_fc6c0c91b1_b.jpg)

(http://farm5.static.flickr.com/4136/4889988719_b745bd5ab4_b.jpg)

(http://farm5.static.flickr.com/4080/4890585934_b9b4467592_b.jpg)

(http://farm5.static.flickr.com/4093/4889989139_f8d32f245d_b.jpg)

(http://farm5.static.flickr.com/4134/4889989301_c89d1ba16b_b.jpg)

(http://farm5.static.flickr.com/4099/4890586380_6483778752_b.jpg)

(http://farm5.static.flickr.com/4119/4890586706_d40fc1ca48_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Fusek on August 14, 2010, 08:07:50 AM
I have a small request if you don't mind. With all the great seaplanes that came out in mind, would it be possible for you to add some seaplane bases? They don't change anything visually, but add the possibility for seaplanes to start from the water.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 14, 2010, 09:33:22 AM
I have a small request if you don't mind. With all the great seaplanes that came out in mind, would it be possible for you to add some seaplane bases? They don't change anything visually, but add the possibility for seaplanes to start from the water.

Mmm never made taxi points. I only changed airfields of place but never created one myself. I must some tutorial somewhere. Good idea.
Title: Re: Redko's Afrika new textures ...
Post by: Boelcke on August 14, 2010, 09:59:28 AM
very realistic looking pictures of the ground textures ... thumbs up redko, looking forward to it
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 15, 2010, 03:27:35 PM
@ gianlucabagatti and henkypenky thanks.

I started to test some of these textures and the other 40 i'm doing for the pack on Sands of time and Mto.

Mto is looking to be the most promising map for a new set of desert textures. The desert is bigger, more chains of mounts, tiny Creta. It's the best place to test what i have in mind, the "water painting"...desert_online is too short of sea for that. With Lejo's south of europe bildings pack it's gonna be great. Hoping to finish desert_online this week.  ;)

I will post pics for Mto and Sands of time soon.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on August 18, 2010, 07:45:58 PM
Couldn't say it better..those mapworks are amazing.
 ;) :)
Tom
Title: Re: Redko's Afrika new textures ...
Post by: agracier on August 19, 2010, 06:54:20 AM
with this sort work coming out, who needs storm of war

My thoughts exactly as well. I`ve never seen desert textures looking so good as those in the screenshots ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 21, 2010, 01:56:56 AM
My thoughts exactly as well. I`ve never seen desert textures looking so good as those in the screenshots ...

Thanks. I know how you and Kap like the deserts  ;).
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 21, 2010, 02:55:14 AM
Ok.
This should be the last serie of pics before release, i just need to do some couple of things in the south part of the map and add sea airfields.

(http://farm5.static.flickr.com/4114/4911989067_c99d86145a_b.jpg)

(http://farm5.static.flickr.com/4142/4912594096_03740cc1c5_b.jpg)

(http://farm5.static.flickr.com/4099/4911989489_9f0ed437e2_b.jpg)

(http://farm5.static.flickr.com/4117/4911989873_708a87b014_b.jpg)

(http://farm5.static.flickr.com/4139/4912594944_2cc941ede7_b.jpg)

(http://farm5.static.flickr.com/4082/4911990297_cdf4e2a56d_b.jpg)

(http://farm5.static.flickr.com/4142/4912595578_59da89f5ec_b.jpg)

(http://farm5.static.flickr.com/4098/4911990927_a3dd6ec129_b.jpg)

(http://farm5.static.flickr.com/4102/4911991127_ea92f31ef8_b.jpg)

(http://farm5.static.flickr.com/4101/4912596320_da1af661cd_b.jpg)

(http://farm5.static.flickr.com/4078/4911991597_d67cf57ed4_b.jpg)

(http://farm5.static.flickr.com/4094/4912596836_7cbf435943_b.jpg)

(http://farm5.static.flickr.com/4077/4912597096_8951c6a075_b.jpg)

(http://farm5.static.flickr.com/4120/4911992413_b284cb57d5_b.jpg)

(http://farm5.static.flickr.com/4093/4912597840_72761dd06f_b.jpg)

(http://farm5.static.flickr.com/4139/4912598512_dd1ec5eb15_b.jpg)

(http://farm5.static.flickr.com/4081/4911993937_d1b74f38c3_b.jpg)

(http://farm5.static.flickr.com/4137/4912598994_aeca57661d_b.jpg)

(http://farm5.static.flickr.com/4116/4911994317_5bb96f2f56_b.jpg)

(http://farm5.static.flickr.com/4114/4912600090_d2007c55c7_b.jpg)

(http://farm5.static.flickr.com/4095/4911995265_f5d28b9cbc_b.jpg)

(http://farm5.static.flickr.com/4138/4912600426_c7ce4213da_b.jpg)

(http://farm5.static.flickr.com/4081/4911995677_4c090be304_b.jpg)

(http://farm5.static.flickr.com/4079/4911995835_798eb4f285_b.jpg)

(http://farm5.static.flickr.com/4117/4912601372_1b6b8e4f2b_b.jpg)

(http://farm5.static.flickr.com/4096/4912601802_56d294b889_b.jpg)

(http://farm5.static.flickr.com/4079/4912602104_684ba1da85_b.jpg)

(http://farm5.static.flickr.com/4116/4912599126_946dd52988_b.jpg)

Exemple of "water painting". Desert_online is not the best map for that. Mto will be more interresting. So the idea is to use the shallow water technic but in a lighter way, just enough to make change a little the colour of water surface, and make seas more realistic.
(http://farm5.static.flickr.com/4114/4911997331_56560de216_b.jpg)


Title: Re: Redko's Afrika new textures ...
Post by: redko on August 21, 2010, 04:08:22 AM
.... redko, I was looking for an opportunity to fly somewhere else than over deserts, just for a change (I have been flying over them for months now) but I am afraid you ruined all hope with your jaw dropping screenies ....  :P :-* ;D :D :-\

On change pas un vieux renard du désert :). Thanks for the skins btw !
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on August 21, 2010, 07:27:15 AM
I'm ready for a scramble!
I just put on my uniform and waiting inpatiently for the release of this map.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on August 21, 2010, 08:20:30 AM
screenshots? i thought that was a rare collection of color photo's from ww2..... :D ;D
Title: Re: Redko's Afrika new textures ...
Post by: Paulo Hirth on August 21, 2010, 09:12:15 AM
Ok thanks man it worked, no more trees  ;)

I love what i saw in video!
I like that trees... how i do to back the trees?
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 21, 2010, 09:52:34 AM
I love what i saw in video!
I like that trees... how i do to back the trees?

That easy. On appendix section you will find on the new load.ini file these empty lines:

Tree0 =
TreeLightMask =

Just replace it with the stock lines like this :

Tree0 = Trees\AlteredBush8a.tga
TreeLightMask = Trees\LightM256.tga

Title: Re: Redko's Afrika new textures ...
Post by: agracier on August 21, 2010, 01:52:26 PM
Looking at the screenshots I´m trying to imagine how to ever make textures and landscapes that look as good as these.

I am somewhat prompted to think of a quote from an old classic poem by Shelley

My name is Ozymandias ...
Look on my works, ... and despair!

But in this case it would be something like:

My name is Redko ...
Look on my textures, ye mapmakers, and despair ...

ha ha
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 21, 2010, 03:30:57 PM
Looking at the screenshots I´m trying to imagine how to ever make textures and landscapes that look as good as these.

I am somewhat prompted to think of a quote from an old classic poem by Shelley

My name is Ozymandias ...
Look on my works, ... and despair!

But in this case it would be something like:

My name is Redko ...
Look on my textures, ye mapmakers, and despair ...

ha ha

 :). Nice. It remind me something, do you remember the title of the poem ?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on August 21, 2010, 03:55:08 PM

...here it is:

http://fr.wikipedia.org/wiki/Ozymandias_%28po%C3%A8me,_Percy_Bysshe_Shelley%29 (http://fr.wikipedia.org/wiki/Ozymandias_%28po%C3%A8me,_Percy_Bysshe_Shelley%29)

http://www.online-literature.com/shelley_percy/672/ (http://www.online-literature.com/shelley_percy/672/)

http://www.rc.umd.edu/rchs/reader/ozymandias.html (http://www.rc.umd.edu/rchs/reader/ozymandias.html)
Title: Re: Redko's Afrika new textures ...
Post by: RealDarko on August 22, 2010, 04:36:53 AM
Redko can I request a version with more bright? For once you release the first version, same textures but lighter like If the hard sun of the desert was really warming all the place.
Title: Re: Redko's Afrika new textures ...
Post by: agracier on August 22, 2010, 04:46:40 AM
Redko can I request a version with more bright? For once you release the first version, same textures but lighter like If the hard sun of the desert was really warming all the place.

I´m first off betting that the screenshots we´ve seen weren´t taken at 12 o clock noon. More likely towards late afternoon or evening, so if you were to fly at noon you´d get the result you are asking about through the workings of the game engine itself ...

But even if that isn´t the case, it´s very simple to run all the textures trough any number of good graphics programs and to alter contrast and brightness according o your taste. Most likely you´d just need to increase the contrast of the textures and perhaps the brightness just a tad as well.

It´s easily done and this way you can fine tune textures to your own taste.

Also you should note that each monitor can give different results when using the same textures. So that means that what others see as very bright you may very well see as darker ... and so on ... another reason to try and adjust textures according to your preferences on your own ...
Title: Re: Redko's Afrika new textures ...
Post by: RealDarko on August 22, 2010, 05:00:05 AM
I tried to edit the light of the textures in PSP7 with good results. Thanks for the little tip.
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 22, 2010, 11:06:16 AM
Redko can I request a version with more bright? For once you release the first version, same textures but lighter like If the hard sun of the desert was really warming all the place.

Actually i darkened the pics a little to show people all the textures details.

Too bright is bad for textures, it's destructive for the file. And the quality of the rendering depends also of the quality of the screen you are using, how it wokd with the gama for exemple. I'm making texture for all the players so those textures are optimized to work better with gapa gamma. Avala's Gapa Gamma settings are perfect for that. 

Agracier's reponse make sens for me. I better to optimize for the most of people as possible, and then let to the user the choice. That's easy to play with Avala's light tools, every body can do that.

This is what i have for real on my rig :

(http://farm5.static.flickr.com/4078/4916863204_79e039aacf_b.jpg)
(http://farm5.static.flickr.com/4141/4916863548_6a085e3642_b.jpg)
(http://farm5.static.flickr.com/4115/4916864042_3b4a8258d9_b.jpg)

Take in consideration that of course you must have this for real on your own screen to realize the real effect of gapa tools on these textures. But what i have i close to this. If you find this too bright, don't worry guys my textures will adapt to your wish.

Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on August 22, 2010, 12:17:46 PM
It's just like Agracier said, fine tuning textures is easily done. So you can have textures to your own taste that are brighter, more saturated, or have more contrast, you name it.
But the thing is that probably the colours of objects like houses, vehicles, airfield etc don't match anymore. After brightening the desert textures the objects appear like dark spots for instance.
Better suggestion is changing the settings of your screen or using the Gapa Gamma mod. So the overall colour changes and not just the textures.

Something else: ain't there nobody around who can make a desert storm mod?
It's almost a must have right now...
 
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 22, 2010, 04:00:59 PM
Something else: ain't there nobody around who can make a desert storm mod?
It's almost a must have right now...

Hhahahahahahahah  ;D ;D
100% with what you said, tune the light is very easy with gapa tools and the other one i still can't remember the name  ::). I ensure you guys those texture will play very well why any of your screen settings. Bright it more would destroy all ground details.

And you haven't seen the salt textures im' doing now, you will love it  ;) ;D

It's the kin of things I would like to make :
(http://farm5.static.flickr.com/4095/4917263957_c43e2d85e4_z.jpg)
(http://farm5.static.flickr.com/4094/4917864184_715ee2982c_z.jpg)
(http://farm5.static.flickr.com/4094/4917864278_2936d36946_z.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on August 24, 2010, 04:03:20 PM
Release trailer here.

Il2 Sturmovik - Desert reskined release video (http://www.youtube.com/watch?v=SJylUewMGg4#ws)

This shows better the final bright of these textures. Midday light. Enjoy.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 05, 2010, 11:55:07 AM

Lejo, my friend, I think you can start thinking to do you thread for your new desert houses pack, i'm ready to give a link for this new map.
I will do this i think between tonight and monday, max on tuesday night.

Hope you will like the map guys, sometimes the wait is useful. I flew and flew above the map by all the senses and i all conditions of light and sky and i'm pretty satisfied by the result. Mto will be far better  ;).
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on September 05, 2010, 01:43:34 PM
Lejo, my friend, I think you can start thinking to do you thread for your new desert houses pack, i'm ready to give a link for this new map.
I will do this i think between tonight and monday, max on tuesday night.

Done!

https://www.sas1946.com/main/index.php/topic,8440.0.html (https://www.sas1946.com/main/index.php/topic,8440.0.html)

(http://i256.photobucket.com/albums/hh195/Uufflakke/1eb2931e.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: WhamO on September 07, 2010, 05:09:53 PM
we're all missing MTO_Lowland_3.tga

i've gone through everything i have and don't seem to have it stored anywhere
Title: Re: Redko's Afrika new textures ...
Post by: agracier on September 07, 2010, 05:26:01 PM
Agracier, could you please upload the missing texture, as i have some Mto textures including MTO lowland 1, but not 3....

MTO Lowland3.tga

Here it is. Don't know where I got it from, but it was in my regular textures folder ... land/summer/ ....

http://www.sendspace.com/file/9vtsc4 (http://www.sendspace.com/file/9vtsc4)

Had to use sendspace, since I can't seem to get mediafire to come on-line ...
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on September 07, 2010, 05:34:20 PM
Now I get an error saying cant find map_F. I looked and its not in the folder?  ???
Title: Re: Redko's Afrika new textures ...
Post by: Checkyersix on September 07, 2010, 06:50:17 PM
Got a weird error with this one. I couldn't save, then when I zoomed out from ground level my gamma was shot, and the screen was nearly white, even when I exited FMB...

Looks nice otherwise, though ;)
Title: Re: Redko's Afrika new textures ...
Post by: sfchammer on September 07, 2010, 07:01:38 PM
Thanks Agracier for the MTO Lowland3.tga file.  I needed that to get the map to work as well.

Redko, thank you so much mate... simply amazing work!! Can't wait for your next effort.  Wonderful stuff.

I just cut and pasted a couple of Missions from Flatspinman's Afrika campaign into my Single Missions Folder and all seems to be working a charm.

I never cease to be amazed by what the modders are able to do with such an old piece of software.  We are a lucky bunch.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on September 07, 2010, 07:17:49 PM
@ Checkyersix
I get the same. What is happenening is some of the texture are too much for the graphics card. I was working on a new shallows today and it had a lot of detail and looked really good but when I checked it out in game the map went white and when I tried to exit, the main screen was white but you could make out the buttons for everything. I have a Nvidia 9800 1 gb. As far as saving do you have Uufflakke's houses?
Title: Re: Redko's Afrika new textures ...
Post by: WhamO on September 07, 2010, 07:48:08 PM
Map works & looks superb, only thing is, on every other map i get this type of thing.

zoomed out, the textures all appear normal, when i get close to the ground, things turn into this.

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Running UP 2.01 w/ SAS buttons

edit: removed all traces of the desert repaint and it still occurs on all maps.
Title: Re: Redko's Afrika new textures ...
Post by: farang65 on September 07, 2010, 08:10:42 PM
Just on a quick look that looks like a Cannons ground plate.

You can use Cannon's ground plate as a seperate mod or in Cannon's wonderful Channel map.

Not sure how to fix this

Cheers Kirby
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on September 07, 2010, 10:46:35 PM

Bran_Tocs ToW Mod by Madtoc
ATM I found no link, can anybody help?

G.

The MadToc can be had at AAS
https://www.mediafire.com/?ljtwmtzw2nm (https://www.mediafire.com/?ljtwmtzw2nm)
From http://allaircraftsimulations.com/forum/viewtopic.php?f=125&t=19663&p=233910&hilit=MadToc+TOW+Objects#p233910 (http://allaircraftsimulations.com/forum/viewtopic.php?f=125&t=19663&p=233910&hilit=MadToc+TOW+Objects#p233910)

[EDIT] Hey seems inactive and it seems to be old enough to not be in my DL collection-- anyone else got it? Trying ta help-[/EDIT]

Cheers Bros

Triad
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on September 08, 2010, 12:44:56 AM
OK... now this is really starting to be a really GOOD map even for the most difficult critics ;D. I didn't want to speak before download it and test it in deep, because you are a very good marketer of your maps and usually you select the best features in your preview pictures using zoom (I'm an old dog mate ;), but honestly you have done a damn good job in here, redko! The product is good and the time to market wasn't outrageous :)

What I like  8):

- Really good experience low flying.
- No noticeable carpet effect at 10000.
- Best sand textures I've seen for a long time.
- Low water technique much improved comparing to, say, Palau.

What possibly I'd change  :-\:

- Rock textures for the canyons maybe too dark?? a matter of taste probably. The contrast with the sand makes them a little strange at very high altitude.
- I still don't like much your taste for quadrangular agriculture fields, they seem to me a bit modern, but probably it's again a matter of taste.

Which campaigns do you recommend for this one? I think I dropped them all, preferring the JV69 Libya NE map and the campaigns Philk did for that one.

Cheers!
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on September 08, 2010, 01:26:45 AM
The MadToc can be had at AAS
https://www.mediafire.com/?ljtwmtzw2nm (https://www.mediafire.com/?ljtwmtzw2nm)
From http://allaircraftsimulations.com/forum/viewtopic.php?f=125&t=19663&p=233910&hilit=MadToc+TOW+Objects#p233910 (http://allaircraftsimulations.com/forum/viewtopic.php?f=125&t=19663&p=233910&hilit=MadToc+TOW+Objects#p233910)

[EDIT] Hey seems inactive and it seems to be old enough to not be in my DL collection-- anyone else got it? Trying ta help-[/EDIT]

Cheers Bros

Triad

   One link you gave links you to Keven P's road mod and the other take you to AAS topic that says that MadToc's mod link is inactive.Can we get another link?
Title: Re: Redko's Afrika new textures ...
Post by: cgagan on September 08, 2010, 01:41:58 AM
If Mad Toc TOW objects mod is the same as Bran Toc TOW objects mod (which I believe it is), you can get it from here, second row, click on "MODS IL2 1946", then look at the bottom of the page for a list of available mods
http://www.france-simulation.com/download.php?dcategory=CAMPAGNE%2FMISSIONS+BELLY&sortby= (http://www.france-simulation.com/download.php?dcategory=CAMPAGNE%2FMISSIONS+BELLY&sortby=)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 08, 2010, 02:30:33 AM

... works like a charm for me, the only thing I did was open the load.ini and change CAMOUFLAGE=SUMMER  into = DESERT in order to get desert skins for static AC ...  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on September 08, 2010, 03:59:33 AM
After adding the MTO.tga (thanks Agracier!) I could load the map but what are these spikes?  ???

(http://i256.photobucket.com/albums/hh195/Uufflakke/aff83df7.jpg)

EDIT: I think it's a graphics card issue. After restarting the game I didn't have it anymore. Here a screenie of the same place without the spikes.
As you can see there are no objects where the spikes used to be so it has got nothing to do with missing objects.

(http://i256.photobucket.com/albums/hh195/Uufflakke/3899b7d1.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Bee on September 08, 2010, 04:53:05 AM
Just downloaded and about to install.  Looks great  :)

I noticed you have all your textures saved as 1024x1024 @ 4mb each.  Tsk tsk!  If you save them as indexed tga's instead they will only weigh in at 1mb each, plus they will actually look crisper and not so jagged at distance.  A handy tip and added eyecandy for lower end users.

The spikes seen above are skinless "altered bush" dynamic trees.  Must be missing a texture there somewhere....
Title: Re: Redko's Afrika new textures ...
Post by: Bee on September 08, 2010, 07:26:13 AM
Found the problem.  In the Load.ini are the following lines:

  Tree0 =
  TreeLightMask =

Both of these need a texture to clothe the dynamic trees otherwise you get those nude spikes.  Wouldn't want to bail out on one of those.  Possibly putting "fields_" in the title of each and every texture and corresponding load.ini line will solve the problem.  Might go try that now...

Edit:  Yep, adding "_fields"  without the quotations to the end of each of Redko's textures (for example: redkolybia10_fields)  then also adding the _fields bit to the name of each texture in the Load.ini will definitely fix the crouching spike, hidden tree issue.
Now, back to that campaign...   :P
Title: Re: Redko's Afrika new textures ...
Post by: hguderian on September 08, 2010, 07:46:09 AM
For all those with SAS Modact: to avoid the

"Can't save missions"

you need to install this objects mods:

Desert House Mod
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505 (https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505)

Hangar Mod 1+2
Mick posted this link somewhere:
http://forums.simulation-france-magazine.com/viewforum.php?f=82 (http://forums.simulation-france-magazine.com/viewforum.php?f=82)

DLV Egypt Mod
http://www.allaircraftsimulations.com/forum/viewtopic.php?t=14980&highlight=egypt (http://www.allaircraftsimulations.com/forum/viewtopic.php?t=14980&highlight=egypt)

Bran_Tocs ToW Mod by Madtoc
ATM I found no link, can anybody help?

G.

Might anyone confirm if all these mods are already included into UP?
Thanks a lot.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on September 08, 2010, 07:53:50 AM
Might anyone confirm if all these mods are already included into UP?
Thanks a lot.

Not everything is included in UP/HSFX or any other modpack.
At least the Desert House Mod is nót included.
Besides the above mentioned objects mods you need to d/l my Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html (https://www.sas1946.com/main/index.php/topic,7046.0.html)

ToW objects here:
http://allaircraftsimulations.com/forum/viewtopic.php?f=18&t=28955 (http://allaircraftsimulations.com/forum/viewtopic.php?f=18&t=28955)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on September 08, 2010, 08:01:51 AM
The more I fly this the better it becomes. If this version had been included with the original game as it was brought out, the publishers would have had an even bigger hit than now and the map would surely have garnered much attention for its look.

I think that the roads were altered here in the map as well. I remember Redko asking where the files for roads were to be found. I like the new roads very much for this ind of terrain, but now it's my turn to ask where these new road textures are, since I can't seem to find them in the Lybia textures folder and the load.ini gives the same location as before ...
Title: Re: Redko's Afrika new textures ...
Post by: cgagan on September 08, 2010, 08:36:44 AM
Found the problem.  In the Load.ini are the following lines:

  Tree0 =
  TreeLightMask =

Both of these need a texture to clothe the dynamic trees otherwise you get those nude spikes.  Wouldn't want to bail out on one of those.  Possibly putting "fields_" in the title of each and every texture and corresponding load.ini line will solve the problem.  Might go try that now...

Edit:  Yep, adding "_fields"  without the quotations to the end of each of Redko's textures (for example: redkolybia10_fields)  then also adding the _fields bit to the name of each texture in the Load.ini will definitely fix the crouching spike, hidden tree issue.
Now, back to that campaign...   :P
You mean all .tga files included in Redko_Tex/Libya? Or just the numbered ones? (RedkoLibya27, 26, 39, etc. but not those ending with "blend")
Title: Re: Redko's Afrika new textures ...
Post by: agracier on September 08, 2010, 08:58:47 AM
isn't there rather a texture, blank or black or whatever, that can used for
Tree0
Treelightmask   ?
Title: Re: Redko's Afrika new textures ...
Post by: Bee on September 08, 2010, 09:13:41 AM
You mean all .tga files included in Redko_Tex/Libya? Or just the numbered ones? (RedkoLibya27, 26, 39, etc. but not those ending with "blend")

All of them, like this:

[FIELDS]
LowLand0 = redko_tex/lybia/redkolybia1blend_fields.tga,4
LowLand1 = redko_tex/lybia/redkolybia3blend_fields.tga,2
LowLand2 = redko_tex/lybia/redkolybia4blend_fields.tga,2
LowLand3 = redko_tex/lybia/redkolybia40blend_fields.tga,4

MidLand0 = redko_tex/lybia/redkolybia14blend_fields.tga,2
MidLand1 = redko_tex/lybia/redkolybia8blend_fields.tga,4
MidLand2 = redko_tex/lybia/redkolybia34blend_fields.tga,4
MidLand3 = redko_tex/lybia/redkolybia23blend_fields.tga,4

Mount0   = redko_tex/lybia/redkolybia10_fields.tga,4
Mount1   = redko_tex/lybia/redkolybia18b_fields.tga,4
Mount2   = redko_tex/lybia/redkolybia29_fields.tga,4
Mount3   = redko_tex/lybia/redkolybia28_fields.tga,4

Country0 = redko_tex/lybia/redkolybia26_fields.tga,2
Country1 = redko_tex/lybia/redkolybia27_fields.tga,2
Country2 = redko_tex/lybia/redkolybia25blend_fields.tga,2
Country3 = redko_tex/lybia/redkolybia33blend_fields.tga,2

City0    = redko_tex/lybia/redkolybia22blend_fields.tga,4
City1    = redko_tex/lybia/redkolybia44blend_fields.tga,2
City2    = redko_tex/lybia/redkolybia39_fields.tga,4
City3    = redko_tex/lybia/redkolybia20_fields.tga,4

AirField0= redko_tex/lybia/redkolybia14bblend_fields.tga,4
AirField1= redko_tex/lybia/redkolybia35blend_fields.tga,2
AirField2= redko_tex/lybia/redkolybia32ablend_fields.tga,2
AirField3= redko_tex/lybia/redkolybia45blend_fields.tga,2

Wood0    = land/summer/MTO_Lowland_3.tga,2
Wood1    =
Wood2    = forest/summer/ForestFar.tga
Wood3    =

Water0   = water/PacificWater.tga
Water1   = water/PacificWater.tga
Water2   = redko_tex/lybia/redkolybia9cblend_fields.tga,2
Water3   = redko_tex/lybia/redkolybia43_fields.tga,4

Don't worry about the Wood0 - Wood3 ones though.
Title: Re: Redko's Afrika new textures ...
Post by: viking4570 on September 08, 2010, 10:22:47 AM
MTO_Lowland_3.tga name was changed in 4.09 final release to MTO_Lowland_3_fields.tga - so change the name in the load.ini to get this to run - Sorry if someone already pointed this out I have not read the whole thread. cheers -viking
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 11:30:20 AM
Just downloaded and about to install.  Looks great  :)

I noticed you have all your textures saved as 1024x1024 @ 4mb each.  Tsk tsk!  If you save them as indexed tga's instead they will only weigh in at 1mb each, plus they will actually look crisper and not so jagged at distance.  A handy tip and added eyecandy for lower end users.


I know that. But on the tutorial i saw that blended textures must be uncompressed. Do you think i can use indexation AND blended textures in the same time ?

If you yes i could index all this and the make the blend on the textures.

Or maybe i index the textures FIRST...and then i blend it..... ::) ::)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 11:42:47 AM
Mmmm i just tried to index the textures and blend it on gimp and photoshop, it can't do it. It's seems to be blended texture or indexed. ::)

i could release a map with indexed textures for low rigs, but without blending, but i'm not shure this is going to be  nice...
Title: Re: Redko's Afrika new textures ...
Post by: agracier on September 08, 2010, 11:45:00 AM
Mmmm i just tried to index the textures and blend it on gimp and photoshop, it can't do it.

Could I ask what blended textures are? Sounds like something useful ...
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 08, 2010, 12:07:43 PM
redko, i just indexed them all in photoshop. straight open/index/save, no blending, just because i like to trim file sizes where i can, and i'm not sure if it's a placebo effect, but it actually seems to look, and run, just a tiny bit better....
its awesome, mate -really, i've also just fired up the Afrika: LWPilot campaign again just to experience it with this great new look...thanks very much!  :D ;D

oh, the easiest solution for me with this tree spike thing, was just to replace those 2 line in the load.ini with the original desert map load.ini entries.
so;
Tree0 =
TreeLightMask =  
would look like so:
Tree0 = Trees/MTO_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga
this results in there being the default trees on the map, which might not look all that great given the surroundings, but they're more natural-looking than the spikes.
guys, these are simple things that anybody can play around and do there own load.ini editing, it's really pretty simple, and can be fun, too!  ;)

Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 12:35:07 PM
Warning:
I will reupload the map tonight or tomorrow with some updates, corrected load.ini and a more detailed install procedure, it's going to be better for all and specially for newbies ;)


My bad guys, i should have tested the map before with some betatesters. Stay tuned on the thread  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 12:41:58 PM
Problem solved. The map is activated with the 'online desert'. The map is tremendous, with breathtaking detail. I too get the same 'white spikes' and occasional black textures when I close up; guess it has to do with my graphics card (Nvidia 9800GT). Thanks again Redko!

Solution is given by Sas Malone here :

"oh, the easiest solution for me with this tree spike thing, was just to replace those 2 line in the load.ini with the original desert map load.ini entries.
so;
Tree0 =
TreeLightMask =
would look like so:
Tree0 = Trees/MTO_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga
this results in there being the default trees on the map, which might not look all that great given the surroundings, but they're more natural-looking than the spikes.
guys, these are simple things that anybody can play around and do there own load.ini editing, it's really pretty simple, and can be fun, too!  "

I will upload tonight or tomorrow i version with indexed textures, it's better for slow pc...please follow the theard for the new link ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 12:50:07 PM
Could I ask what blended textures are? Sounds like something useful ...

You must have 'Map building for beginners" tutorial i guess ? Check in part 2 of this tutorial, on "new textures" section. You find find there an explanation of what blended textures makes = it helps to hide the junction points between 2 textures. Viking used that on many of his maps.

Take a look on Lybia folder to some textures, you will see some 'missing' parts, it's blended. As the desert textures deals with very bright colours, blending is a good solution to make disapear all those junction part...it would kill the map without that. Sometimes it's very hard to make disapear that just by working the texture it self.

Dark textures don't really need blending.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 01:02:14 PM
redko, i just indexed them all in photoshop. straight open/index/save, no blending, just because i like to trim file sizes where i can,

Ok it's what i was guessing...i have to chose between blending and indexed textures....must be a placebo  ;). No seriously, i will provide another one tomorrow with just indexed textures, and no blending. I think this would be better for people having old pc...and some CG seems to mal function with blending.

Thanks for help with advices and tips here, i'm glad to see SAS team's support  :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 01:29:15 PM
Got a weird error with this one. I couldn't save, then when I zoomed out from ground level my gamma was shot, and the screen was nearly white, even when I exited FMB...

Looks nice otherwise, though ;)

yea i have this too on fmb. it's blended textures, it makes that sometimes. i will give another map version with classical textures tomorrow
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 01:45:02 PM

Try the map at 6pm with medium clouds....you will like it i know... ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 02:11:17 PM
I think that the roads were altered here in the map as well. I remember Redko asking where the files for roads were to be found. I like the new roads very much for this ind of terrain, but now it's my turn to ask where these new road textures are, since I can't seem to find them in the Lybia textures folder and the load.ini gives the same location as before ...

You mistake mate. I haven't altered the roads, if you have this feeling it's the sign my texture maybe make it appear nicer, but these are the stock roads.
Actually i'm still looking for the sfs file including the roads textures. I remember having seen it once...but i don't remember where. The idea would be to replace the stock road texture by more realistic wheel tracks, manually painted...a little bit like the Palau's airfield, you see what i mean.
In the desert the effect could be nice. I'll pm you if i find again those files...i think i saw it somewhere on STD file.  ::)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 08, 2010, 02:31:37 PM
@ Checkyersix
I get the same. What is happenening is some of the texture are too much for the graphics card. I was working on a new shallows today and it had a lot of detail and looked really good but when I checked it out in game the map went white and when I tried to exit, the main screen was white but you could make out the buttons for everything. I have a Nvidia 9800 1 gb. As far as saving do you have Uufflakke's houses?

I will post tomorrow a lighter map with indexed textures...it should help.
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on September 08, 2010, 09:41:18 PM
Hi- enjoying the map so far, it's great 8)

I did run into an issue tho, not sure if it is the map or something else funked up on my end- not unlike a mirage in the desert ;)

(http://www.triad773.com/2010/IL2/floatingStuff-desert.jpg)

Stuff seems to float  :-[

Not sure if this was reported before or not.

This is basically along the runway on the northwest part of the map by the coast.

Triad
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on September 08, 2010, 11:41:23 PM
I have a none quick mission for this map if anyone wants it here's a link   http://www.filefront.com/17275772/OnlineDesert (http://www.filefront.com/17275772/OnlineDesert) none Quick missions.zip        ,does anyone have a scramble or a strike quick mission for it?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 09, 2010, 12:05:12 AM
FlatSpinMan's Afrika campaign uses this map a lot ...

http://mission4today.com/index.php?name=Downloads&file=details&id=2471 (http://mission4today.com/index.php?name=Downloads&file=details&id=2471)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 09, 2010, 01:16:08 AM
...
after playing it on this map with its inspiring textures, i downed 6 Blenheims on the first mission...well chuffed with myself!  ;D 8)

... Jeez Malone !! Hence the necessity to improve stock maps ...!!  :D

Redko you've got plenty of work to do, to turn us into aces ...  :-\
Title: Re: Redko's Afrika new textures ...
Post by: Dakpilot on September 09, 2010, 01:20:55 AM
I have a full set of quick missions for this map, am sure they came with Pal Qmb Pro here;

https://www.sas1946.com/main/index.php/topic,3594.0.html (https://www.sas1946.com/main/index.php/topic,3594.0.html)

Love this map and really looking forward to further developements on more Desert maps, my only issue and this is NOT a complaint or a moan  ;) is that due to coastline changes from the stock map, campaigns like philk's great "Dust Devils" can look a bit funky with ships parked in the sand and harbours not lining up. I guess this will always be a trade off with a much more realistic looking coastline when playing older missions on great new repaints of such old maps.
These great mods by Redko and freinds really help, there are some superb new maps but with few campaigns available, these great repaints keep this sim alive for offline FMB incompetents like me  ;D
Keep up the great work you have given me so much pleasure with all your repaints!
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 01:51:08 AM
Hi- enjoying the map so far, it's great 8)
I did run into an issue tho, not sure if it is the map or something else funked up on my end- not unlike a mirage in the desert ;)
(http://www.triad773.com/2010/IL2/floatingStuff-desert.jpg)

Stuff seems to float  :-[
Not sure if this was reported before or not.
This is basically along the runway on the northwest part of the map by the coast.
Triad

Ok i will check this. I think it's because i reworked all the terrain elevation on the map, so maybe some stock object, coming the original actor.static is keeping the old postion for objets. That's easy to solve = just open unlocked FMB "for mapmakers" and clic with the mouse in the objet....it's going down just on the ground, no more on the air.

But i will fix this anyway today.

IF these are objects from a mission/campain you already have, it's the same process, open your FMB, left clic with the mouse and it goes back to ground....but in theory objects from missions/campains shouldn't be concerned by the 'bug', only the stock actor.static objects.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 01:58:17 AM

Love this map and really looking forward to further developements on more Desert maps, my only issue and this is NOT a complaint or a moan  ;) is that due to coastline changes from the stock map, campaigns like philk's great "Dust Devils" can look a bit funky with ships parked in the sand and harbours not lining up. I guess this will always be a trade off with a much more realistic looking coastline when playing older missions on great new repaints of such old maps.

Yes i got it too with some missions i made some years ago in this map. I have ships on the sand  :). It would fine if someone could take some time to fix that, that's easy . it's a matter of replacing some objets, save the missions and reupload them. I know that Phil_K was reworking some of his campains to adapt it to my repaints.

This is a tiny map. Things are goind to be better with MTO i guess. Bigger map, more diversity, more place for action. I will post pics for MTO soon. There will be new textures for that one.

Those textures fit perfectly with Lybia and Sinai map too.
Title: Re: Redko's Afrika new textures ...
Post by: Neil Lowe on September 09, 2010, 02:20:44 AM
I'm pretty sure its not a problem with the map unless they're embedded in the actors.static.

Those floating nets are edited (elevated) default ones. It looks to me like you are possibly missing the object (Barrels/boxes/other?) that they are supposed to be sitting on. When the mission has loaded, have you checked the console for any missing object messages?

Cheers, Neil :)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 09, 2010, 02:22:10 AM
redko, do you have a map_F for this? i ask, because on my modact game verion, it is failing to load because of map_f, and i don't seem to have one for the stock desert map, either... 8)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 09, 2010, 02:45:38 AM


... I remember way back I had the prob with floating nets, and this was because some modder (can't remember who) had created them, 5 m high, in order to be able to park AC under them, since the distance between the poles is too narrow to park without breaking a wing ...

The fix is easy, delete those 5m high nets ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 03:36:45 AM
redko, do you have a map_F for this? i ask, because on my modact game verion, it is failing to load because of map_f, and i don't seem to have one for the stock desert map, either... 8)

Yes i'm going to post it with the new DL link.
Title: Re: Redko's Afrika new textures ...
Post by: farang65 on September 09, 2010, 07:45:10 AM
In regards to the floating camo nets

Fabian Fred created a bunch of elevated objects including humans as a one folder mod.

I recall he thought it was a good idea so you could park twin/4 engined bombers under the nets without affecting stay points/objection collision on airfields etc..

A mod from about 2 or so years ago

Cheers Kirby
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 09, 2010, 07:58:13 AM
i concur.  :D  the 'raised' nets are fabianfred's work.
they can be handy for several scenarios, and it's either what redko said about the elevation changes to the map, or these are just the wrong objects mistakenly placed due to a mix up in the static.ini order...
Title: Re: Redko's Afrika new textures ...
Post by: Bee on September 09, 2010, 08:33:56 AM
Definitely can confirm that putting _Fields at the end of each TGA's name and likewise changing the textures name in the load ini works for removing unwanted trees from the desert.

Below also is a comparrison shot of the Non Indexed and Indexed versions of the textures.  First shot is the originals, taking up 109mb of memory.  Second is the same textures saved as Indexed TGS's at only 34mb.  Damned if I can tell the difference. :)

(http://i221.photobucket.com/albums/dd119/Feathered_IV/with_blended.jpg)
(http://i221.photobucket.com/albums/dd119/Feathered_IV/without.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 09:18:05 AM
Definitely can confirm that putting _Fields at the end of each TGA's name and likewise changing the textures name in the load ini works for removing unwanted trees from the desert.
Below also is a comparrison shot of the Non Indexed and Indexed versions of the textures.  First shot is the originals, taking up 109mb of memory.  Second is the same textures saved as Indexed TGS's at only 34mb.  Damned if I can tell the difference. :)

Nice Bee.
I just edited the load with field for each slot  and indexed all the textures except the one for shallow water. Added also a transparent map_F on the file. I'm uploadding this right now with new install instructions.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 09, 2010, 09:21:45 AM
redko, could i be a pain and ask that you upload the map_F separately, as well...for those who have already fixed the other issues themselves, like me....i'd appreciate it much, mate... :)
Title: Re: Redko's Afrika new textures ...
Post by: Avala on September 09, 2010, 10:12:31 AM
Blended (as Redko calls them) or 32.bit textures with alpha channel can be used, but they are too big for IL2. Especially for ATI cards. One solution can be also resizing textures from 1024x1024 to 512x512 without touching alpha channel, and saving them as 32.bit tgas, no indexing. So, in that way textures can "blend" better with other textures, thanks to alpha channel that will be preserved and smaller weight in Mbs.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 11:19:02 AM
Ok Avala i will test this and see what it makes.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 11:40:29 AM
Back to classical method.
Ok here you have knew link for a lighter version of the map, with indexed textures (better for slow pc) and some bugs have been fixed. I added some sea airfields. There are 2 ways to install the map, I would suggest you to chose the second which replace once for all the stock map and make that you not need to edit too many things on your existing missions/campains and will be able to play the old ones on this new map.

The coast is diferent in this map from the stock one, so some objecst may have to be moved.

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


http://www.filefront.com/17276813/desert_indexed.zip

https://www.mediafire.com/?ybguxx0od7upg5f

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

Separate map_F file for those who already have the map and need this (error message map_F missing):

http://www.filefront.com/17276842/map_F.zip (http://www.filefront.com/17276842/map_F.zip)

CASE 1 = I WANT A SEPARATE INSTALL:

Just the "redko_Desert" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_desert

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_desert redko_desert/load.ini

You have Missions/campains from the stock desert_online map, you have to edit the .mis file for each missions and change the name of the map to redko_desert.

CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_desert folder into classic "desert" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file

Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html (https://www.sas1946.com/main/index.php/topic,7046.0.html)

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505 (https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505)

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team ;)

Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 11:49:07 AM
redko, could i be a pain and ask that you upload the map_F separately, as well...for those who have already fixed the other issues themselves, like me....i'd appreciate it much, mate... :)

Done, check my last post. It's an invisible layer, i works for me, but i have to say that without that file it worked too   ::). Hopefully i will learn later to make a real map_F.
Title: Re: Redko's Afrika new textures ...
Post by: sakivano on September 09, 2010, 11:58:40 AM
A wonderful map, redko. Just two things: I don't see no shadows on the ground when planes are landing. And another question. If I make a mission, it only allows me to use twelve o`clock in the morning. I can't change the hour in the mission edit.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 09, 2010, 12:21:23 PM
A wonderful map, redko. Just two things: I don't see no shadows on the ground when planes are landing. And another question. If I make a mission, it only allows me to use twelve o`clock in the morning. I can't change the hour in the mission edit.
::)??...never seen this before.
Try the new link above. Erase the files and DL again from the new link
Title: Re: Redko's Afrika new textures ...
Post by: gianluca on September 09, 2010, 04:36:21 PM
hi Redko and thks again for your beautiful map!
Landing is a bit tricky, the airplane takes quite a lot of bumps! Is there any Zuti friction mod installed (as, to name one, the Vkg El Alamein map)?
Best regards, Gianluca
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on September 09, 2010, 06:00:59 PM
Redko, In your load.ini for water2= you have the entry as...

Water2   = redko_tex/lybia/redkolybia9cblend.tga,2

If you put a - in front of the 2 like this..


Water2   = redko_tex/lybia/redkolybia9cblend.tga,-2

It makes the shallows texture larger and will get rid of the tile effect.

,2 makes the texture smaller.

Here are some pics to show you what I mean....

this is with ,2

(http://i632.photobucket.com/albums/uu48/Bombsaway_67/Redko-04.jpg)

(http://i632.photobucket.com/albums/uu48/Bombsaway_67/Redko-03.jpg)

As you can see this has the tile effect with the lines.

Here it is with the ,-2

(http://i632.photobucket.com/albums/uu48/Bombsaway_67/Redko-02.jpg)

(http://i632.photobucket.com/albums/uu48/Bombsaway_67/Redko-01.jpg)

No lines. ;D I really like your new shallows texture. Very detailed and very good work my friend. I also love the map. Thank you.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on September 10, 2010, 02:28:48 AM
i couldn't resist transplanting redko's textures into my MTO map...a straight copy/paste into the load.ini, and the result looks pretty darn good already.... :D ;D
i won't post pics just yet, i'll leave it for redko to surprise us with his... 8)

Thanx for the tip. Did the same thing but to be honest I am not that satisfied about it. Sometimes you got this dark coloured rocky textures while there is hardly any elevation. And a bit too much the tiling effect. I will wait for Redko's MTO surprise, till then I have some fun with this map. 
Title: Re: Redko's Afrika new textures ...
Post by: sakivano on September 10, 2010, 09:16:54 AM
::)??...never seen this before.
Try the new link above. Erase the files and DL again from the new link


The shadow problem has been fixed with the new download links, but I can't still change the hour in the waypoints :) Weird, isn't it?
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 10, 2010, 09:36:01 AM
yeah, very weird...i've never seen this problem in all my years with Il2...
unless, of course, you have this option checked in FMB...
(https://storebror.it.cx/sas/archive/sas2/Malone/PICS/timecheck.jpg)
...i'm willing to bet that's your problem... ;)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 10, 2010, 09:56:15 AM
Well i have gone over every page....
mabey 3:00 am isnt the time to do it :P ;D
i'll give it another go...thank's guy's...

pd

... wait for daytime to come, then you only need to find this on page 1 :

EDIT : Download link and instructions by redko :

the DL links are just underneath ...  ;)
Title: Re: Redko's Afrika new textures ...
Post by: sakivano on September 10, 2010, 10:43:19 AM
yeah, very weird...i've never seen this problem in all my years with Il2...
unless, of course, you have this option checked in FMB...
(https://storebror.it.cx/sas/archive/sas2/Malone/PICS/timecheck.jpg)
...i'm willing to bet that's your problem... ;)

No, I've tried it and I can't still change the hour :(  This is what happens Problem with Desert map (http://www.youtube.com/watch?v=tmvDF9o36cU#ws)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 10, 2010, 10:54:35 AM
man, that is honestly the first itme i've ever seen that happen. ???
and you say it only happens with this map?  ???
Title: Re: Redko's Afrika new textures ...
Post by: sakivano on September 10, 2010, 12:59:38 PM
This is the first time I see it  :( Weird, weird, weird... Ok, it's just the little price I have to pay to enjoy this wonderful map!!!  ;)
Title: Re: Redko's Afrika new textures ...
Post by: sakivano on September 10, 2010, 02:56:44 PM
Sir Redko, champion of the fantasy textures. 

Yes, he is!!!

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)





Title: Re: Redko's Afrika new textures ...
Post by: redko on September 10, 2010, 04:32:12 PM
...would remember those of us whose computers are pre-solid state...
hahaah  ;D. You are welcome. It's super frustrating to know some people have troubles with something you spend so much time working on. Fun is there when you can share, i could make those repaints just for me but there is more fun knowing that you can share this for free  ;)

Don't forget gapa gamma mod, this improve the rendering with zero impact on fps as it just involve screens light settings. For midday light Gapa Gamma mod gives to these textures a very realistic bright.

A good campain for that map (mission 10 and next use this map, 1-19 use Sand of Time...that i'm repainting like this one so people  will have a complet campain with these new textures).

FlatSpinMan's Afrika campaign:
http://mission4today.com/index.php?name=Downloads&file=details&id=2471 (http://mission4today.com/index.php?name=Downloads&file=details&id=2471)
Title: Re: Redko's Afrika new textures ...
Post by: gianluca on September 11, 2010, 12:05:22 AM
Hi Redko, sorry to bother you....
I was one of those who were very very satisfied with your first version which my pc could handle without problems.
The second is also very attractive but not so,let me say, "rich" as the first one...
So, if I dare ask: are you going to have your first version amended with the small fixes and seabases received by the second one and release it?
Anyway, chapeau to your mastering of this art!
Have a nice day,
Gianluca
Title: Re: Redko's Afrika new textures ...
Post by: warhawk on September 11, 2010, 03:26:13 AM
I have a problem in FMB.
I just slapped on a couple ships and tried to add some planes to take-off (e.g. Bf-109E-7trop) and this happens

(http://i185.photobucket.com/albums/x31/warhawk_photo/razno/glooposti/th_1009201016-18-22.jpg) (http://i185.photobucket.com/albums/x31/warhawk_photo/razno/glooposti/1009201016-18-22.jpg)

The game just freezes and I have to exit, reload it and fly somewhere else (this happens every time in FMB with this map)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 11, 2010, 03:30:00 AM
sounds like a memory issue.
look at trying out one of the alternative exe options here:
https://www.sas1946.com/main/index.php/topic,2475.0.html (https://www.sas1946.com/main/index.php/topic,2475.0.html)
Title: Re: Redko's Afrika new textures ...
Post by: sakivano on September 11, 2010, 04:10:00 AM
yeah, very weird...i've never seen this problem in all my years with Il2...
unless, of course, you have this option checked in FMB...
(https://storebror.it.cx/sas/archive/sas2/Malone/PICS/timecheck.jpg)
...i'm willing to bet that's your problem... ;)

PROBLEM FIXED!!!!! :D It was nothing to do with the map, but with my little brain. Everything's working perfectly now.
Title: Re: Redko's Afrika new textures ...
Post by: jcalonso on September 11, 2010, 10:51:01 AM
 :)Hi everyone!
I'm having the same problem that Warhawk has. I have to save the mission often and when the problem occurs relaunch the game, open the saved mission and continue to place flights, etc. This can happen a number of times when building a mission and can be very annoying but the map is flyable and absolutely stunning. I believe it is a memory issue (only 2 Gb RAM), but one that never happened to me before. In the course of next couple of weeks i'll have my RAM memory expanded to 6Gb and i'll be able to check if that's the cause.
Best Regards,
JC
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 11, 2010, 12:19:46 PM
:)Hi everyone!
I'm having the same problem that Warhawk has. I have to save the mission often and when the problem occurs relaunch the game, open the saved mission and continue to place flights, etc. This can happen a number of times when building a mission and can be very annoying but the map is flyable and absolutely stunning. I believe it is a memory issue (only 2 Gb RAM), but one that never happened to me before. In the course of next couple of weeks i'll have my RAM memory expanded to 6Gb and i'll be able to check if that's the cause.
Best Regards,
JC

The file for shallow water is the only one i did not indexed, to avoid stripes in the far. I you have photoshop or gimp, open the file, and save it as indexed. Blending effet will disapear and the file will have about 1mo instead of 4. This may help. Try also to DL the map_F and put it on the map folder where the actor.static. This will save memory for distant textures. The link is in the bottom of the post with the map main DL link.

If you have Ati cards, reduce the aniso filtering = these Cg deals bad when there is too much shallow water.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 11, 2010, 12:24:49 PM
OMG! Give him a break!! He deserves it....And few beers!!!
Amazing job again. Looks as real as it can get with ole IL2 - engine!
kap
Loool...yea a beer please. What's the best one on your country ?

@cyberolas.
Yea maybe but i have to finish the big desert texture pack first, repaint Sand of Time to complete FlatSpinMan's Afrika campaign (i felt in love) and MTO, a very promising map, then Lybia and Sinai(textures only).
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 11, 2010, 12:28:49 PM
So, if I dare ask: are you going to have your first version amended with the small fixes and seabases received by the second one and release it?

Well i erased the blended files, but as i'm still working on these textures yea i could provide later a debuged version with full quality textures.
Title: Re: Redko's Afrika new textures ...
Post by: jcalonso on September 11, 2010, 03:40:15 PM
Hi again redko!
Excuse my ignorance, but could you tell me which one is the shallow water texture and where can i find it, please?
Regards,
JC
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 11, 2010, 04:23:36 PM
Hi again redko!
Excuse my ignorance, but could you tell me which one is the shallow water texture and where can i find it, please?
Regards,
JC

It's inside redko_tex/Lybia folder. His name is "redkolybia9cblend". It's the one you have to save as indexed. Nice chicks btw
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 12, 2010, 02:40:29 AM
I think this is the one and only right beer for you:
(http://3.bp.blogspot.com/_OL_CrSvZRyQ/SujzviHmAdI/AAAAAAAABCU/IRXIsrujNUg/s400/Kinshachi+Desert+Beer.JPG)

Lol. thks sir ;). I will be working on Sands and Mto this afternoon. Speaking about your big bildings do you think you could make a version with a more classical achitectural style, like this (pics from Alger city - Algeria):

(http://farm5.static.flickr.com/4108/4982186958_555463f154_o.jpg)
(http://farm5.static.flickr.com/4154/4982187086_e297800979_o.jpg)

Most of big town of north africa are using classical language, a 19 century style like the one we have in Paris, London, Roma...it's the result of european colonisation. It's a Haussmann style, the french dude who create the Paris all the people now.

On the MTo map, there parts of Crete and "Malta" i guess. This would help to integrate those bildings to the map. Keep the clothes on the windows, that too nice and makes "local"  :)

The ones you made use post 40's achitectural style, i would say 50's. But don't erase it because this could be fine for some map using 50/60's conflicts in the middle east, like Suez conflict or the first israelo/arabic war. There were jets there and the architecture is closer at that time to the first version of your big bildings.


Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on September 12, 2010, 04:37:25 AM
For the time being I do not have much time left over in doing repaints. Tomorrow I leave for New York for 8 days and after that I've much going on in private life (Work, applying for another job, busy with my own artwork -oilpaintings, no repaints  ;)-, etc, etc.)
Talking about Malta: As it was very hard to find some decent and useful images of arabic style houses -I googled for Tunesian cities, Marocco, Yemen, Jordania, Saudi Arabia, you name it - I decided to use Malta houses for the huge house blocks. So actually you already have something for Malta.
If you want to add some colonial style houses for cities maybe an option to use some of my Southern European style houses? They do have French, Spanish, Italian elements.

Malta elements in my Desert House Pack:

(http://i256.photobucket.com/albums/hh195/Uufflakke/8ca50625.jpg)

By the way which house block looks like a 50's building? Don't know which one actually.
The only one that looks way too modern was this one as you know, so I decided not to use this block for the Desert House Pack.

(http://i256.photobucket.com/albums/hh195/Uufflakke/cc5be3b8.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 12, 2010, 04:51:05 AM
Yea that one. With another textures i could integrate it on MTO i think. Ok i will work with you other pack.

Cheers
Title: Re: Redko's Afrika new textures ...
Post by: warhawk on September 13, 2010, 02:17:17 AM
Hi, i checked my map with static.ini checker tool, and these are missing:

buildings.House$garageB
buildings.House$Gate_for_Wood_001_closed
buildings.House$Atelier-grueB
buildings.House$atelierB

Anyone knows where can I find them?
Title: Re: Redko's Afrika new textures ...
Post by: warhawk on September 13, 2010, 03:18:24 AM
Thanks for the swift reply

The link for hangar 2 is not working. Anyone have a working link?
Title: Re: Redko's Afrika new textures ...
Post by: Korrigan on September 13, 2010, 04:35:28 AM
Thanks for the swift reply

The link for hangar 2 is not working. Anyone have a working link?
There is a working link here https://www.sas1946.com/main/index.php/topic,8308.msg87451.html#msg87451 (https://www.sas1946.com/main/index.php/topic,8308.msg87451.html#msg87451) at the end of the first post.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 15, 2010, 11:05:30 AM
... just to tell you I had to modify my 109 pits in order to benefit from redko's beautiful colors ...

In fact I noticed the colors were totally different when I opened my canopy after landing, they were way more beautiful and the "culprit" is :

the blueish Aperture.tga and Aperplex.tga files ...

So I changed them for "neutral" ones (transparent) and now I can at last enjoy those magnificient colors even in flight ...!!  ;)


Title: Re: Redko's Afrika new textures ...
Post by: redko on September 17, 2010, 01:47:44 PM
Sands Of Time

Hi guys. I will post this here as it is very early wip work, but these are the first pics of what Sands Of Time map could be to complete the excellent FlatSpinMan's Africa campain.

I'm still looking for the good set of textures for this map. It will use some textures from Desert_Online you already know and new ones.  ;)

I will create later a separate thread.

(http://farm5.static.flickr.com/4112/4998885161_03aa14966c_b.jpg)

(http://farm5.static.flickr.com/4112/4999490844_429d5e94cf_b.jpg)

(http://farm5.static.flickr.com/4112/4999491402_4ecf49a146_b.jpg)

(http://farm5.static.flickr.com/4086/4999491854_6a7fb775c6_b.jpg)

(http://farm5.static.flickr.com/4126/4998887843_cfb6cfb184_b.jpg)

As a wip work things are going to change of course, but this is here also to show you what new textures i will integrate on the desert texture pack

Title: Re: Redko's Afrika new textures ...
Post by: philip.ed on September 17, 2010, 01:55:21 PM
So goood ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 17, 2010, 01:59:03 PM
So goood ;)

Thanks Sir. But there is something missing on the mounts...don't know what  ::). If there is people here who have fly over north africa mounts and landscapes feel free for ideas  ;)
Title: Re: Redko's Afrika new textures ...
Post by: philip.ed on September 17, 2010, 02:41:57 PM
I'm not sure there is anything missing. It'd be cool if the game could model dust/sand movement; as I can remember a strong dust/sand haze over desert mountains I've seen before (as I observed the movement of sand in the breeze). The sun's glare has a huge impact on this as well.
otherwise I can't see anything that's missing!
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on September 17, 2010, 02:58:12 PM
Philip said something that made me think (oh-oh  ???)

Would it be possible to use textures like the surf washing up on the beach to have little sand eddies floating around?

Just a thought . . . possible?

Thanks for your stellar work Redko! Enjoying your maps  8)

Cheers

Triad
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 17, 2010, 04:58:31 PM
(http://farm5.static.flickr.com/4105/4999923430_fbb11e62b8_b.jpg)

(http://farm5.static.flickr.com/4104/4999923736_02d86919f4_b.jpg)

(http://farm5.static.flickr.com/4132/4999320899_60293bb0c9_b.jpg)

(http://farm5.static.flickr.com/4130/4999924040_c153ddfcf7_b.jpg)

(http://farm5.static.flickr.com/4130/4999924300_59e00dd964_b.jpg)

@Triad : you mean real sand texture on the water ?  ::)
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on September 17, 2010, 06:33:23 PM

@Triad : you mean real sand texture on the water ?  ::)


Well yes- sort of: the swaying motion of the surf except using sand textures (on sand, low land), if that might work. Not sure what hit it would create on the processor or video, but it might be kind of cool. Like what you see sometimes when a breeze kicks up on a dune.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 17, 2010, 09:49:30 PM
redko,
Your screens are really gorgeous! This is called simulation art...

Beleive it or not - you made me installing again Il-2, 12 months after my hard disc died... :)

Watching your work... it is unbelivable that it is 8 years old engine. One would think that it is North Africa expansion pack for BoB SoW!
* * *
Please keep us informed on every detail...
Title: Re: Redko's Afrika new textures ...
Post by: orkan on September 17, 2010, 10:12:49 PM
Great looking textures!

As for send/water or water/sand textures for send movements, maybe only for small areas, because only thing more annoying than repeating textures are repeating moving textures... Like sea textures in current UP.

And, Redko, where did you get that nice skin of Bf109?

Something missing on the mounts? Sparse vegetation? Caravans? Snow?
:)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on September 18, 2010, 01:50:21 AM
Something missing on the mounts? Sparse vegetation? Caravans? Snow?

They look fine to me and are amongst the best looking textures I've encountered anywhere. Of course if you wish to enhance them even further, then why not?

I might say that in this respect then, that perhaps a touch of a different color running through exposed rockface might be appropriate. Perhaps a touch of more reddish colored rock or reddish-brown or purple-brown running through the texture?
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 18, 2010, 02:06:32 AM
I might say that in this respect then, that perhaps a touch of a different color running through exposed rockface might be appropriate. Perhaps a touch of more reddish colored rock or reddish-brown or purple-brown running through the texture?

Yes i agree that. i would need more diversity in terms of brownish tones. Ok for red and purple, i'v seen that on pics about the Atlas mounts chain.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 18, 2010, 06:27:29 AM

And, Redko, where did you get that nice skin of Bf109?


... since I am redko's official 109 desert skins provider  ;) , it is my pleasure to share them with you here :

http://www.megaupload.com/?d=TIESQA7C (http://www.megaupload.com/?d=TIESQA7C)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 19, 2010, 01:55:57 AM


Thank you orkan, if you like weathered desert skins here are the 109E, 109G, 110 C+G, 190A, Spits and Hurricanes and P40s + a few other goodies from my collection ...  ;)

Most of these desert skins are from Pégase, Ronnco, Compans, FBS and PikAs and some other very good skinners (sorry can't remember them all)

http://www.megaupload.com/?d=NNXXEG7J (http://www.megaupload.com/?d=NNXXEG7J)

http://www.megaupload.com/?d=2698OVHX (http://www.megaupload.com/?d=2698OVHX)

http://www.megaupload.com/?d=PFWYVCIR (http://www.megaupload.com/?d=PFWYVCIR)

http://www.megaupload.com/?d=Y2HRUXGX (http://www.megaupload.com/?d=Y2HRUXGX)

http://www.megaupload.com/?d=3O1KBLJJ (http://www.megaupload.com/?d=3O1KBLJJ)

http://www.megaupload.com/?d=KOSC76XO (http://www.megaupload.com/?d=KOSC76XO)

http://www.megaupload.com/?d=2HZ6Z448 (http://www.megaupload.com/?d=2HZ6Z448)

http://www.megaupload.com/?d=0NKRVUZO (http://www.megaupload.com/?d=0NKRVUZO)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 19, 2010, 03:28:30 AM
Many. many thanks Mick!
This is skinning goldmine, that you share with us ???

It seems that in your first link of 109F are 3 109G skins...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 19, 2010, 03:42:40 AM
Many. many thanks Mick!
This is skinning goldmine, that you share with us ???

It seems that in your first link of 109F are 3 109G skins...


... that must be because I hastily uploaded those skins for my friend redko who needed them to illustrate his desert WIP textures, or is it because I had too many ales from the SAS fridge to try and resist that horrible desert heat ...??  :P

THX for the heads up, this mistake is easily done since there are few differences between the F4 and G2 versions ...  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 19, 2010, 03:44:52 AM
I resaturated a little the stuff.

(http://farm5.static.flickr.com/4126/5003995816_bdbd9980c2_b.jpg)
(http://farm5.static.flickr.com/4083/5003389647_e24a2c5256_b.jpg)
(http://farm5.static.flickr.com/4112/5003996352_74f56d29ac_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 19, 2010, 03:52:51 AM
Is it just my impression... or hills are much darker in these screens ?
Slightly lighter hills texture would fit better North Africa lanscape color...

(Again, maybe it's just my first impression...)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 19, 2010, 09:04:37 AM

... especially for you Gerax ...  ;)

I now also need to sort my MC 2xx skins and upload them too ...

I can't guaranty that RONNCO 's P38 and C47 skins ever flew over deserts but those were the only ones I could find that can do the trick ...

Bear in mind that I mostly uploaded weathered desert skins as I don't like brand new polished ones ...  :D

I big THX to VPMedia a great desert lover and my friend Mangas ...

 Folder size is 183 Mb unzipped and 81,6 zipped

http://www.megaupload.com/?d=NCOGD7UL (http://www.megaupload.com/?d=NCOGD7UL)
Title: Re: Redko's Afrika new textures ...
Post by: orkan on September 19, 2010, 10:42:05 AM
Mick is a gentleman ;)
Gentleman indeed!



Bear in mind that I mostly uploaded weathered desert skins as I don't like brand new polished ones ...  :D

And having a sound sense of taste.  ;)


Redko, few post ago, when I mentioned snow, a was not joking, although I don`t know if there is high enough mountain on map you are working on.

(http://image.off-roadweb.com/f/10921422+w750+st0/0808or_02_z+shreading_little_sahara_state_park_off_road_easter+snow_mountain_top_view.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 19, 2010, 11:30:48 AM
Come on, orkan ;D
looks like Atlas range of Morocco... do you want a Santa included ?

Jg27 over Tobruk or ElAlamein hasn't seen snow from their cockpits...

These are close-up Sahara mountins:

https://www.sas1946.rocks/images/imageshit/dead/dead.gif (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
https://www.sas1946.rocks/images/imageshit/dead/dead.gif (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
https://www.sas1946.rocks/images/imageshit/dead/dead.gif (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Title: Re: Redko's Afrika new textures ...
Post by: orkan on September 19, 2010, 11:51:40 AM
Maybe there is snow near Tobruk or ElAlamein (probably not, I suppose you`r right), but I certainly found best possible photo as an example: Little Sahara State Park, Oklahoma!  ;D
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 19, 2010, 01:08:41 PM
Is it just my impression... or hills are much darker in these screens ?

(Again, maybe it's just my first impression...)

I think it's the resaturation of colour in the textures. I did go to far on desaturation so i went back. It's midday light in those pics, so dark tones appear darker, same for light tones they look brighter. The map is looking different depending the hour you are flying.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 19, 2010, 01:10:35 PM
Come on, orkan ;D
looks like Atlas range of Morocco... do you want a Santa included ?

Loooool   :D :D :D
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 19, 2010, 01:33:51 PM
Redko, few post ago, when I mentioned snow, a was not joking, although I don`t know if there is high enough mountain on map you are working on.
(http://image.off-roadweb.com/f/10921422+w750+st0/0808or_02_z+shreading_little_sahara_state_park_off_road_easter+snow_mountain_top_view.jpg)

I'm not Santa but you were reading in my mind in a way. Instead of snow i'm puting salted textures on that desert. Is quite the same visual effect than snow  ;). I will use it a little. On your Altas pics, the chain is big and high. In this map the mounts are very little. It's tiny map. Mto would be better i guess for snow.

I'm taking some liberty with that map since it isn't so accurate than Bada's Lybia map for exemple. Desert_Online and Sands OF Time are maps for "fun". Anyway here are some shots of today work.

The map is done at 70%...

Salt sediments:
(http://farm5.static.flickr.com/4112/5005506788_8077eb643e_b.jpg)

(http://farm5.static.flickr.com/4154/5004895457_363abb4886_b.jpg)


I aslo created a new "impact crater" on that little desert, it goes well with the rest of the map. There are some impact craters on north africa deserts. I'm thinking to make an Arizona Meteor Crater map one day...nothing to do with WW2 but it's juts for fun, like Viking's Grand Canyon map...i'm fan  :)

Here the global shape of the crater, i still have to texture it :
(http://farm5.static.flickr.com/4110/5005508402_5783d80b53_b.jpg)

(http://farm5.static.flickr.com/4114/5005505156_1afb483525_b.jpg)

(http://farm5.static.flickr.com/4133/5004891457_1a06a16bed_b.jpg)

New ground textures..

(http://farm5.static.flickr.com/4105/5004893893_6500f74bf8_b.jpg)

(http://farm5.static.flickr.com/4124/5004892247_5e7db93bc3_b.jpg)

(http://farm5.static.flickr.com/4128/5004897423_bf339af0f6_b.jpg)

As the sea surface is a little bigger here on Sand OF Time than Desert_online, this will be the first map using i hope the "water painting" thing at full scale. That's why i will need a shallow water texture with no stripe effect...  ::). The objective is to get very little colour variations on the surface of water.

(http://farm5.static.flickr.com/4089/5005509952_02c17f064c_b.jpg)







Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 19, 2010, 02:24:25 PM


I'm taking some liberty with that map since it isn't so accurate than Bada's Lybia map for exemple. Desert_Online and Sands OF Time are maps for "fun".


You are totally right redko, since these stock desert maps have no specific historical background they are then ideal for inovation, I really like your salt sediment patches, what about an oasis here and there ?
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 19, 2010, 05:10:50 PM
Great work Redko ;)

Just leave enough flat desert areas between hills... North Africa coast region (Libya - West Egypt) is mostly flat plane desert... it is not typicall hill region.

...and maybe just a drop of yellow or orange?
Title: Re: Redko's Afrika new textures ...
Post by: stranger on September 20, 2010, 12:55:33 AM
ahhlo everybody, opening post reports this being a "lighter version"



....So, where can i get the HEAVY one???  :P
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 20, 2010, 01:13:36 AM
well, as it's your first post, i will say that it is explained in the thread, which you should probably read through first.
the 'heavy' version, as you call it, has been removed, because it was unnecessarily demanding on the PC with 24-bit tga's.
the tga's have been reduced to 8-bit, this is the only real difference between the two.
if you wanted more CPU-intensive tga's with exactly the same look as the light version, you might very well be the only person on the planet who wants it....in which case, i doubt any modder is going to make a different map just for one person.... :D
of course, you would know all this if you take the time to read throught the thread first. ;)

come to think of it, if you take all the textures from the light version, and convert them back to 24-bit yourself, you would have the 'heavy' version... ;)
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on September 20, 2010, 10:08:21 AM
come to think of it, if you take all the textures from the light version, and convert them back to 24-bit yourself, you would have the 'heavy' version... ;)

Interesting- but one question: would not converting the TGAs up lose some fidelity in the process? Just curious.

(Still) happy with the current version though.
Title: Re: Redko's Afrika new textures ...
Post by: stranger on September 20, 2010, 10:42:00 AM
Interesting- but one question: would not converting the TGAs up lose some fidelity in the process? Just curious.

(Still) happy with the current version though.

probably.
of course, you would know all this if you take the time to read throught the thread first. ;)

I honestly tried but those 24 pages were a bit dispersive  :P thanks for replaying to a lazy bastard like me, i'm quite happy whit what i got, still i was puzzled seeing the videos since i got nothing like that even with everything at best rate
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Malone on September 20, 2010, 10:48:37 AM
that may be to do with several other factors, maybe some post-processing was used there, or 3rd party lighting effects, whatever...but i can assure you, on my PC i cannot tell the difference between the 'heavy' and light versions with the naked eye...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 20, 2010, 11:21:12 AM


... I believe redko systematicaly uses GAPA for his videos, did you give it a try ?  ;)

https://www.sas1946.com/main/index.php/topic,3324.msg33315.html#msg33315 (https://www.sas1946.com/main/index.php/topic,3324.msg33315.html#msg33315)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 20, 2010, 12:21:39 PM
I honestly tried but those 24 pages were a bit dispersive  :P thanks for replaying to a lazy bastard like me, i'm quite happy whit what i got, still i was puzzled seeing the videos since i got nothing like that even with everything at best rate

What movie are you speaking about ?? movie one use Lybia map retextured, it can't be the same in Desert_Online map...it's 2 different maps. Movie 2 is using a early wip version of Desert_Online map, and movie the final version...i can tell you that i have exactly the same on the movie than in the maps.

Mick is right, i use Gapa Gamma mod (no special settings, just activated that's all - but result depends of the screen, model...), it helps to get the same light.

People using 24" screens at 1600 résolution with anti alias and aniso activated will have the best rendering. I have a 470gtx but my old 8800gt worked well too even at 1600.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 20, 2010, 12:27:44 PM
Its going to be an epic Movie for that map Redko that i can guaranteed !

Are you going to make a movie with that map ?  ::)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 20, 2010, 12:34:53 PM

... red, if you make a few oases please don't forget Die Ziegen und Kamele ..!!  :D
Title: Re: Redko's Afrika new textures ...
Post by: ggrewe on September 20, 2010, 01:05:36 PM
Redko - Thanks for a superb map, you have set the standard! Can't believe how visually beautiful this game has become - thanks to guys like you.

Mick - Thank you so much for your generosity in sharing your awesome skin collection, makes flying on Redko's map a visual feast!
Has taken me 2 days to down load - with a few still to go  ;)  (because of limit on megaupload) but so worth it!  ;)

Thanks again - you guys rock!  :D

Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 20, 2010, 01:48:17 PM
... guys if I were you, and in order to be ready when redko releases his next desert map, I would take a look at Stanislao's desert campaigns here ...

http://mission4today.com/index.php?name=Downloads&file=search&sa=200 (http://mission4today.com/index.php?name=Downloads&file=search&sa=200)

... let's not forget Billy Pryce's one :

http://mission4today.com/index.php?name=Downloads&file=details&id=1998 (http://mission4today.com/index.php?name=Downloads&file=details&id=1998)

... and VPMedia's ones :

http://mission4today.com/index.php?name=Downloads&file=details&id=2327 (http://mission4today.com/index.php?name=Downloads&file=details&id=2327)

http://mission4today.com/index.php?name=Downloads&file=details&id=88 (http://mission4today.com/index.php?name=Downloads&file=details&id=88)

...and Bird Brain's EL Alamein one :

http://mission4today.com/index.php?name=Downloads&file=details&id=10 (http://mission4today.com/index.php?name=Downloads&file=details&id=10)
Title: Re: Redko's Afrika new textures ...
Post by: 5./JG54_s0crazty on September 20, 2010, 02:33:10 PM
Quote
What movie are you speaking about ?? movie one use Lybia map retextured, it can't be the same in Desert_Online map...it's 2 different maps. Movie 2 is using a early wip version of Desert_Online map, and movie the final version...i can tell you that i have exactly the same on the movie than in the maps.

Mick is right, i use Gapa Gamma mod (no special settings, just activated that's all - but result depends of the screen, model...), it helps to get the same light.

People using 24" screens at 1600 résolution with anti alias and aniso activated will have the best rendering. I have a 470gtx but my old 8800gt worked well too even at 1600.

No i want your Textures :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 20, 2010, 02:47:32 PM
... guys if I were you, and in order to be ready when redko releases his next desert map, I would take a look at Stanislao's desert campaigns here ...

http://mission4today.com/index.php?name=Downloads&file=search&sa=200 (http://mission4today.com/index.php?name=Downloads&file=search&sa=200)

... let's not forget Billy Pryce's one :

http://mission4today.com/index.php?name=Downloads&file=details&id=1998 (http://mission4today.com/index.php?name=Downloads&file=details&id=1998)

... and VPMedia's ones :

http://mission4today.com/index.php?name=Downloads&file=details&id=2327 (http://mission4today.com/index.php?name=Downloads&file=details&id=2327)

http://mission4today.com/index.php?name=Downloads&file=details&id=88 (http://mission4today.com/index.php?name=Downloads&file=details&id=88)

...and Bird Brain's EL Alamein one :

http://mission4today.com/index.php?name=Downloads&file=details&id=10 (http://mission4today.com/index.php?name=Downloads&file=details&id=10)

Tin j'y crois pas bordel, une campagne El Alamein sur Desert_Online, faul faire quand même !!!!  :o :o :o Vais tester ça direct. Merci msieur.

English version = thanks mick  ;)...mdr
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 20, 2010, 03:26:36 PM
No i want your Textures :)

Oh ok, understood. And you know what, you will get it hahahahaha  ;). With all the stuff campains/mission posted by mick, even if it is old stuff, it's gonna be fun to fly over those crapy repainted maps, Desert, Sands and Mto  :).
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 20, 2010, 04:03:04 PM
Just hope - there won't be needed aditional objects/mods for installation...

...or to get it in one unique download pack.
Title: Re: Redko's Afrika new textures ...
Post by: 5./JG54_s0crazty on September 20, 2010, 06:53:55 PM
Oh ok, understood. And you know what, you will get it hahahahaha  ;). With all the stuff campains/mission posted by mick, even if it is old stuff, it's gonna be fun to fly over those crapy repainted maps, Desert, Sands and Mto  :).
More than fun :D I saw all the update photos and looks amazing , cant compare it !
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 21, 2010, 03:32:16 AM
... last part of my desert skins regalia for you to enjoy, now you've got everything you ever dreamt of to fly over redko's desert maps ...  :P

It goes without saying that I can't guaranty that each and every skin that I uploaded ever flew over a desert (I especially think of the B17 and B24 ones but not only ...)

http://www.megaupload.com/?d=V34V36X3 (http://www.megaupload.com/?d=V34V36X3)

Title: Re: Redko's Afrika new textures ...
Post by: Boelcke on September 21, 2010, 10:21:47 AM
wonderfull stuff Redko  - many thx for this :)

i added the textures to the good old Sands of Time map and its a wonderfull addition for my JG 27 skins and campaign :)

(http://i195.photobucket.com/albums/z55/Boelcke/210920108-07-46.jpg)

(http://i195.photobucket.com/albums/z55/Boelcke/210920108-13-38.jpg)

(http://i195.photobucket.com/albums/z55/Boelcke/210920108-13-44.jpg)

... lovely ... very realistic :)

Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on September 21, 2010, 12:12:29 PM
Redko if it's not too much to ask, as there are around many campaigns already done, for the Sands of Time map can you respect the original coastline?

In the my 'mod of your mod' of the desert map I had to eliminate your map_c and then some village houses 'floating' in the sea to play campaigns like Philk's 'Dust devils' which involve lots of missions over the city at the river's delta, which with your mod has some ports and ships in the sand... A pity because your low water was nice.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 21, 2010, 12:29:58 PM
Just hope - there won't be needed aditional objects/mods for installation...
...or to get it in one unique download pack.

Nope. All what you get when installing my reskinned desert_online will be enought for that one, and for the next one, mto, too. It's gonna be a single dl this map, just the map and the new textures.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 21, 2010, 12:42:04 PM
Redko if it's not too much to ask, as there are around many campaigns already done, for the Sands of Time map can you respect the original coastline?

In the my 'mod of your mod' of the desert map I had to eliminate your map_c and then some village houses 'floating' in the sea to play campaigns like Philk's 'Dust devils' which involve lots of missions over the city at the river's delta, which with your mod has some ports and ships in the sand... A pity because your low water was nice.

Mmm will see that. I allready changed the coast line, but not so than desert_online map. Just a little. But missions will need to be updated a little. I edited some missions i have for the new maps, it's part of the game, if you update a map, it's better to make it at 100% than just a little. Stock coastlines looks too artificial.

It's pretty easy to open each misson and edit it on fmb, most of time it's a question of moving a little some boats or houses. I will take in consideration your request.
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 21, 2010, 12:45:48 PM
As far as i can remember, Phil_k told me once he was adapting some of his campains to my repainted maps. It was before he crashed his pc. Maybe he could update a little his campain to the new desert maps.
Title: Re: Redko's Afrika new textures ...
Post by: Boelcke on September 21, 2010, 01:10:17 PM
Redko if it's not too much to ask, as there are around many campaigns already done, for the Sands of Time map can you respect the original coastline?



it´s easy done, make a folder called SandsOfTime in the maps folder and copy only the load.ini from redkos pack into it and all is like before - with the new textures, look above the pic i´ve posted
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 21, 2010, 01:41:15 PM
@Boelcke

Indeed it's another solution.
He will not have all the new objects by that method. And the new cities and fields textures are made to work together with the new objects, those from Lejo and other packs. That's why i think that if you remade a map, do it frankly, mission will need to adapted a little. It's part of the update. Things must change, not only the textures. The only thing i won't do is deplace completly cities or airfields, this could be bad for your Dgen campains/missions.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 21, 2010, 08:15:47 PM
Redko,
We were all good chidren last few days... so we deserved a few more screens on Wednesday afternoon...?
 ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 25, 2010, 02:04:34 PM
Redko,
We were all good chidren last few days... so we deserved a few more screens on Wednesday afternoon...?
 ;)

Mmm...didn't worked on the map since monday too busy. There is a little chance i could finish this tomorrow but not shure. If not it will be for next week. Map is done at 90 %. Just added BumpH files this morning. The next thing is to remade the little village in the north and texture the crated impact.

There will be 2 load.ini, one with airfield desert tarmac object, the other just texture only like desert online map.

(http://farm5.static.flickr.com/4108/5023374857_acfd83dd9b_b.jpg)

(http://farm5.static.flickr.com/4153/5023374371_51b25861ff_b.jpg)

(http://farm5.static.flickr.com/4110/5023982592_f0122ce9d5_b.jpg)

(http://farm5.static.flickr.com/4087/5023375851_58c9d0ca84_b.jpg)

(http://farm5.static.flickr.com/4129/5023985010_e7b61ed892_b.jpg)

(http://farm5.static.flickr.com/4145/5023985310_4a0f13de07_b.jpg)

(http://farm5.static.flickr.com/4125/5023377175_940bb644b3_b.jpg)

(http://farm5.static.flickr.com/4147/5023986012_5857d1e9d7_b.jpg)

(http://farm5.static.flickr.com/4113/5023378023_723147feaa_b.jpg)

(http://farm5.static.flickr.com/4127/5023378355_18355e4c49_b.jpg)

(http://farm5.static.flickr.com/4090/5023378639_f569b3f63b_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on September 25, 2010, 06:54:37 PM
There will be 2 load.ini, one with airfield desert tarmac object, the other just texture only like desert online map.
Would be great to have a natural desert airfield... :) Take your time maestro!
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 26, 2010, 10:45:38 AM
To finish the map i'm redoing the little village in the north. I found a nice texture for it. I have to finish the borders and find the good colour setting. But's allready going nice so here are some pics:

(http://farm5.static.flickr.com/4103/5026099277_7dac3a0e2b_b.jpg)

(http://farm5.static.flickr.com/4131/5026098517_5585593df7_b.jpg)

I created a "local" market on the middle of the town:

(http://farm5.static.flickr.com/4104/5026096087_1d539e6368_b.jpg)

(http://farm5.static.flickr.com/4090/5026710986_9cbc00032c_b.jpg)

(http://farm5.static.flickr.com/4145/5026092979_c5cb698202_b.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: redko on September 26, 2010, 03:56:08 PM
Looks great!
I have not really noticed any frame rate hits with the new desert buildings either, so this should be really cool!

Me too. No fps problems in SandsofTime so i guess it's going to be ok for all the people. Lejo used some Canon objects when he repainted it in desert style, there is no shadows so it helps for a better fps.

Ok. Before going to bed and sleep, cause tomorrow will be a shitty day at work ( :( ) the last pics. I added an harbor in the north of the new town, and desert field texture. Maybe i'm going to used a tree texture to simulate a little bit the agriculture...

The town and the harbor in the far + desert agriculture textures:

(http://farm5.static.flickr.com/4128/5026940059_fd27293574_b.jpg)

(http://farm5.static.flickr.com/4091/5027564614_1122158c51_b.jpg)

(http://farm5.static.flickr.com/4152/5026952941_f5f6f42782_b.jpg)

(http://farm5.static.flickr.com/4083/5027583978_f7da602406_b.jpg)

(http://farm5.static.flickr.com/4147/5027584874_15bb06d9bf_b.jpg)

Ground details :

(http://farm5.static.flickr.com/4086/5026970293_a587692847_b.jpg)

(http://farm5.static.flickr.com/4103/5027586090_e4208b3d49_b.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: Solo on September 27, 2010, 02:58:42 AM
make a folder called SandsOfTime in the maps folder and copy only the load.ini from redkos pack into it and all is like before


First, a great thanks to Redko for this amazing job.

I do a similar thing, but for some personnal reasons, want to keep the original SandsOfTime map.

Here is what i've done:
 
Created a MODS\Mapmod\Map\SandsOfTime folder
Copyed the Redko's Load.ini in the new folder
renamed it in load_Redko.ini
And finally in MODS\Mapmod\Map\all.ini file, added the line Redko_SandsOfTime  SandsOfTime/load_Redko.ini

The problem with the SandOfTime map in the big number of texture repetition, so this map can't be so nice than Redko's desert map, but it looks better than the original one.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on September 27, 2010, 08:01:10 AM

... in order to celebrate redko's imminent SandsOfTime revamped map here is a new set of desert 109 skins that I downloaded yesterday (sorry Malone about your bandwidth monthly limit...  :D)

Only 20 Mb zipped


http://www.megaupload.com/?d=VJ84ZI9A

Here is also my very first Frankenplane mod, especially designed for redko's desert maps, the WirbelFiat, little bit heavy at take-off, but a real daisy cutter once airborne ...  ;D


(http://i55.photobucket.com/albums/g157/micksaf/grab0000-1.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 27, 2010, 11:26:21 AM
The problem with the SandOfTime map in the big number of texture repetition, so this map can't be so nice than Redko's desert map, but it looks better than the original one.

You point the big aspect of the problem. Repaint a map is not just a matter of playing with the load.ini and use some existing textures, or creating your own ones. 

Make the texture is the first step, then you have to be shure all goes together. The BIG part is to paint it...ALL the map. Some are using a random method using the map_t i guess, others paint all with the hands. It's my case. It's the only method i found to avoid repetition pattern. But it's a long process, cause you have to paint km by km.

Repaint a map is like to make a plane skin but in a much larger way. That also why the new Sands of time i'm doing is not just a copy of Desert_online load.ini. There new textures and they are applicated in natural (i try) way on the map, as it would be the consequence of geological process.

It's hard, long...but fun. Just ask to guys like Agracier or Kapteeni, make a map is certainly one the most fun things to do in mods  :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on September 27, 2010, 11:32:01 AM
Here is also my very first Frankenplane mod, especially designed for redko's desert maps, the WirbelFiat, little bit heavy at take-off, but a real daisy cutter once airborne ...  ;D

Loool...wouldn't like to the pilot of that......monster  ;D
Title: Re: Redko's Afrika new textures ...
Post by: BravoFxTrt on September 27, 2010, 12:38:06 PM
Yes Thanks Mick and nice wheels! :D
(http://i163.photobucket.com/albums/t283/BravoFxTrt/2709201019-03-31.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: GilB57 on September 28, 2010, 03:24:00 AM
great work !!!

Don't forget to use:

[APPENDIX]
  HighClouds  = MTO_Clouds256.tga

and:
[WORLDPOS]
CAMOUFLAGE = DESERT

...in the load.ini

(a lot better for desert map !)
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 17, 2010, 11:13:28 AM
Hiiiiiiiiiiii........back to Il2  8) !

Hi mates, i have been very busy since 2 weeks (work, work, work, real life, real life, real life...), unable to release this map, so i'm back. The map is finished, i just need to test it in game to find bugs or stranges things that may happen sometimes.

So now we will be have a complet Flatspinman afrika campain using the previous Desert_Online and this new Sand OF Time map with all new textures. As soon as i finish to test this babe i will give you the link for DL.

Before that a little teaser i made this week end, i hope you will like it. I get enough material to make a second movie. I'm thinking to make a Flatspinman teaser campain using both Desert_Online and Sands Of Time map. So i'll be back soon ladies  ;D :D

VIDEO TEASER HERE :

http://www.youtube.com/v/0_OLq9ZVuL0?fs=1&hl=fr_FR
Title: Re: Redko's Afrika new textures ...
Post by: agracier on October 17, 2010, 11:36:28 AM
If i have time i would like to make a little fmb map like those so nicely made by Agracier.

Here is the source for the main images - there are several types available. Turn off all info and then see what area you need and resize to fit over your regular FMB map

Then add flags and titles to personal taste

http://www.maps-for-free.com/

Title: Re: Redko's Afrika new textures ...
Post by: redko on October 17, 2010, 11:48:57 AM
Here is the source for the main images - there are several types available. Turn off all info and then see what area you need and resize to fit over your regular FMB map

Then add flags and titles to personal taste

http://www.maps-for-free.com/

Thank you Sir. You think this could work also with so hypothetical maps likes Desert_online and Sands of time ?  ::)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on October 17, 2010, 11:57:39 AM
Thank you Sir. You think this could work also with so hypothetical maps likes Desert_online and Sands of time ?  ::)


Hmmmm ... that might be tricky to do. You'd have to go looking for landscapes that could fit over the existing fictitious maps ... that might take a long search ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 17, 2010, 12:21:57 PM

Hmmmm ... that might be tricky to do. You'd have to go looking for landscapes that could fit over the existing fictitious maps ... that might take a long search ...

Yea i agree. That's what i was thinking. I wanted to make a nice fmb map for the triptych MTO/SandOFTime/Desert_Online, it's a little detail for some but important for me. The fmb map is the first thing you see before launching the mission. I allways been very excited before playing your maps when i see your fmb maps.

A nice fmb is like....women underwear = a promess of nice moments to come  :P :-[ ;D
Title: Re: Redko's Afrika new textures ...
Post by: agracier on October 17, 2010, 12:25:18 PM
Yea i agree. That's what i was thinking. I wanted to make a nice fmb map for the triptych MTO/SandOFTime/Desert_Online, it's a little detail for some but important for me. The fmb map is the first thing you see before launching the mission. I allways been very excited before playing your maps when i see your fmb maps.

A nice fmb is like....women underwear = a promess of nice moments to come  :P :-[ ;D

C'est ce que je trouve moi aussi ... ha ha
Title: Re: Redko's Afrika new textures ...
Post by: Blond on October 17, 2010, 02:08:00 PM
Great news Redko!
 ;D
I was afraid that after two weeks - project was postponed indefinitely...
(please, include nice "read me" for installation - 4.09 / UP.201 / HSFX )
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on October 17, 2010, 02:11:24 PM
I like the green oasis in your clip at 10:04. You should add some camels there.  ;D
Looking forward to your retextured map.
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 17, 2010, 02:25:41 PM
I like the green oasis in your clip at 10:04. You should add some camels there.  ;D
Looking forward to your retextured map.
:)
Well actually i was thinking to ad an old castle in ruins using you med house mod pack, a little like Desert_Online. Forget to name you on the video sorry. Your desert house pack was very precious here too  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on October 17, 2010, 03:01:38 PM
:)
Forget to name you on the video sorry. Your desert house pack was very precious here too  ;)


I will see you in court for the illegal use of my intellectual and artistic property.  ;D
Title: Re: Redko's Afrika new textures ...
Post by: Nicholaiovitch on October 18, 2010, 05:25:11 AM
These new desert textures are a stunning addition to the MTO maps. Without detracting from your wonderful work….may I just make a comment as a mission builder.

These two desert maps feature amongst the most popular DF maps in the IL-2 inventory and I’m sure your new textures and map will be an addition to UP2.01 in the near future.

One of the problems as a DF mission builder is to populate the map with the right amount of objects for online use. It is a balance between creating interest, avoiding “lag” and making the scenario as realistic as possible.

I have already converted my “Online Desert” DF maps to your new textures so that when these maps feature in UP2.01, our squad will be ready to fly them straight away.
 
Apart from moving some objects and airfields created with Zuti’s friction mod (MDS), it has been a very easy task…..apart from the shipping!

In the original Desert Online map, it was possible with an MDS online mission to have ships sailing around the island and into the port (shown in pictures below). Now, in view of the stunning shallows you have created, it seems that all of the ships Captains are refusing to sail into this port! (in FMB they will not go past the entrance to the NE/NW of the island)…even on double pay!

In the two pictures below, I have taken a view of the port showing a partial “fix”. In the first view showing your “shallows”, I have placed static ships…in highly treacherous anchorages! I have had to remove any ships sailing in the channel as it is now no longer possible to place them in FMB.

As a “visual” fix, I changed your water settings in “load.ini” to the “MTO” map settings (this is just as an example). This provides a more realistic environment for the shipping as it would seem reasonable to ask them to anchor in these new shallows.

So what I’m trying to say is….if your beautiful creation is to replace the original…and I would love to see that…would it be possible to consider the shipping problem so that those of us that build online DF missions can benefit from your wonderful work?

With thanks from all the community for your efforts.

Nicholaiovitch :)

Your shallows:-
(http://i303.photobucket.com/albums/nn134/Nicholaiovitch/Misc/Redko01.jpg)

MTO shallows:- Almost acceptable to shipping?
(http://i303.photobucket.com/albums/nn134/Nicholaiovitch/Misc/Redko02.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 18, 2010, 11:39:20 AM
I understand your request. I made some missions too using ships there, and i know there is some troubles now with the new map. I'm working on a new map_c for that map, i will upload the link in the same time than Sands Of Time solving this problem.

For the other mission makers, i know that some old missions may have some troubles as i completely remade the coast of these maps. Taking appart what Nicholaiovitch is requesting here which is a real problem, you have to understand that some mission will have to be adpated to the new coast shape. I know that this could be a little annoying but you have to understand that a repaint is not just a load.ini switch, it's far more than that.

Fortunately most of missions i played on both maps, and in the incoming Mto worked perfectly  ;).

@Nicholaiovitch : I hope you and your guys will be going on creatding new missions/campains.....i nice map is great, but without good missions it's useless  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Nicholaiovitch on October 18, 2010, 12:19:58 PM
That's really great to hear....and absolutely no rush to get it out. With the difficulties of getting everyone on a standardardised install for online use, we will wait for an official UP update and I think that may be a while as with luck we will get MDS 1.2 with it.

My thanks again for all the trouble you are taking over this.

Nicholaiovitch :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 21, 2010, 01:40:22 PM
OK, please read this carefully before asking question about how or why things are not working. Thks

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

CASE 1 = I WANT A SEPARATE INSTALL:

Just put the "redko_SandsOfTime" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_SandsOfTime

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_SandsOfTime redko_SandsOfTime/load.ini

If you have existing Missions/campains from the stock SandsOfTime map, you have to edit the .mis file for each missions and change the name for to redko_SandsOfTime.



CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains)

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_SandsOfTime map folder into classic "SandsOfTime" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file



Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team ;)

DL LINKS

https://www.mediafire.com/?gtd5u3i5ue7un21

http://www.filefront.com/17417239/redko SandsOfTime.zip


Title: Re: Redko's Afrika new textures ...
Post by: redko on October 21, 2010, 01:51:11 PM
Ok we just need mick edit the first page of this topic with the new map link. To make things clear for newbies i will create 2 new threads, one for Desert_Online, one for SandsOFTime....and one for Mto.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on October 21, 2010, 02:35:12 PM
Not the place where I want to crashland.  :o

(http://i256.photobucket.com/albums/hh195/Uufflakke/5530dc7a.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: thefruitbat on October 21, 2010, 05:34:07 PM
Fantastic job, love your work, as always 8)

(http://www.dangerdogz.com/forums/uploads/1285696637/gallery_607_2_69367.jpg)

(http://www.dangerdogz.com/forums/uploads/1285696637/gallery_607_2_293648.jpg)

(http://www.dangerdogz.com/forums/uploads/1285696637/gallery_607_2_373287.jpg)

(http://www.dangerdogz.com/forums/uploads/1285696637/gallery_607_2_156950.jpg)

(http://www.dangerdogz.com/forums/uploads/1285696637/gallery_607_2_98859.jpg)

thanks, fruitbat


Title: Re: Redko's Afrika new textures ...
Post by: Biltongbru on October 22, 2010, 06:06:29 AM
Redko;

Fantastic thanks  :)

You got talent !

Did a short test to see how it appears when doing a bit of filterig and it is life-like stunning !

http://www.youtube.com/watch?v=zumPtHSgbYE&feature=recentu

great work

Title: Re: Redko's Afrika new textures ...
Post by: redko on October 22, 2010, 11:28:54 AM
Fantastic job, love your work, as always 8)
thanks, fruitbat

Thanks for shots, very nice. It's strange cause in all your pics, same for Desert_Online, there seems to be sand on your shallow water, very close to the coast. I haven't that but that look nice. What's your graphic card ?
Title: Re: Redko's Afrika new textures ...
Post by: thefruitbat on October 22, 2010, 01:02:39 PM
Thanks for shots, very nice. It's strange cause in all your pics, same for Desert_Online, there seems to be sand on your shallow water, very close to the coast. I haven't that but that look nice. What's your graphic card ?

Nvidia GTX280

I'm running some different dll's from the 'standard' 4.09 ones though, could be that i guess.
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 23, 2010, 04:15:00 AM
Maybe someone can help me with a problem. I have loaded Redko's Sands of Time as my default map. When I go to QMB, the map isn't visible in my drop down list. I have it listed in my config.ini file and I have missions in the Quick folder. Am I missing something?

Ok first of all we are all agree...if you chose to install this map as default one you have first to rename the map file "redko_SandsOFTime" into "SandsOfTime" which is the original name for the map. For the texture folder, nothing to do, just put it in Lybia folder like this MODS/MAPMODS/maps/Tex_/redko_tex/Lybia.

Then, SandsOfTime is allready on you FMB launcher, but for an unknown reason the game calls it OnlineMT. So OnlineMT on the map list IS SandsOfTime. Don't ask me why, cause on the all.ini file, the file listing all the maps in the game there a line SandsOfTime SandsOfTime/load.ini....so on fmb it should appear as SandsOfTime but it don't. Open OnlineMT and you will see it's SandsOfTime with my new textures. All works fine that what i have on my pc.

For QMB, the map appears with the original name, SandsOfTime....so no problems there  :)

PS: Mto is another map. I will release soon a repaint for that one.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on October 23, 2010, 04:42:52 AM
I always get confused with the desert maps: OnlineDesert, SandsOfTime, MTO, OnlineMT or whatever they are called.
Every time I want to play a certain desert map I seem to select the wrong one.  :'(  ;D
Title: Re: Redko's Afrika new textures ...
Post by: OberstDanjeje on October 23, 2010, 05:00:51 AM
There is a file called maps_ru.properties in files\i18n which change the name of the maps, it's the same as the plane_ru.properties
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 23, 2010, 10:36:56 AM
Does anyone know where i could DL the desert skin pack for tanks and cars? I remember there was one once at AAA, but the link seams dead. You know, i need it to play with my maps......hahaahahah ;D
Title: Re: Redko's Afrika new textures ...
Post by: cgagan on October 23, 2010, 10:51:09 AM
It's Wingflyr's mod. You can still get it at AAS, but since Wingflyr sticks around, perhaps he could oblige?  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on October 23, 2010, 11:02:51 AM

... no need to go that far ... ;)

https://www.sas1946.com/main/index.php/board,83.0.html
Title: Re: Redko's Afrika new textures ...
Post by: 5./JG54_s0crazty on October 23, 2010, 11:29:26 AM
Guys just a note..... I wonder why dont you place the desert camouflage on the covers of the planes in the Airfield and use the green Version !
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 23, 2010, 12:59:04 PM
Guys just a note..... I wonder why dont you place the desert camouflage on the covers of the planes in the Airfield and use the green Version !

I guess when the map came out there were no other model of cover... ::) didn't touch that from the stock actor.static...but i could.  :). I will upload soon a new actor for sandoftime to have airfields without any tarmac object, like Desert_Online. Perhaps i could change the covers for desert models in the same time.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on October 23, 2010, 03:07:28 PM
I have a big set of Google airbase images from various Near East airbases from a fellow dev on my HD.
I don't think this artist would have anything against me sharing these Google images.
If this could be helpful, I can upload the folder. Of course, those are modern bases, but the way they are integrated into the sourrounding desert terrain (where those bases are in the desert) is quite interisting.

Tom
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 23, 2010, 05:06:18 PM
Guys just a note..... I wonder why dont you place the desert camouflage on the covers of the planes in the Airfield and use the green Version !

Ok i will make you race map tomorrow i think. I have just have to put the concrete tarmac. No bildings, i let you put the bildings of your choice through fmb. You want to make a movie race right ?
Title: Re: Redko's Afrika new textures ...
Post by: Blond on October 25, 2010, 12:47:44 PM
Thanks Tom2
...in that case - one map will be just fine...
***
I just hope Redko that you will implemet your graet textures in some wide plane map of North Africa (Semi-historic) ... SandsOfTime is far from best map for these textures - too many islands (?) mountines, bumpy terrain...

North Africa coast is mostly wide plane flat desert...

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Thanks Maestro for your textures, once again ;).
Title: Re: Redko's Afrika new textures ...
Post by: Dakpilot on October 25, 2010, 04:00:29 PM
No troubles with instalations, just one question. I noticed that i overheated much easier on the new sands of time map, checked and see you have 40 as temp in the load.ini in all other versions of "sands" that i have temp is from 25-30. Was that intentional? I am sure 40 degrees is quite common in desert areas but in "desert" you have temp as 25, just wondering. They both look superb anyway. Thanks
Title: Re: Redko's Afrika new textures ...
Post by: thefruitbat on October 27, 2010, 02:15:13 PM
Hey Blond
I just have Up.201 too and don't have a MODS folder. There is a files one though. How did you end up installing this into your game? I'm very keen to see how it looks as the video is jaw dropping.

Hi flatspinman,

just create a mods folder in your route il2 folder, with a mapmods inside that, and install to there.

(http://i7.photobucket.com/albums/y290/thefruitbat1/ScreenHunter_04Oct272111.jpg)

you can find and make a copy of your all.ini file which will need to go in there as well, in your files/maps folder,

(http://i7.photobucket.com/albums/y290/thefruitbat1/ScreenHunter_05Oct272111.jpg)

been replaying your campaign on the new maps, looks great, have fun:)

FB
Title: Re: Redko's Afrika new textures ...
Post by: Mick on October 30, 2010, 11:51:09 AM
...RONNCO's latest desert skin, a much needed Marlet Mk. I, 805 Sqn ... :P

http://mission4today.com/index.php?name=Downloads2&file=details&id=6126


(http://i55.photobucket.com/albums/g157/micksaf/3955_gracdb00053.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: redko on October 31, 2010, 05:12:13 AM
No troubles with instalations, just one question. I noticed that i overheated much easier on the new sands of time map, checked and see you have 40 as temp in the load.ini in all other versions of "sands" that i have temp is from 25-30. Was that intentional? I am sure 40 degrees is quite common in desert areas but in "desert" you have temp as 25, just wondering. They both look superb anyway. Thanks

Hi Dakpilot. No, the temp wasn't intentional. I worked the load.ini only thinking to the textures theme, i used the load.ini provided by Sas guys...or i extracted the load.ini from the sfs files myself, i can't remember. Of course if those temp are causing some troubles you can change this guys.
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 31, 2010, 05:15:15 AM
Hi flatspinman,
just create a mods folder in your route il2 folder, with a mapmods inside that, and install to there.
you can find and make a copy of your all.ini file which will need to go in there as well, in your files/maps folder,
been replaying your campaign on the new maps, looks great, have fun:)
FB

Thanks for helping thefruitbat. I'm very very busy at the moment and i can't provide enought support as i would like. Maybe i'll have to ad a UP install section on my next readme files to make things clear for all here. Your explanation is very clear  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 31, 2010, 05:19:53 AM
Hey Blond
I just have Up.201 too and don't have a MODS folder. There is a files one though. How did you end up installing this into your game? I'm very keen to see how it looks as the video is jaw dropping.

Hi FlatSpinMan, what a good new to learn you are still active in Il2 community  :) :). Sorry to be late to answer but i have been very busy these last 2 weeks. It was a great moment to play your Afrika campain on both repainted SandsOfTime and Desert_Online. Can't wait for you next projects, see you soon on pm Sir.
Title: Re: Redko's Afrika new textures ...
Post by: redko on October 31, 2010, 05:28:08 AM
Thanks Tom2
...in that case - one map will be just fine...
***
I just hope Redko that you will implemet your graet textures in some wide plane map of North Africa (Semi-historic) ... SandsOfTime is far from best map for these textures - too many islands (?) mountines, bumpy terrain...
North Africa coast is mostly wide plane flat desert...
Thanks Maestro for your textures, once again ;).

Yes i know. If you prefer more flat lands there is Desert_Online for the moment, and after MTO. Semi historic maps could also be done. The first video test here was using Lybia map : http://www.youtube.com/watch?v=dU7Om121t4I

Mr Oblongo's map Tunisia would make a very very nice map with a good repaint. But the map is bigger than the stock ones, it would need much more time to make a decent repaint. But it's possible  :) ;).
Title: Re: Redko's Afrika new textures ...
Post by: thefruitbat on October 31, 2010, 07:03:59 AM
Thanks for helping thefruitbat. I'm very very busy at the moment and i can't provide enought support as i would like. Maybe i'll have to ad a UP install section on my next readme files to make things clear for all here. Your explanation is very clear  ;)

I've actually 'made' a download for my squad which has all the objects and entries to the static.ini, plus both your desert repaints all in one download, which is designed to be a straight add on to a 'stock' UP2.01 (as this is what we fly as a squad).

(http://i7.photobucket.com/albums/y290/thefruitbat1/ScreenHunter_01Oct291709.jpg)

When extracted, it creates a mod folder. All you have to do is copy it into your root folder and merge with either the existing mods folder, or it puts one in there, and thats it 8)

At the moment, its on my squads downloads page, which i don't think you can access if your not a member, but i could upload it to medifire and post here if you want.

cheers fruitbat
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 01, 2010, 05:39:43 PM
MTO......very very WIP   :P

I posted this on a very interresting thread about "moving textures", a debate about how to make nice cities. It's very early wip work but...i decided to post this here too. The first pics of what MTO repainted could be.

Notice that there is a small part -right corner- with real 3d object, the rest is only house textures. At the end of the process the full city texture will be covered with real 3d objects. There is no shallow waters for the moment.

So this is how i would like Mto cities look like  ;)

(http://farm5.static.flickr.com/4024/5137927064_98af1bc7b4_b.jpg)

(http://farm5.static.flickr.com/4128/5137321819_8130997399_b.jpg)

(http://farm5.static.flickr.com/4153/5137927944_41e3d2ae5b_b.jpg)

(http://farm2.static.flickr.com/1185/5137322581_f59028fdb9_b.jpg)

(http://farm5.static.flickr.com/4039/5137323293_ee5b186f70_b.jpg)

(http://farm5.static.flickr.com/4091/5137324227_9b70e72084_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Avala on November 01, 2010, 06:26:21 PM
Redko

are you using auto pop tool, or placing objects by hand?
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 02, 2010, 01:59:37 PM
Redko
are you using auto pop tool, or placing objects by hand?

Nope, all by the hands at the moment. I saw that pop tool on WW1 thread, that looks very promising even if i don't understand how a auto pop could make the objects fit with the texture on the ground... ::). Mto as little towns, pop it with the hands is not to complicated, and with the texture i made for that map it's very easy and fun to do it manually.

Hoping to see your next productions one day Avala  ;)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 02, 2010, 02:06:50 PM
on a pas de map Maroc non ?  ::)

Pas encore, mais un de ces jours ... mais le Maroc du point de vue surtout du Protectorat Espagnole ...

(http://i458.photobucket.com/albums/qq302/agracier/MarruecosFMBsmall-1.jpg)

Mais c'est un grand travail ca - beaucoup de grandes villes comme Tangiers, Ceuta, Gibraltar, Rabat, Melilla .... je ne veux pas y penser ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 02, 2010, 03:10:59 PM
Pas encore, mais un de ces jours ... mais le Maroc du point de vue surtout du Protectorat Espagnole ...
Mais c'est un grand travail ca - beaucoup de grandes villes comme Tangiers, Ceuta, Gibraltar, Rabat, Melilla .... je ne veux pas y penser ...

Hey guys, stop spaming in french...nobody will understand hahaha....
Spanish or not no matter it is.....deserts....i want deserts....i need deserts....i love deserts..... :) :P :)....i'm shure it's gonna be a nice map for free flight as always with your maps Agracier.

I can't wait for your new Djibouti, i just hope i will not have troubles to save missions.
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 02, 2010, 04:05:06 PM
I can't wait for your new Djibouti, i just hope i will not have troubles to save missions.

Well, it does use objects from just about every objects pack i can think of - Khalkin-Gol, WWI and also the other usual suspects.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 06, 2010, 06:28:59 AM
... OK, NOW I can help you (real life sometimes keeps you busy ...)

... the other mods you need are :

Hangar Mod 1+2

https://www.mediafire.com/?yzodzzfj1gn/

DLV Egypt Mod
http://www.allaircraftsimulations.com/f ... ight=egypt

Bran_Tocs ToW Mod by Madtoc

https://www.mediafire.com/?ljtwmtzw2nm

read here too :

https://www.sas1946.com/main/index.php/t ... 3.html#new

Title: Re: Redko's Afrika new textures ...
Post by: redko on November 06, 2010, 04:37:10 PM
A little Mto map WIP update - november 6 2010

First of all thanks to guys providing install support to people needing it, i'm really very busy with real life things. It's hard to find the time to make things going on, i would like to finish this before the end of november, some other desert maps are waiting  ;).

So, just some new pics, same sector, but this time the little town is finished. I didn't make the shallow waters for the moment so don't take this in consideration. Lejo's desert pack object is again very useful. The cities are going to be bigger than what i made for Desert_Online map and SandsOfTime map with still no fps impact...that's great  :).

Now i made around 90 desert textures, i will release the texture pack after the release of repainted Mto. I was working also on some 1024x1024 snow textures and icy rivers, but i will show this later. It's going to be needed for some ETO snow repaints.

1 - still some houses to add here and there but the first little city is done. It's a mid one, the big one in the middle of the map, which is supposed to be a kinda Tobrouk is going to be gigger. Fps is pretty good. Maybe i will use some tree textures on the green sectors.
(http://farm2.static.flickr.com/1108/5151906331_93f4c4eeb9_b.jpg)

(http://farm2.static.flickr.com/1189/5151906949_ae1663a6fb_b.jpg)

(http://farm5.static.flickr.com/4084/5151907661_da064fc1e7_b.jpg)

2 - Lejo's houses....soo nice and useful  :)
(http://farm2.static.flickr.com/1361/5151905263_25b11307fc_b.jpg)

(http://farm2.static.flickr.com/1256/5151905697_3ef7be4319_b.jpg)

3 - New ground textures. Almost 90/100 new ones. Mto is more flat than SandsOfTime, so the desert will look more rocky. Perfect for great tank battles.

(http://farm5.static.flickr.com/4064/5152513448_df7dbd8224_b.jpg)

(http://farm5.static.flickr.com/4130/5152514030_755cccc8a6_b.jpg)

(http://farm2.static.flickr.com/1347/5151904809_68c5c2c2d1_b.jpg)

(http://farm5.static.flickr.com/4015/5151903331_d05684ab26_b.jpg)

(http://farm2.static.flickr.com/1334/5152512450_3975a46fc6_b.jpg)

4 -.......vegetables. Yea desert people needs to eat to. Manger 5 fruits et légumes par jour ! (for you Mick)

(http://farm2.static.flickr.com/1427/5152511926_b6fd351a7a_b.jpg)

(http://farm2.static.flickr.com/1148/5152511416_cf701183b6_b.jpg)

(http://farm5.static.flickr.com/4144/5152510762_976bffa2e4_b.jpg)

(http://farm2.static.flickr.com/1249/5152509432_b1ea131566_b.jpg)

(http://farm2.static.flickr.com/1193/5152508704_6152074100_b.jpg)

Mick you bf109 skin collection is so great...dirty as i like.














Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 06, 2010, 04:48:44 PM

 :P ;D

I like your attention to detail redko ...  ;)

(http://i55.photobucket.com/albums/g157/micksaf/5151905697_3ef7be4319_b.jpg)

I have no idea where you got that very weathered 109 skin, but jeez it really needs some fresh paint ...!! ;D
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 06, 2010, 05:03:03 PM
Help.

I remember someone gave a link once to DL Mto extracted map. I would like to have it again. I need the map extracted to rework the map_c, i don't know how is called this map on the sfs.files...I erased the file by mistake, i only have the map_t and h, the actor.

I would need the complet map if possible, but most of all the 2 ed maps, the map_c and table c, and map_F....million thanks  :) ;)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 06, 2010, 05:21:51 PM
Help.

I remember someone gave a link once to DL Mto extracted map. I would like to have it again. I need the map extracted to rework the map_c, i don't know how is called this map on the sfs.files...I erased the file by mistake, i only have the map_t and h, the actor.

I would need the complet map if possible, but most of all the 2 ed maps, the map_c and table c, and map_F....million thanks  :) ;)

Try this. It's what i extracted from the sfs files ... hope this is what you're looking for.

https://www.mediafire.com/?d70l0at4wk6wf1z
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on November 06, 2010, 07:18:31 PM

I was working also on some 1024x1024 snow textures and icy rivers, but i will show this later. It's going to be needed for some ETO snow repaints.

Interesting to see the way you use my Desert House Pack Redko.
But looking forward to see what you did with the icy rivers. Today I changed the rivers of Moscow and Stalingrad Winter map into water instead of ice. But I still haven't found a clue how to retexture the ice as I don't like the ice texture we have at the moment. Looks like wrinkled paper instead of ice.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 02:28:55 AM
Try this. It's what i extracted from the sfs files ... hope this is what you're looking for.
https://www.mediafire.com/?d70l0at4wk6wf1z

Yeaaa thanks. Merci beaucoup monsieur Agracier  :). I will keep this as backup just in case. I know how to extract but i don't know the name of this map in the sfs files. Waiting for your Djibouti  :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 02:30:29 AM
The word gets used inflationary, but I drool again!!
I look much forward to this map. Seems also to be a perfect playground for fictional 1956 jet battles.
Kudos.. :)

Sinai would be perfect for those jet battles. I have some textures for that map too.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 07, 2010, 02:43:02 AM
Waiting for your Djibouti  :)

... you don't have to wait anylonger Red, here it is ... ;)

https://www.sas1946.com/main/index.php/topic,10466.0.html
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 07, 2010, 02:45:52 AM
Yeaaa thanks. Merci beaucoup monsieur Agracier  :). I will keep this as backup just in case. I know how to extract but i don't know the name of this map in the sfs files. Waiting for your Djibouti  :)

I extracted under the name 'mto' .... I think it came from sfs file 15 .... if that helps.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 02:49:49 AM
Interesting to see the way you use my Desert House Pack Redko.
But looking forward to see what you did with the icy rivers. Today I changed the rivers of Moscow and Stalingrad Winter map into water instead of ice. But I still haven't found a clue how to retexture the ice as I don't like the ice texture we have at the moment. Looks like wrinkled paper instead of ice.

Actually, for the landscape i started by using salted desert textures, it works fine. For fields it's gonna be a 100% hand work as i can't find nice field textures...i guess i will be the same for cities.....except that i found some city textures in a desert style and with a little editing i could filt perfect for big snowy towns.

For the ice, i found some old houses around my home with old walls painted in white. I tested some with zoom and i could work as iced rivers.

I will post pics later for that
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 02:51:51 AM
... you don't have to wait anylonger Red, here it is ... ;)

https://www.sas1946.com/main/index.php/topic,10466.0.html

Ahhhhhhhhhhhh.....let's dl this. Tu as testé Mick?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 07, 2010, 02:54:08 AM

... pas encore sans doute cet aprèm ... ;)
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on November 07, 2010, 04:00:41 AM
How about something like this?

I know the colours shift when you make them TGA, but this is less wrinkly looking. Sorry to post that in an Afrika thread but if it is of use, feel free. Just thought I'd try.

Triad

More or less something like that indeed.  8)
But I would like to know how to do that myself. So I can fiddle around a bit to create several ice textures with ice flees etc.
I've already started a topic about changing the ice texture a couple of weeks ago so maybe we can discuss it over there. Otherwise this topic gets mixed up too much. Discussing sand textures and ice textures in one topic is a bit too much I think...  ;D

https://www.sas1946.com/main/index.php/topic,10004.0.html (https://www.sas1946.com/main/index.php/topic,10004.0.html)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 07, 2010, 06:28:21 AM
... bon pour l'instant j'ai ces 'tains de paratroopers russes qui me mettent le bronx ...

... well at the moment I have those silly" Russian paratroopers mono sim not created" etc ... although I never invited them ...  :'(

I'll try another  il2fb.exe ... ::)
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 02:35:54 PM
Enough for this week end. I'm tired but the work is going fine. I post this just after a nice trip on Agracier's Djibouti map  :).

New ground textures here. I haven't decide the final colour yet. I you can't see which texture is which, what is new or not...it's a good sign = it means the melting is going good and the limit of each texture is not clearly visible  ;). It's still going to be nice at low flight...and maybe a little better than Desert_Online and SandsOfTime as for the moment all textures are in resolution 4.

(http://farm5.static.flickr.com/4043/5155868978_13b762a73f_b.jpg)

(http://farm5.static.flickr.com/4060/5155262035_e9055444aa_b.jpg)

(http://farm5.static.flickr.com/4052/5155262869_b598148ded_b.jpg)



Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 07, 2010, 02:51:15 PM
for the moment all textures are in resolution 4.

I was wondering what you mean by resolution 4 or resolution 2 for textures ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 03:17:30 PM
I was wondering what you mean by resolution 4 or resolution 2 for textures ...

Oh you now, it's when you put a number multiple of 2 after a texture on the load.ini. Like this :

[FIELDS]
LowLand0 = redko_tex/lybia/redkolybia1blend_fields.tga,4
LowLand1 = redko_tex/lybia/redkolybia3blend_fields.tga,4
LowLand2 = redko_tex/lybia/redkolybia80_fields.tga,4
LowLand3 = redko_tex/lybia/redkolybia40Cblend_fields.tga,4

MidLand0 = redko_tex/lybia/redkolybia73.tga,4
MidLand1 = redko_tex/lybia/redkolybia76.tga,4
MidLand2 = redko_tex/lybia/redkolybia84_fields.tga,4
MidLand3 = redko_tex/lybia/redkolybia85_fields.tga,4

With 2, the size of the texture is 2 times smaller on the ground, with 4 it's 4 times smaller. The more the texture is small (if you keep fixed the resolution of course) more precise and detailed is the texture. So you can consider that the texture is twice or 4 times higher in resolution.

It works well specially with 1024x1024 textures. More the texture is detailed, more it's nice for low flight. The bad point is that as the texture is smaller in the ground, you have to work twice to paint all th map. It takes twice time but it deserves it.

For Desert_Online i started at 4 for each texture, but there was to many repetition (that the second bad point of higher resolution) so i decided to mix 2 and 4. so now the result, Desert_Online and SandsOfTime are pretty nice for low altitude flight. But these 2 maps are in a way the bastard of Lybia repaint...a map I started at resolution 4 for each slot. The melting was not god enough to keep this, too many repetition too. So i decided to mix 2 and 4...and then i started with the repaint of Desert and Sands which are released now.

For Mto, i progressed a little bit more with the texture, and the melting is good enough "for the moment" to keep all in resolution 4. You can fly low and the rendering is nice, very detailed, but without repetition.

That's why i'm testing the map with a gladiator, it's a slow plane, you can fly slow and low to catch every single detail.

For exemple, for the texture you are using in Djibouti map for the city ground, i would use it with 2 or 4. The granular effect will be nicer improving the low flight over the city. As you map is big, i would use a mix of 2 and 4 resolution. It's somthing you have to test to your like, it's not easy to know where to use 2 or 4, or more but personally i won't use normal resolution anymore, except for the shallow waters i guess.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on November 07, 2010, 03:26:54 PM
Interesting. I never understood what .tga,2 or .tga,4 meant. Now I know.  :)
But another question: what means a .tgb?
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 07, 2010, 03:30:07 PM
ahhh ... OK. I never called it resolution, but something like 'multiplication factor' ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 03:56:49 PM
ahhh ... OK. I never called it resolution, but something like 'multiplication factor' ...

Ok let's call it "multiplication factor" if you want. The important is that of course it as an impact on the size of the texture, but also on the resolution : at constant number of pixels, for exemple 1024x1024, if you touch to size of the texture, you also increase or decrease the resolution of the texture cause the number of pixels remain 1024x1024.  ;)

I tested with 512x512 and 256x256 textures too, but the effect is no so convincing. For all my last maps, i mean the desert ones i changed my procedures. In Google earth i take capture only between 2km and 1,60 km high. I create a 1024x1024 texture. I used at the end a sharp filter through my photo editing soft. Then i apply factor 2 for all textures...and step by step i pass to factor 4 depending of the result. Sometimes i keep factor 2, sometimes i use.

The thing is a very detailed texture must be aside to another one detailed textures, if not the difference in terms of detail/resolution (call it factor) is visible..and it shouldn't.

If you have a texture with a normal factor, and another one with factor 2 or 4, the junction will be ugly. 2 and 2, 2 and 4, 4 and 4 are ok, depending of the altitude in google earth when i saved the image.

To see it for real...take Desert_online for exemple, and erase all the numbers, then take your plane and try to fly low, you will see that it's not really nice. Go back to my original load.ini after  :P.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 07, 2010, 04:10:10 PM
But another question: what means a .tgb?

No idea. I just know that i can't open it with gimp and photoshop, so i have to convert it to normal tga. I use "tga/imf viewer converter" soft for that. It's for your icy river texture you are wondering ?
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on November 07, 2010, 04:16:59 PM
No, not for the ice texture actually but I've seen the .tgb some times and was just wondering...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 07, 2010, 04:37:21 PM
Biplanes for Redko (with proper visibility that is ...) ... ;D

(http://i55.photobucket.com/albums/g157/micksaf/DH66.jpg)

(http://i55.photobucket.com/albums/g157/micksaf/TW008-5.jpg)

(http://i55.photobucket.com/albums/g157/micksaf/CAMS37.jpg)

(http://i55.photobucket.com/albums/g157/micksaf/TH012-4.jpg)

I know, that one is not a biplane but it is so ...desertic ... ;)

(http://i55.photobucket.com/albums/g157/micksaf/Foker2.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: redko on November 08, 2010, 11:50:04 AM
Biplanes for Redko (with proper visibility that is ...) ... ;D

Superbe collection  :o :o. Il a vraiment vole l'avant dernier ?  ::)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 08, 2010, 12:01:19 PM
Bien sur que si ...!!

Tiens la preuve ...

http://www.youtube.com/watch?v=KBR345J4EPE

Et celui là tu connais ?

(http://i55.photobucket.com/albums/g157/micksaf/CONDOR.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 13, 2010, 10:26:27 AM
MTO - 11/13/10 update.

Hi guys. A little update for Mto map. After having shown the cities, desert and fields textures, here some pics of the mounts textures i'll use in the map. The surface to paint is quite big, so it's gonna take time : textures must flow naturally from the highs to the ground, so i have to paint little parts and check each time all is looking logical.

For the desert part is was easier as all is flat, you can just paint using a random technic. You will see here some little hills, it's just for the texture test rendering. I will post later pics for lager mounty sectors, shallow waters and the other cities.

Stuka this time, enjoy the pics.

(http://farm5.static.flickr.com/4126/5172317676_4425e9c6f2_b.jpg)

(http://farm5.static.flickr.com/4148/5171714899_81a71f45ab_b.jpg)

(http://farm5.static.flickr.com/4087/5171716265_757b434964_b.jpg)

(http://farm5.static.flickr.com/4088/5171716963_370ef81d7f_b.jpg)

(http://farm5.static.flickr.com/4084/5171717295_e451569c0f_b.jpg)

(http://farm5.static.flickr.com/4124/5171718155_bc36be35d0_b.jpg)

(http://farm5.static.flickr.com/4084/5171719119_3a03f075b5_b.jpg)

(http://farm5.static.flickr.com/4124/5171718633_11b36b93e3_b.jpg)

(http://farm5.static.flickr.com/4131/5172321844_fa6a4c896e_b.jpg)

(http://farm5.static.flickr.com/4152/5172322456_5c0f29c4ae_b.jpg)

(http://farm5.static.flickr.com/4103/5171721185_68834bde38_b.jpg)

(http://farm5.static.flickr.com/4092/5172323894_ab6ab89d86_b.jpg)

(http://farm5.static.flickr.com/4113/5172324418_6121bb8250_b.jpg)

(http://farm5.static.flickr.com/4111/5171722759_e912df92d1_b.jpg)

(http://farm5.static.flickr.com/4090/5171723079_0e08c64899_b.jpg)

Shallow waters haven't been implemented for the moment, but it's gonna be like SandOfTime  :). I post this just for the fun...the city attacked.

(http://farm5.static.flickr.com/4147/5171723845_7895559f4d_b.jpg)

(http://farm5.static.flickr.com/4085/5172326250_071e41eb55_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Bee on November 13, 2010, 05:15:34 PM
But another question: what means a .tgb?

No idea. I just know that i can't open it with gimp and photoshop, so i have to convert it to normal tga. I use "tga/imf viewer converter" soft for that. It's for your icy river texture you are wondering ?

Looking great Redko.  Regarding TGB's, they are 1024x1024 textures (identical to TGA's of the same name) that the game uses when you are above a certain altitude.  They are a bit redundant if all your textures are 1024 anyway.  If your using 512 though, they keep things looking crisp when you're up high.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 14, 2010, 03:52:14 AM
But another question: what means a .tgb?

No idea. I just know that i can't open it with gimp and photoshop, so i have to convert it to normal tga. I use "tga/imf viewer converter" soft for that. It's for your icy river texture you are wondering ?

Looking great Redko.  Regarding TGB's, they are 1024x1024 textures (identical to TGA's of the same name) that the game uses when you are above a certain altitude.  They are a bit redundant if all your textures are 1024 anyway.  If your using 512 though, they keep things looking crisp when you're up high.

That's why they are used as airfield textures...interesting thing ::).
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 20, 2010, 04:29:19 PM
MTO MAP - November 20 update - WIP

A new update for that map. It's taking a good face. I finished a major city in the middle of the map, supposed to be a sort of Tobrouk, the geography is close to that indeed. It's the biggest city i made for now with fully 3d objects and Lejo's objects help much for that = i noticed no fps impact  :). The density of objects is high. The patern fit perfectly with the ground textures...it's very nice to see real streets surrounded by houses.

Some pics :
(http://farm6.static.flickr.com/5241/5193404246_d9671b076d_b.jpg)

(http://farm5.static.flickr.com/4091/5192801733_6d8cacbf7a_b.jpg)

(http://farm5.static.flickr.com/4148/5192802193_4f51301020_b.jpg)

(http://farm5.static.flickr.com/4086/5193397930_bf5f2c52c1_b.jpg)

(http://farm5.static.flickr.com/4129/5192800329_ddd06e7c08_b.jpg)

(http://farm5.static.flickr.com/4149/5192798463_b403ff8770_b.jpg)

(http://farm5.static.flickr.com/4127/5193395544_1ac2c2585a_b.jpg)

(http://farm5.static.flickr.com/4087/5193394634_3b45d3f54c_b.jpg)

(http://farm5.static.flickr.com/4083/5192796671_a21148e323_b.jpg)

(http://farm6.static.flickr.com/5082/5193395136_cbd1926093_b.jpg)

(http://farm5.static.flickr.com/4149/5193396752_6bf1f64f96_b.jpg)

(http://farm5.static.flickr.com/4112/5192798939_25729bc84f_b.jpg)


There is a sort of industruial habor in the north of this main city. I kept it and just remade it with new objects and textures:


(http://farm5.static.flickr.com/4133/5192795189_fcd603d1c9_b.jpg)

(http://farm5.static.flickr.com/4145/5192794359_fecfaa658a_b.jpg)

(http://farm5.static.flickr.com/4151/5193398740_a05f81c85e_b.jpg)


I started the work on shallow waters too:

(http://farm5.static.flickr.com/4083/5193392844_e14d35475f_b.jpg)


I started the work on the big mounts of the south part of the map:

(http://farm5.static.flickr.com/4132/5192803581_9b381a3de5_b.jpg)

(http://farm5.static.flickr.com/4149/5192803915_b238699003_b.jpg)

(http://farm5.static.flickr.com/4091/5193403424_b362c4e75f_b.jpg)

(http://farm5.static.flickr.com/4153/5192806233_91d5cde735_b.jpg)

(http://farm5.static.flickr.com/4129/5193402578_1fb8129e54_b.jpg)

(http://farm5.static.flickr.com/4152/5193403042_6f6b751890_b.jpg)

So what is remaining before release ? paint all the mounts, finish the shallow waters, and populate the 2 islands of the north. All the cities of the South are allready remade and retextured, i will not post more pics for that to let you discover it by yourself. It's gonna be a nice map.


Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 21, 2010, 03:04:02 AM
These shots look so realistic that they are almost mesmerizing. TV producers could do worse than to use this map when making documentaries on desert battles. It would be a big improvement over many programs. Wonderful textures and great placement.

Which tempts me to ask a question - you paint manually when placing textures. But do you do so in map-maker, which seems to me a task of extreme boredom not to mention difficulty since it is so hard to discern height differences when looking straight down. In 3D view you can see them better, but then you can't place tiles in map-maker.

Or do you 'paint'/place textures using map_h? I've been doing that a few times for specific terrain types, for mountaintops or mountain ridges. You can often discern terrain from the brightness of RGB values on map_h and if you use map_h as a guide layer on map_t, or if you select multiple areas on map_h bit by bit, you can then 'paint' the appropriate layers on map_t in the RGB values you wish to use.

And a last small question: is the rusted petroleum/fuel tanks in several of the above screenshots a standard object? I've never seem to have seen it before.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on November 21, 2010, 03:20:06 AM
And a last small question: is the rusted petroleum/fuel tanks in several of the above screenshots a standard object? I've never seem to have seen it before.

The rusty tanks are part of VPMedia's improved object pack (or whatever name it was) as far as I can remember. And isn't it included in Ultrapack? At least I have it in my HSFX4.1 install. The white oil reservoirs seem to be winterversions just like some other objects on this nice map I think.
Can't wait for the release of this map to bomb the reservoirs to see the explosions.  8)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 21, 2010, 05:07:12 AM

... the fuel tanks for you Agracier (very smart idea to use them as pipelines)

http://www.megaupload.com/?d=TQ4VS2Y2
Title: Re: Redko's Afrika new textures ...
Post by: SAS~HolyGrail on November 21, 2010, 05:33:07 AM
This is just getting better and better by each passing day  8)
Superb looking environment redko  !!  :)

S! HG 

Title: Re: Redko's Afrika new textures ...
Post by: gianluca on November 21, 2010, 06:31:39 AM

... the fuel tanks for you Agracier (very smart idea to use them as pipelines)

http://www.megaupload.com/?d=TQ4VS2Y2

hi Mick and thks for the link, however getting the message: no more available.....
best regards,
Gianluca
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 06:37:09 AM
And a last small question: is the rusted petroleum/fuel tanks in several of the above screenshots a standard object? I've never seem to have seen it before.
The white ones are from "industry of slovakia" objects. I don't there they were repainted through Vpmdia repaint pack. The orange ones (rusted) are from Lal mod pack, Hangar Mod 2 if i remember well.

Yes, all is done through fmb, i never used map_t for a repaint, except for the shallow waters and the water painting. To know where to put the texture i use the camera tool, so i can get the volume to see what is up what is down. I can zoom forward and backward and turn around the "object"...a hill for exemple.

But better than words i'm uploading a little video, a sort of "tutorial" even if i don't like the word. It's gonna help you maybe...and you will see, as you asked once on Kyushu's thread ( a long time agoo  ;) ) for production "secrets"....that unfortunatly there is no secret. All is really painted by hands, Km/Km.

It's a long work but to me the only one that make textures appear natural on the ground and without any (almost) artificial pattern. i will post this video in 1/2 hours.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 21, 2010, 06:37:57 AM
.... the file is still there though, but Megaupload like many other upload free sites tend to give priority to their "customers" and especially in the afternoon, saturday or sunday, their servers are overloaded and they (logically) give priority to those who pay ...

Try again either today late at night or tomorrow morning ... ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 06:40:54 AM
(very smart idea to use them as pipelines)
http://www.megaupload.com/?d=TQ4VS2Y2

I was wondering if there already were some offshore oil platforms at that time, you know like in the Gulf of Mexico or the North Sea.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 06:44:11 AM

... the fuel tanks for you Agracier (very smart idea to use them as pipelines)

http://www.megaupload.com/?d=TQ4VS2Y2

hi Mick and thks for the link, however getting the message: no more available.....
best regards,
Gianluca

If you already have Lal's Mods (hangar 1 and 2, fortifications...) you have nothing to download. If you can play my previous repaints like Desert_Online and SandsOfTime you already have all the necessary stuff for this map (including Lejo's alias Uufflakke desert object pack)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 21, 2010, 06:45:21 AM
... according to Wikipedia the answer is no.

The first ones were the Mexican gulf ones :

http://fr.wikipedia.org/wiki/Plate-forme_p%C3%A9troli%C3%A8re
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 06:53:16 AM
... according to Wikipedia the answer is no.

The first ones were the Mexican gulf ones :

http://fr.wikipedia.org/wiki/Plate-forme_p%C3%A9troli%C3%A8re

Ok so no offshore platforms here too  ;). Thanks man. That's too funny to make those pipe...i have to stop myself or i will make of this map a clone of the Death Star  :P
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 06:53:42 AM
This is just getting better and better by each passing day  8)
Superb looking environment redko  !!  :)
S! HG

Thank you Sir  :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 10:02:45 AM
Looking lovely. The layout of the city is superb.

Thanks you Sir  :). Is there a FlatSpinMan campain using this map ?
The map will be pretty close to what could be MrOblongo's Tunisa map. There are big cities there are Lejo's objects would be more than needed for that.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on November 21, 2010, 10:32:43 AM
Redko, you are so good that I started posting stuff from SAS map threads-especially this one-as PMs to a fellow dev at FreeFalcon's dev board as inspiration. He is a true artist and very impressed by the job you, Agracier, Lejo, Bombsaway and all the other gents do here.

I can't wait to fly in this abolute beauty.

Cheers
Tom
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 11:02:08 AM
Redko, you are so good that I started posting stuff from SAS map threads-especially this one-as PMs to a fellow dev at FreeFalcon's dev board as inspiration. He is a true artist and very impressed by the job you, Agracier, Lejo, Bombsaway and all the other gents do here.

Interresting thing. I never heard about that free sim. Just check their web site and it looks very nice. Amateur rocks  ;)

Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on November 21, 2010, 11:06:24 AM
Don't tell them I still participate and by now prefer IL-2 and mods. ??? :D
You gents create real art. But yes, amateur really rules. :)

Title: Re: Redko's Afrika new textures ...
Post by: redko on November 21, 2010, 04:42:01 PM
Which tempts me to ask a question - you paint manually when placing textures. But do you do so in map-maker, which seems to me a task of extreme boredom not to mention difficulty since it is so hard to discern height differences when looking straight down. In 3D view you can see them better, but then you can't place tiles in map-maker.

Or do you 'paint'/place textures using map_h? I've been doing that a few times for specific terrain types, for mountaintops or mountain ridges. You can often discern terrain from the brightness of RGB values on map_h and if you use map_h as a guide layer on map_t, or if you select multiple areas on map_h bit by bit, you can then 'paint' the appropriate layers on map_t in the RGB values you wish to use.

Video "tutorial" for ground texturting - first shots for MtO
http://www.youtube.com/watch?v=nOYvdW8THtU


Ok here is maybe something that may be interresting to see. Don't take it as a "tutorial" cause it's not the case, it's more an illustration (short) showing how i proceed. Maybe i should make one for texture creating which is a little more technical and can be "teached". Here it's just a matter of paint, paint and paint....

The important thing is to able to switch between photoshop and FMB and work with the textures as a palette.

I puted in the video some shots of the map, movement is better than pics right ? ;)

Wait one hour the end of Youtube post treatment now the video is ugly, better to watch it in hd. Remember that this is still wip so the final map may change from this. Laggy parts are from Fraps, when Fraps is not running the game is faster over the big town.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 22, 2010, 01:55:09 AM

... there's no link Red ... :'(
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 22, 2010, 04:18:07 AM
THX purgatorio08, you are an angel from paradise, not purgatorio ...!!  :P
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 22, 2010, 11:34:38 AM
http://www.youtube.com/watch?v=nOYvdW8THtU  ;)

Thanks man, i was so tired that i forgot the link ;)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on November 23, 2010, 02:52:02 PM
This is a pure joy to watch!
It's a pleasure to be able to witness IL-2 theatre-history being written in your and agracier's new maps.
Amazing.

Tom
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 23, 2010, 03:01:40 PM
Seeing how you place textures by hand, over an entire map no less, simply leaves me astonished. Such minute work to texture a map. Hats off ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 23, 2010, 03:24:07 PM
Seeing how you place textures by hand, over an entire map no less, simply leaves me astonished. Such minute work to texture a map. Hats off ...
:)
Yea but don't mistake. On the video i worked slowly to show how to make a natural shape for mount with a combination of 2-3 textures. For real i work much faster. I work with zoom back, just enought to see the ground and i use fast movements of the mouse to paint. I added a function on unlocked FMb = paint function is made by pressing "space" on the keyboard. In theory the paint function is made with CTRL + right clic on the mouse....and that's horrible for the fingers.

Paint Kyushu was a real "passion" hahahaha....changing the paint function for "space" or whatever makes the work being much reaser. For normal ground painting is not so different than a random painting technic a little bit like what i see on you maps, Chaco for exemple. You seems to combine specific map_t painting and a random system. It's only for specific parts i really paint with close attention.
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 23, 2010, 03:45:31 PM
Yea but don't mistake. On the video i worked slowly to show how to make a natural shape for mount with a combination of 2-3 textures. For real i work much faster. I work with zoom back, just enought to see the ground and i use fast movements of the mouse to paint. I added a function on unlocked FMb = paint function is made by pressing "space" on the keyboard. In theory the paint function is made with CTRL + right clic on the mouse....and that's horrible for the fingers.

Do you make it unlocked FMB or is that just another term for the map maker? I am sometimes confused by the terminology.

But in any case could you give the line you added for the space bar function? Thi might be useful in some cases.
Title: Re: Redko's Afrika new textures ...
Post by: max_thehitman on November 23, 2010, 04:48:00 PM
Which tempts me to ask a question - you paint manually when placing textures. But do you do so in map-maker, which seems to me a task of extreme boredom not to mention difficulty since it is so hard to discern height differences when looking straight down. In 3D view you can see them better, but then you can't place tiles in map-maker.

Or do you 'paint'/place textures using map_h? I've been doing that a few times for specific terrain types, for mountaintops or mountain ridges. You can often discern terrain from the brightness of RGB values on map_h and if you use map_h as a guide layer on map_t, or if you select multiple areas on map_h bit by bit, you can then 'paint' the appropriate layers on map_t in the RGB values you wish to use.

Video "tutorial" for ground texturting - first shots for MtO
http://www.youtube.com/watch?v=nOYvdW8THtU


Ok here is maybe something that may be interresting to see. Don't take it as a "tutorial" cause it's not the case, it's more an illustration (short) showing how i proceed. Maybe i should make one for texture creating which is a little more technical and can be "teached". Here it's just a matter of paint, paint and paint....

The important thing is to able to switch between photoshop and FMB and work with the textures as a palette.

I puted in the video some shots of the map, movement is better than pics right ? ;)

Wait one hour the end of Youtube post treatment now the video is ugly, better to watch it in hd. Remember that this is still wip so the final map may change from this. Laggy parts are from Fraps, when Fraps is not running the game is faster over the big town.

Great video Mister Redko. Thank you for posting it.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 25, 2010, 12:48:39 PM
Do you make it unlocked FMB or is that just another term for the map maker? I am sometimes confused by the terminology.
But in any case could you give the line you added for the space bar function? Thi might be useful in some cases.

I work on unlocked Fmb yes. The line i aded in the confi.ini file is this one, in RED :


[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Space=insert
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste

You can still apply textures by using crtl + left mouse clic too but it's a real inferno after 30 minutes  ;D....better to use another key.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 27, 2010, 05:22:03 PM
Reintroducing sands 11/28/10

Most of this desert will be rocky, dusty and dry but i'm introducing little parts of pure sands. It's going to break a little too repetitive textures. I like to see some dunes games created by the winds....

(http://farm5.static.flickr.com/4147/5212473559_006b480213_b.jpg)

(http://farm5.static.flickr.com/4106/5213070384_9983a9978f_b.jpg)

(http://farm6.static.flickr.com/5161/5212472697_3679fae903_b.jpg)

(http://farm6.static.flickr.com/5123/5212471879_f03a1ac29c_b.jpg)

(http://farm6.static.flickr.com/5004/5212471387_ebbb531447_b.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: Blond on November 28, 2010, 01:48:14 AM
Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Example of Luftwaffe camo patterns... RAF is even darker:
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

( top image is +25% Saturation in Photoshop )
I am great fan of your work and textures... this is just a constructive suggestion
Title: Re: Redko's Afrika new textures ...
Post by: agracier on November 28, 2010, 02:09:14 AM
Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:
I am great fan of your work and textures... this is just a constructive suggestion

If you've ever been into photography, then you've probably noticed that you can photograph any given landscape in a seemingly endless variety of ways and get a very varied result in terms of color and other factors. And since the North African desert is huge and immense, it shouldn't be surprising that you can find photos of it in a great variation of colors, tints and shades, not only depending on time of day and weather conditions, but also per location.

And besides, the map in question is a fictional area anyway, not meant to literally represent any specific area. It's a generic desert map if you will.

If you'd really like the textures to appear browner, all you'll have to do after installing the map, is open the textures in a graphics editor and run them all through the same color shift values ... easy as pie.
Title: Re: Redko's Afrika new textures ...
Post by: Dakpilot on November 28, 2010, 02:26:08 AM
Looking Really convincing!!

I have to say, perhaps blond does have a point, from an artistic point of view these latest shots look perfect  :) but we are flying in an IL-2 world...where the chosen paintschemes are, for many already created campaigns, more suited to a more stereotypical yellower brown hue.

And if the washed out look is just gamma effect at midday then ignore all i said!  ;) ;)

Keep up the great work Redko we all appreciate it  8)

Do you still have any plans for the Libya map? which if i remember was the first mention in your venture into the Desert ;)

Cheers Dakpilot
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 28, 2010, 02:31:53 AM
Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:
( top image is +25% Saturation in Photoshop )
I am great fan of your work and textures... this is just a constructive suggestion

Gapa mod man, don't trust pics, it's more saturated for real.

The orginal files :

(http://farm6.static.flickr.com/5121/5213481153_ba07c5f4b7_b.jpg)

(http://farm5.static.flickr.com/4089/5213481085_48564c2a28_b.jpg)


The final ones :
(http://farm5.static.flickr.com/4106/5213479949_e3bf5f8850_b.jpg)

(http://farm6.static.flickr.com/5169/5214073558_e94f3ce0b9_b.jpg)

Even the final tga files aren't representatives of the in game rendering colours. You would have to see it by yourself to check it. The thing is - and thats what i wanted to answer to  your PM question about your free sim - is that IL2 engine not only deals bad with textures but also for colours...and light. Which make that if you don't pay attention colours looks plastic and unreal.

Juts look the stock maps to figure that. It's a problem even for the best new maps here, i'm thinking for exemple to Porto's Hawaii...a real beauty, a jewel. The only bad thing is that it use the stock textures, and all green parts looks plastic. By desaturating it it would becomes a little more realistic, and simulate better the athmospherical perspective which is vital to made the landscape look natural.

Desaturated textures help also to melt them and avoid too many junction effect, it gives the feeling that all is a one single texture. No alpha channel here cause when using this you can't index the textures in the same time, and then it becomes to heavy files for some slow PC. The first version of Desert_Online was using alpha channel, but i changed this for the second version as some here seemed to have some fps troubles.

So don't trust the pics, it's better to see it in game to get a real opinion. I could resaturate a little the textures, it's ok, but only after having finished the whole painting process cause all the textures must allways work together. I need i have the same level of saturation (low or high - no matter ) to know where to paint, it's essential for a good painting.

That's why on the video "tutorial" i was requesting moders to work with all the textures opened. You can check step by step by switching from FMB to photoshop which texture is which and check if all saturation levels are good for each texture while painting the map.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 28, 2010, 02:37:37 AM
Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:
I am great fan of your work and textures... this is just a constructive suggestion

If you've ever been into photography, then you've probably noticed that you can photograph any given landscape in a seemingly endless variety of ways and get a very varied result in terms of color and other factors. And since the North African desert is huge and immense, it shouldn't be surprising that you can find photos of it in a great variation of colors, tints and shades, not only depending on time of day and weather conditions, but also per location.

And besides, the map in question is a fictional area anyway, not meant to literally represent any specific area. It's a generic desert map if you will.

If you'd really like the textures to appear browner, all you'll have to do after installing the map, is open the textures in a graphics editor and run them all through the same color shift values ... easy as pie.

Agree with that. Blond is right for asking anyway, it's a complicated question how to chose the good colours. We have to keep in mind that il2 deals bad with the colours, it's not a DirectX game
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 28, 2010, 02:41:31 AM
Looking Really convincing!!

I have to say, perhaps blond does have a point, from an artistic point of view these latest shots look perfect  :) but we are flying in an IL-2 world...where the chosen paintschemes are, for many already created campaigns, more suited to a more stereotypical yellower brown hue.

And if the washed out look is just gamma effect at midday then ignore all i said!  ;) ;)

Do you still have any plans for the Libya map? which if i remember was the first mention in your venture into the Desert ;)

Cheers Dakpilot

Agree too. There is gamma, textures looks more coloured in game. You will have to wait guys the final map to test this point. In game on my ring there is no different with Desert_Online map. Do you find that map too desaturated ?

Anyway i could resaturate the textures but only at the end of the map repainting process. For Lybia map it's in stand by since i decided to reskin the 3 stock desert maps but i will finish that map too.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on November 28, 2010, 02:46:16 AM
agracier, I know very well the photo-color variations and size of North Africa...  :) ...but for some reason 95% photos of North Africa are light brownish or even light orange. Just as cammo paterns of all WW2 desert aircraft.

But anyway, if it is just a fictional desert... I am bailing out from discussion.
( For some reason I concluded it should be North African coast region, don't know why... ;) )

Redko, just keep on your great art work...
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 28, 2010, 03:01:04 AM
agracier, I know very well the photo-color variations and size of North Africa...  :) ...but for some reason 95% photos of North Africa are light brownish or even light orange. Just as cammo paterns of all WW2 desert aircraft.

But anyway, if it is just a fictional desert... I am bailing out from discussion.
( For some reason I concluded it should be North African coast region, don't know why... ;) )

It's both, fictional and Norh Africa. Do you find Dersert_Online textures too desaturated ? If yes it could be resaturated or change for hot tones instead of cold ones. But wait to get this one first as some textures used on Desert are also used here, same for SandOfTime. Change one would change the others so it's better the change all in the same time.

The discussion is good it's not the problem. It's just that it's better to make a opinion when you get the map for real.

You see i'm a big fan of Viking's Grand Canyon map. The first version was too saturated so i decided to change it, now it's better ....even if for my personal taste it's still too saturated. But i know the colour effect he wants to get, and it's true that the grand canyon is in  part red, really red and saturated...that's why the sector is called "Colorado" (coloured, saturated in spanish).

But the thing is that IL2 engine work so bad with colours specially when saturated.

But no troubles guys, it can be changed. Just wait to get the map on your rig and we will see if a resaturation is needed.  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Dakpilot on November 28, 2010, 04:09:18 AM
Desert online and Sands of time, to me look great(in game) with a Huge majority of available skins when playing missions and campaigns, so if MTO is to be similar then it will be Perfect :) :)

With so many different montitors, settings , gapa setting etc. screen grabs at this beta stage will just give a "feeling"

Looking forward to release  8)

Cheers Dakpilot
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 28, 2010, 03:24:35 PM
New surfacing rocky textures

I found a new rocky texture showing pieces of prock surface through the sand. The effect is pretty nice and it will give a certain interrest for this map cause it make really illusion. When flying over it you can almost feel the rock under the sand...the only thing you want then is to land to take the rock with the hands  ;D.

I have been waiting for a moment to get this kind of textures, I knew something was mising for this map...and finally i get it. Maybe i will update with this Desert_Online and SandsofTime too.

I also resaturate the textures according to the debate we got here. Not so brown as you would like maybe Blond but less pale anyway dude.  :)

MTO movie rendering test - Christine trip

http://www.youtube.com/watch?v=1cnnPlf32SQ

Some screens.

(http://farm5.static.flickr.com/4129/5215925988_e850f10d0b_b.jpg)

(http://farm6.static.flickr.com/5048/5215335647_58f3f3c662_b.jpg)

(http://farm6.static.flickr.com/5005/5215927706_8e732a0271_b.jpg)

(http://farm5.static.flickr.com/4111/5215337633_1ecce5ce2e_b.jpg)

(http://farm6.static.flickr.com/5203/5215929728_4c2577f814_b.jpg)

(http://farm5.static.flickr.com/4124/5215339261_ba5d3b6996_b.jpg)

(http://farm2.static.flickr.com/1432/5215931426_7179423f17_b.jpg)

(http://farm5.static.flickr.com/4104/5215932384_81d65e91cd_b.jpg)

(http://farm5.static.flickr.com/4129/5215341935_59396e70f2_b.jpg)

(http://farm6.static.flickr.com/5286/5215343009_4bca5566f4_b.jpg)

(http://farm6.static.flickr.com/5121/5215937698_6b25ef1382_b.jpg)

(http://farm6.static.flickr.com/5246/5215347539_a2c94a2273_b.jpg)

(http://farm6.static.flickr.com/5164/5215348305_ac2b70afbd_b.jpg)


Title: Re: Redko's Afrika new textures ...
Post by: max_thehitman on November 28, 2010, 03:47:40 PM

Great idea about the sand dunes and wavey sand textures. I  really like it. Very realistic too.
In my opinion the textures are great as they are. Perfecto.
Anyone who has ever been to the deserts in Africa know how varied in color and texture it can be.
Your version is also great as it is.
If people want a darker color, then I would suggest to set their game to a diferent sun setting for
a darker color (06:00AM to 07:30AM - or - 17:00PM to 19:00 PM) , or fly at Noon but tweak their monitor colors a bit darker.

I think its good to go as it is Redko   8)

Title: Re: Redko's Afrika new textures ...
Post by: Blond on November 28, 2010, 04:00:33 PM
Great new feature ??? - On some screens... it looks like a 3d model of broken desert roocks, can't beleive it is just a texture!

Of course, it also breakes well "repeatitivness" of texture... randomised variety of textures gives a feeling of real desert underneath, even from higher altitude.

It should be applied to some large, plane N. African desert map mate... ;)

(Maybe Oleg should take you for possible future BoB:SoW expansion pack)

Many thanks for a "less palid" cosmetics! ;)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on November 28, 2010, 05:31:38 PM
... those new textures of yours magnify Christine's beauty mate ...!!  :P
Title: Re: Redko's Afrika new textures ...
Post by: SAS~HolyGrail on November 29, 2010, 06:41:54 AM
Lovely video update  8)
Thank you for your continuing work on maps visual and immersion improvement  :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 29, 2010, 11:49:20 AM
Lovely video update  8)
Thank you for your continuing work on maps visual and immersion improvement  :)

Thanks sir, coming from you it's an honor  :).

Nothing related with this map but those who like the score music by Philip Glass you can watch that kickass documentary about Robert McNamara policy during the cuban missile crysis...i guess you know that classic HolyGrail  ;) :

http://video.google.com/videoplay?docid=-8653788864462752804#

Excellent doc guys, watch that for your own culture.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~HolyGrail on November 29, 2010, 12:22:02 PM
Thank you for posting link my friend , I have never seen before this documentary  :-[
I will dedicate my time to this interesting documentary by watching it the next thing tomorrow morning  8)
Thank you again for posting link redko  :)
Title: Re: Redko's Afrika new textures ...
Post by: JG54Spookie on November 30, 2010, 12:34:59 AM
Map textures keep making quantum leaps because of guys like you 8) Awesome work!
One question though: how do people show the effects of Gapa if it's based on your own monitor's settings? What I mean is, if Gapa changes your monitor to show more contrast, etc while running Il-2, how would my monitor show the results you have? Are your screenshots are altered (same increased contrast, saturation, etc) with photoshop to recreate your Gapa effects for other people's monitor settings?
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 30, 2010, 12:21:55 PM
Map textures keep making quantum leaps because of guys like you 8) Awesome work!
One question though: how do people show the effects of Gapa if it's based on your own monitor's settings? What I mean is, if Gapa changes your monitor to show more contrast, etc while running Il-2, how would my monitor show the results you have? Are your screenshots are altered (same increased contrast, saturation, etc) with photoshop to recreate your Gapa effects for other people's monitor settings?

Thanks for feedback
Ok it's a good question. First keep in mind that what you see on pics and movies is altered by editing to simulate, or recreate would be a better world, the gamma effect. Cause of course when i use gamma on my pc there no way this coudl affect the pics or videos, only the screen settings.
At the first stages of gamma tool i was using some very clear settings, with hight contrast, too high maybe. You can see this on pics i posted on Avala's Bengali map :

http://allaircraftsimulations.com/forum/viewtopic.php?f=125&t=20474&start=45

I posted there some gamma settings.

Now i have another screen (Samsung) i have to say that i don't use anymore settings.....yes....i just activate gamma and that's it. I have what you see on most on my videos. Be carefull, in the last one (mto rendering test) i noticed that with video compression the contrast is a little too high when you watch it on youtube. But if to DL the video and watch it on lcd/plasma/led tv screen it returns to normal saturation and will see with far more details the textures.

So i would say it depends of the screen. If tomorrow i change again my screen i'm shure I would have to for other gamma settings. I never tryed the new Avala tool which deals also with colour temperature (for more interresting than gamma tool ) by lack of time.....but it looks very promising. You will find that new tool here at SAS.
Title: Re: Redko's Afrika new textures ...
Post by: PA_Willy on November 30, 2010, 01:18:24 PM
Fantastic Gapa profile Redko. Testing your values (not edited images in any way):


(http://ifotos.pl/img/1_qprrpa.jpg)

(http://ifotos.pl/img/2_qprrhh.jpg)

(http://ifotos.pl/img/3_qprrhx.jpg)

Thank you.
Title: Re: Redko's Afrika new textures ...
Post by: redko on November 30, 2010, 01:22:30 PM
Fantastic Gapa profile Redko. Testing your values (not edited images in any way):

Thank you.

Oh shit.....nice damm... :o. Very nice indeed. The only that maybe i don't like with these old settings is by nightfall..depens of the continent and weather i guess..and the screen. Glad you like anyway  :)

I posted other settings a little further on Aval's bengali thread you can test them too, it's a little less contrasted and green
Title: Re: Redko's Afrika new textures ...
Post by: JG54Spookie on December 01, 2010, 01:27:44 AM
Thanks for the answer Redko. I've tried Gapa before, but always had some effect that was "too much" such as the blue tinted clouds like those in PA_willy's pics above. That being said, Avala's program sounds like it's just what I'm looking for. Thanks for the heads-up redko :)
Title: Re: Redko's Afrika new textures ...
Post by: JG54Spookie on December 01, 2010, 01:32:14 AM
For anyone wanting to experiment with better colors/lighting, there's also a thread here at SAS about another program called Artiste Lutcurve
https://www.sas1946.com/main/index.php/topic,10831.0/topicseen.html (https://www.sas1946.com/main/index.php/topic,10831.0/topicseen.html)

okay, I'm done hijacking the thread  :P
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 15, 2010, 02:34:30 AM
Redko, I was wondering if you could point me to the program you use to make videos for the maps ... I've never had much luck getting video capture to work on my system - maybe I've been using the wrong programs or maybe there is something I've been missing ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 16, 2010, 11:54:49 AM
Redko, I was wondering if you could point me to the program you use to make videos for the maps ... I've never had much luck getting video capture to work on my system - maybe I've been using the wrong programs or maybe there is something I've been missing ...

Oui Monsieur Agracier,

ok you need at least 2 softs, one for capturing the game, and another one to edit the movie. For capture i use FRAPS, it's a freeware, but only for 30 seconds shots if i remember well, if you want longer shots you need to buy the licence which is my case. I guess it's possible to find cracked versions but take care you can get some virus...

For editing i use Sony Vegas 9 but first i compress the videos with VirtualDub. 1 minute of a fraps movie could have 1 or 2 Gigas on your DD so in order to be able to edit this without too many troubles on Sony Vegas I prefer to compress first. It very easy to do, there is many tutorials on the web and anyway....i'm here so you can ask me for some help.

If you don't want to buy a video editing software you can use instead Windows Movie Maker, very easy to use too. It could be a very interresting first step for later use some more advanced editing softwares like Sony Vegas or Premiere.

But be careful...once you start you fall into movie making....it's a very interresting way to enjoy of your maps and then it's very hard to stop, it's addictive  :D
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on December 21, 2010, 01:16:44 AM
Had a few problems with this map, ended up uninstalling it. Distant hills/geographical features were all white/blue, and at times pieces of the map would dissapppear/turn into blocks of ocean, and all my airfields became un-useable raw desert that would have you doing the pilots salute 10 meters into the takeoff run. Im going to try it again tomorrow and if i have issues Ill post pics.
Screen shots look great, and I'm soooooo in for an MTO repaint.
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 21, 2010, 01:27:14 PM
Had a few problems with this map, ended up uninstalling it. Distant hills/geographical features were all white/blue, and at times pieces of the map would dissapppear/turn into blocks of ocean, and all my airfields became un-useable raw desert that would have you doing the pilots salute 10 meters into the takeoff run. Im going to try it again tomorrow and if i have issues Ill post pics.
Screen shots look great, and I'm soooooo in for an MTO repaint.

Yea try to post pics please. Maybe it's the transparent map_f file. Try to erase it from the map folder, but don't remermber to erase the line calling the map_f on the load.ini file, also inside the map folder like this :

[MAP]
ColorMap  = map_c.tga
HeightMap = map_h.tga
SmallMap  = map_M.tga
TypeMap   = map_T.tga
FarMap    = map_F.tga
ReflMap   = map_R.tga

into

[MAP]
ColorMap  = map_c.tga
HeightMap = map_h.tga
SmallMap  = map_M.tga
TypeMap   = map_T.tga

ReflMap   = map_R.tga
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on December 21, 2010, 09:18:43 PM
Downloaded it again, and replaced the stock map.
Here's what I was referring to
The white areas in the background;
(http://i512.photobucket.com/albums/t322/dotson_kc/Redkosmaps.png)
(http://i512.photobucket.com/albums/t322/dotson_kc/Redkosmaps2.png)
(http://i512.photobucket.com/albums/t322/dotson_kc/Redkosmaps3.png)

And here you can see the strange color shifts;
(http://i512.photobucket.com/albums/t322/dotson_kc/Redkosmaps4.png)

A better picture, shows distant coast line;
(http://i512.photobucket.com/albums/t322/dotson_kc/Redkosmaps5.png)

I tried changing the load.ini file to this (wasnt really sure what you meant, I think we have a language issue, but I got the drift ;D)
[MAP]
ColorMap  = map_c.tga
HeightMap = map_h.tga
SmallMap  = map_M.tga
TypeMap   = map_T.tga

ReflMap   = map_R.tga

...and it wouldn't load the map at all. Would stop the mission loading with a failed to load sandsoftime etc...
I would immediately try again and the game would CTD at 23% load.


Title: Re: Redko's Afrika new textures ...
Post by: redko on December 22, 2010, 12:35:39 PM
Downloaded it again, and replaced the stock map.
Here's what I was referring to
The white areas in the background;
I tried changing the load.ini file to this (wasnt really sure what you meant, I think we have a language issue, but I got the drift ;D)
[MAP]
ColorMap  = map_c.tga
HeightMap = map_h.tga
SmallMap  = map_M.tga
TypeMap   = map_T.tga

ReflMap   = map_R.tga

...and it wouldn't load the map at all. Would stop the mission loading with a failed to load sandsoftime etc...
I would immediately try again and the game would CTD at 23% load.

Mmm...ok. if you have the orginal map (not my version) put again the line FarMap = map_F.tga on the load.ini and put the orginal map_f file on the map folder to see what you get. It's looking like a lake of memory but shoulf happen on bigs maps only. What's your rig, CG, RAM and CPU ?

And what about Desert_Online map, do you have the same problem ?

here is the link :


http://www.filefront.com/17276813/desert_indexed.zip

https://www.mediafire.com/?ybguxx0od7upg5f
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on December 22, 2010, 01:23:45 PM
running a HP Pavilion elite HPE, AMD Phenom II X4 945 3.00GHZ, 8 Gig RAM, ATI Radeon HD5450, Windows 7 home premium 64 bit etc...
I will give your suggestions and the map a try tonight.
Title: Re: Redko's Afrika new textures ...
Post by: Jarink on December 22, 2010, 07:40:12 PM
CWMV, you may want to double-check your conf.ini settings. I saw similar issues when I first tried MrO's Tunisia map. Turned out my conf settings were to blame.
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on December 22, 2010, 08:17:39 PM
Ok what needs to be changed in the conf.ini?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 23, 2010, 01:08:10 AM
Redko has released 2 maps that (can) replace the stock ones :

desert online and SandsOfTime, see page 1 of this thread for download links and read-me

He is currently finishing MTO and hopes to release it soon ... ;)

He then intends to "take a look" at Mr Oblongo's Tunisia map, and that would be just great since FlatSpinMan is currently making a Tunisia campaign ...  :P

https://www.sas1946.com/main/index.php/topic,11106.0.html

http://mission4today.com/index.php?name=Downloads&file=details&id=2471
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on December 23, 2010, 04:36:21 AM
Redko, I gave a go to that famous Flatspin Afrika campaign yesterday but I did before for my personal use a version of your SandsOfTime and Desert repaints for personal use fixing some requests from other users around about your maps (shallows, not original coastline, not perfectly seamless textures in some cases, too much contrast in mountains in some cases... Just some tuning, keeping the spirit to the maps to the maximum :) ) let me know if interested and I'll post some screens focusing on the changes if you are OK with that. Really good maps man, only that I'm a bit perfectionist, I know ;)

By the way, I'd swear that some of the issues your 'clients' :) are complaining about are related with non Perfect mode, specially CWMV one. I realized that so many people still fly in Excellent mode when I repainted Iwo.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on December 23, 2010, 08:22:08 AM
On page one are download links for 2 desert maps actually.
Desert Online ánd Sands of Time. If you want to replace your stock map you need to go to CASE 2 for each map.
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on December 23, 2010, 01:22:42 PM
...By the way, I'd swear that some of the issues your 'clients' :) are complaining about are related with non Perfect mode, specially CWMV one. I realized that so many people still fly in Excellent mode when I repainted Iwo.
Tried running it in perfect mode, made no difference.
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on December 23, 2010, 03:47:27 PM
Mmmm strange I'd swear I saw exactly something like that when I was changing different configurations for Iwo Excellent - Perfect mode. Ok then maybe is something related with your conf.ini because I don't see that for sure.
...By the way, I'd swear that some of the issues your 'clients' :) are complaining about are related with non Perfect mode, specially CWMV one. I realized that so many people still fly in Excellent mode when I repainted Iwo.

Mmmm strange I'd swear I saw exactly something like that when I was changing different configurations for Iwo Excellent - Perfect mode. Ok then maybe is something related with your conf.ini because I don't see that for sure.
Tried running it in perfect mode, made no difference.
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on December 24, 2010, 10:42:12 PM
I dont know what happened, but while going through the ATI card optimization thread somewhere along the line this map started working.
All I can say is MORE! Stunning work.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on December 26, 2010, 07:50:33 AM
So Redko... what is this radio-silence ?

Any chance of updates this year ? Are you having a problem to get concenreted with all that snow outside ?
 ::)
Title: Re: Redko's Afrika new textures ...
Post by: jbunnelle on December 26, 2010, 07:59:28 AM
Damn, I get an ini map load error whenever I try to start a campaign.  Here's how I interpreted replacement method #2.  Can someone check for errors?  Probably something simple I'm overlooking.   :-[

C:\Program Files (x86)\GOG.com\IL-2 Sturmovik 1946\MODS\MAPMODS\maps

Inside maps, I have three folders: desert, SandsOfTime, Tex_    And the last folder's structure: Tex_\redko_tex\lybia

And I am on 4.09 still. 
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 26, 2010, 08:12:23 AM
So Redko... what is this radio-silence ?
Any chance of updates this year ? Are you having a problem to get concenreted with all that snow outside ?

Might have something to do with 4.10 ... it is a map-makers nightmare since it contains none of the objects we have been taking for granted, like Egypt houses, Canons UK objects, fabianfred's objects, lal_Rone hangars etc etc ... how to make decent maps without these objects, and how to extract them from sfs files in UP2.0?
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 26, 2010, 02:09:41 PM
So Redko... what is this radio-silence ?
Any chance of updates this year ? Are you having a problem to get concenreted with all that snow outside ?
 ::)

Too tired, too busy, and i remade 3 times this map. It's a little bit harder than the others and as Agracier said once, you get better and better at each nex map, so the level is rising up more and more :(.

So seriously, there is a lot of middle hills on Mto, some mounts but many many hills si is hard to decide if you need to use rock of sand. I'm creatin a system of what we coudl call rivers of sand running from mounts to the coast and it must be painted with the hands.

I have almost 200 hours of painting on that map  ??? I'm will be finish a half mad hahahahahahahahaha :D. The system of "rivers of sand " take many time to be done but it deserves it cause the places where the work is finished are really nice.

So i don't know when i'm going to release this, 1 or 2 weeks, i don't know. I hope for the end of the newt week.

The only thing i can say is that no release before i estimate that the work is done.

I want a REAL desert ;).

I will update then a little SandOFTime and Desert_Online, but with resaturated colours.
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 26, 2010, 02:14:32 PM
So Redko... what is this radio-silence ?
Any chance of updates this year ? Are you having a problem to get concenreted with all that snow outside ?

Might have something to do with 4.10 ... it is a map-makers nightmare since it contains none of the objects we have been taking for granted, like Egypt houses, Canons UK objects, fabianfred's objects, lal_Rone hangars etc etc ... how to make decent maps without these objects, and how to extract them from sfs files in UP2.0?

Haven't dl this for the moment. You are scaring me with this  ::) ::) ::)....all must be reinstalled again i guess. Wait and see. I'll DL your new map tonigh, i was dreaming of it for weeks  :).

And i have UP know...so you know what it means ?? Nor more troubles with saving on some of your map, at least i will fly them. I just started Poltava's Malaga campains what all i can say is just WOW  8).
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 26, 2010, 02:30:24 PM
Macchi is a candy to fly  :P

(http://farm6.static.flickr.com/5126/5293990765_3a357f43ed_b.jpg)

(http://farm6.static.flickr.com/5250/5293991311_aca6736e4e_b.jpg)

(http://farm6.static.flickr.com/5210/5294588874_397dd80aa7_b.jpg)

(http://farm6.static.flickr.com/5043/5293992473_f914278348_b.jpg)

(http://farm6.static.flickr.com/5164/5293993621_39cd877e3f_b.jpg)

(http://farm6.static.flickr.com/5003/5294591228_f00b0655c3_b.jpg)

(http://farm6.static.flickr.com/5284/5294591778_c972ceed3c_b.jpg)

(http://farm6.static.flickr.com/5041/5294592078_c5b6ca86b2_b.jpg)

(http://farm6.static.flickr.com/5167/5293995365_45403d680b_b.jpg)

(http://farm6.static.flickr.com/5246/5293995865_6fd2322ed4_b.jpg)

(http://farm6.static.flickr.com/5282/5294593384_0d111563fb_b.jpg)

(http://farm6.static.flickr.com/5202/5294593838_86f389cab2_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 27, 2010, 01:31:22 AM
' tain qu'il est beau ton sable chaud , red ...!!  :-\
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 27, 2010, 01:38:58 AM

You must not extract them form UP2.01 (a horriblee job, huu  ???), most links for staticObjects Mods are linked in the forum: sadly splitted allover the forum, but I remember there is a topic wiith a nearly complete 'list' of most staticObjects-mods to download, but ATM I haven't found this topic

So think positive, maps and objects aren't really a problem in new 4.10. ;)

The thing is, if even one measly object is missing from an install, a map will not save or fly. There is no nearly complete static.ini, it has to be complete complete or it can just as well be empty of anything at all.

I've been trying to find all the objects to install manually, but it isn't working. There are obviously too many objects embedded into UP sfs files - and it is indeed utter madness to try and extract them. And where can one find all the old manual install packs?

And apart from mod objects, it is crash after crash when trying to install many of the modded aircraft that have come to be taken as an integral part of the game. So that also means most missions that have been saved and refined through time are also of no use anymore.

It is all very discouraging and disheartening ...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 27, 2010, 01:52:25 AM
It is all very discouraging and disheartening ...

... agracier don't tell me you ever expected the DT to make modders life easier ...??  ::)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 27, 2010, 02:34:40 AM
Mick when its regarding to me will you please translate this:
Quote
' tain qu'il est beau ton sable chaud

Ha ha ... just a sort of rhyme - it means something like 'oh my, isn't your hot sand so beautiful' ... but admittedly it looses something in the translation ... ha ha.

It is meant as a compliment of course, but in rhyme ...
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 27, 2010, 02:41:34 AM

You must not extract them form UP2.01 (a horriblee job, huu  ???), most links for staticObjects Mods are linked in the forum: sadly splitted allover the forum, but I remember there is a topic wiith a nearly complete 'list' of most staticObjects-mods to download, but ATM I haven't found this topic

So think positive, maps and objects aren't really a problem in new 4.10. ;)

The thing is, if even one measly object is missing from an install, a map will not save or fly. There is no nearly complete static.ini, it has to be complete complete or it can just as well be empty of anything at all.

I've been trying to find all the objects to install manually, but it isn't working. There are obviously too many objects embedded into UP sfs files - and it is indeed utter madness to try and extract them. And where can one find all the old manual install packs?

And apart from mod objects, it is crash after crash when trying to install many of the modded aircraft that have come to be taken as an integral part of the game. So that also means most missions that have been saved and refined through time are also of no use anymore.

It is all very discouraging and disheartening ...

You have all this troubles due to this new patch ?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 27, 2010, 02:55:45 AM
Mick when its regarding to me will you please translate this:
Quote
' tain qu'il est beau ton sable chaud

Very sorry Gerax, my post had nothing to do with yours, knowing you don't speak Frog I would never have replied to you using that language ...

It was just a wink to my friend redko, agracier sort of translated it, in fact it comes from a song by Serge Gainsbourg, "Mon Légionnaire"  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Whiskey_Sierra_972 on December 27, 2010, 02:58:50 AM
At the moment updating the game from 4.09 to 4.10 need a great care and patience , I suggest to use the basic rules for new mods installation: test them one by one and ABOVE ALL remember to make always a bacjup of the previous working installation!!

I'm starting with the object because they are needed before update the maps!

All static are fully compatible with 4.10 and of all ships available the only one not working is the ship pack 2 (but I know that it 'll be update soon)!

Today (wife permitting) I'll switch the object that have class files like tank....
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 27, 2010, 04:32:45 AM
Is there any new bildings/houses in this patch ?  ::) ::).
4.10 or other further patch would be very useful by bringing new objects, i'm thinking for PTO for exemple. PTO maps are suffering a lack of bildings...just think to the work done by Agracier/Uufflakke team with all desert house packs and image what would be poosible to do for PTO map like Kyushu or Okinawa.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 28, 2010, 04:18:47 AM
Redko please empty your PM box ...  ;)

"PM could not be sent to 'redko' as their inbox is full!"
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 28, 2010, 10:41:10 AM
Redko please empty your PM box ...  ;)

"PM could not be sent to 'redko' as their inbox is full!"

Yep done, it's ok now. My bad.
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 29, 2010, 01:15:36 PM
Nothing related with Mto but i just uploaded the third part of my "docky styled" serie of movies  "B29 Superfortress - The Road to Japan" about the air war over Japan.

This time it's in colour, vintage style of course. After a little bit sad part 2 here i'm back to something more "epic". The purpose is just the glorify the majesty of the p51 flying through b29 formations, and a little fight of course. Enjoy

Special thanks to ChampionFx/Holygrail and his team, and all the other FX modders, without you this kind of movies would be impossible to make.

Put the sound loud   :D

Movie:

http://www.youtube.com/watch?v=Nm16Om53w4o

(http://farm6.static.flickr.com/5005/5304401100_087e54ddea_b.jpg)

(http://farm6.static.flickr.com/5289/5304401410_a0dc71de0f_b.jpg)

(http://farm6.static.flickr.com/5248/5303808989_a3f4ec979c_b.jpg)

(http://farm6.static.flickr.com/5129/5304402720_a323b6cb5b_b.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 29, 2010, 01:28:54 PM
very nice docu style vid ...very atmospheric and with appropriate feel to it ...

thanks, this is one to download and save
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 29, 2010, 01:53:01 PM
very nice docu style vid ...very atmospheric and with appropriate feel to it ...

thanks, this is one to download and save

Thanks ;). By the way the last time you were asking for editing softs to make movies, i forgot to tell you that a track ir or equivalent is essential to get natural camera movements.  ;). And of course to play too, if you don't have this, you know what to ask for the next Xmass.
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 29, 2010, 03:18:59 PM
So Redko... what is this radio-silence ?
Any chance of updates this year ? Are you having a problem to get concenreted with all that snow outside ?

Might have something to do with 4.10 ... it is a map-makers nightmare since it contains none of the objects we have been taking for granted, like Egypt houses, Canons UK objects, fabianfred's objects, lal_Rone hangars etc etc ... how to make decent maps without these objects, and how to extract them from sfs files in UP2.0?

If i was you i would stay in 4.09 whatever the pack is. There is nothing really interresting on 4.10, this is my personal opinion of course. It's gonna be harder to make mods now, we (I) don't have time to lose. It's already hard to find time to make a "simple" repaint with MTO I just can't image how hard it's gonna be for other moders. Maybe be in the future, but for now I stay in 4.09...
Title: Re: Redko's Afrika new textures ...
Post by: Avala on December 29, 2010, 03:42:08 PM
Nothing related with Mto but i just uploaded the third part of my "docky styled" serie of movies  "B29 Superfortress - The Road to Japan" about the air war over Japan.

This time it's in colour, vintage style of course. After a little bit sad part 2 here i'm back to something more "epic". The purpose is just the glorify the majesty of the p51 flying through b29 formations, and a little fight of course. Enjoy

Special thanks to ChampionFx/Holygrail and his team, and all the other FX modders, without you this kind of movies would be impossible to make.

Put the sound loud   :D

Movie:

http://www.youtube.com/watch?v=Nm16Om53w4o

(http://farm6.static.flickr.com/5005/5304401100_087e54ddea_b.jpg)

(http://farm6.static.flickr.com/5289/5304401410_a0dc71de0f_b.jpg)

(http://farm6.static.flickr.com/5248/5303808989_a3f4ec979c_b.jpg)

(http://farm6.static.flickr.com/5129/5304402720_a323b6cb5b_b.jpg)

Excellent. Is there downloadable high quality version?
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 29, 2010, 03:57:46 PM
If i was you i would stay in 4.09 whatever the pack is. There is nothing really interresting on 4.10, this is my personal opinion of course. It's gonna be harder to make mods now, we (I) don't have time to lose. It's already hard to find time to make a "simple" repaint with MTO I just can't image how hard it's gonna be for other moders. Maybe be in the future, but for now I stay in 4.09...

Making maps for one or the other version won't make a difference once all the objects are sorted out and (re) installed in 4.10.

But on other issues, the more I try and get 4.10 up to a decent standard regarding planes and effects that were already working, the more frustrated and the more flabbergasted I become. For instance I just saw that several planes that have been flyable since 4.08, like the Blenheims, Gladiator and the MS 406/410 have been relegated to AI status only. There are others as well. This is the kind of thing I just do not understand. 4.10 is more of a regression than anything else ...

So you can bet I am of the same mind as you are ...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 29, 2010, 04:02:34 PM
This is the kind of thing I just do not understand. 4.10 is more of a regression than anything else ...

 :-\
Title: Re: Redko's Afrika new textures ...
Post by: redfox on December 30, 2010, 12:47:06 AM
Quote
This is the kind of thing I just do not understand. 4.10 is more of a regression than anything else ...

Totally agree.

All those beautiful maps, objects, aircraft, effects and flight enhancements which worked with '4.09 modded' were ignored.

All you great map makers and modders please keep up your great work, as I believe many enthusiasts will prefer 4.09 until 4.10 and it's successors catch up.
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 30, 2010, 12:33:16 PM
Excellent. Is there downloadable high quality version?

Not for the moment but maybe I could make it for you at megaupload. In general I DL directly the videos on youtube by using "FREE FLV CONVERTER" a freeware. If the vid is in HD, you can DL it in HD using the software settings. You can also change the codecs, sounds and other options.

But if you want please tell me and i will upload it for you. The file is around 500go.
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 30, 2010, 12:37:15 PM
I personally like some of the features of this patch, but seeing in other topics the turnaround to NOT change to 4.10, it makes no sense any more to argue or to waste time with this.  :D

I saw this: your or Agraciers wasn't the problem and wasn't really affected by e.g. the discussed code changes or bugs in this TD patch I'm pretty sure: I can run all your lovely maps ands also some of Agraciers maps in this (to me meanwhile obsolete) 4.10 modded ModAct version.. Only thing I had to do was to install some objects and to carefully look for the path' in the load.inis or all.ini as I had to do it with every ModActor when installing modded maps. So those who wants to have this patch can use your maps with a ModAct 2.5b , thats all I wanted to say here.

Looking forward to all your upcoming maps mate and sorry that I misused your topic with some apparently "pro" 4.10 posts...    :)

I hope you are right  :-\. It's really frustrating to know that you have to install again mods, you just can't image all the work and time spent on making a single map.   :)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 30, 2010, 12:55:25 PM
... The file is around 500go.

I guess you were born in Marseille redko ... :P
Title: Re: Redko's Afrika new textures ...
Post by: Avala on December 30, 2010, 02:07:05 PM
Excellent. Is there downloadable high quality version?

Not for the moment but maybe I could make it for you at megaupload. In general I DL directly the videos on youtube by using "FREE FLV CONVERTER" a freeware. If the vid is in HD, you can DL it in HD using the software settings. You can also change the codecs, sounds and other options.

But if you want please tell me and i will upload it for you. The file is around 500go.

No thank you, 500Gb (?) is a little too much  :D
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 30, 2010, 02:09:40 PM
No thank you, 500Gb (?) is a little too much  :D

In Youtube you can download in HD and it comes to around 150mb for that version ...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 30, 2010, 03:14:35 PM
If you use Firefox + Download Helper extension then no prob, just choose the best resolution prior to using D-H

For non French guys, people who live in Marseille (harbour city south of France) are famous for beeing heavy boasters ... ;D
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 30, 2010, 03:21:47 PM
For non French guys, people who live in Marseille (harbour city south of France) are famous for beeing heavy boasters ... ;D

Maybe, but not necessarily - one of their most well-known citizens was one of funniest comics ever to grace a movie screen, Fernandel. Better to keep him in mind when you think of Marseille
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 30, 2010, 03:48:03 PM
Excellent. Is there downloadable high quality version?

Not for the moment but maybe I could make it for you at megaupload. In general I DL directly the videos on youtube by using "FREE FLV CONVERTER" a freeware. If the vid is in HD, you can DL it in HD using the software settings. You can also change the codecs, sounds and other options.

But if you want please tell me and i will upload it for you. The file is around 500go.

No thank you, 500Gb (?) is a little too much  :D

500mb sorry man....mb  :D....
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 30, 2010, 03:48:51 PM
[quote author=Mick link=topic=7458.msg130743#msg130743 date=1293747275
For non French guys, people who live in Marseille (harbour city south of France) are famous for beeing heavy boasters ... ;D
[/quote]

Ohhh shut up you hahahahahah
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 30, 2010, 03:54:11 PM
Red, there's only one day left before New Year's Eve ...
Have mercy on a poor lonesome Frog, I need my MTO .... :D
Title: Re: Redko's Afrika new textures ...
Post by: Mick on December 31, 2010, 01:38:21 AM
So lets stay on 4.09, mate.  :)

+ a zillion mate  !!  ;)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on December 31, 2010, 01:46:42 AM
What I wanted to say with my post above is: this 4.10 is obsolete now to me on SAS for several reasons: too many people don't like it. Some reasons are OK: too many changed code in 4.10, some heavy bugs in 4.10 like this CRT2 thing and at least a very strange behaviour of this TD people (or is this a animosity thing too?). Some other reasons are simply wrong. But its hard to stay on facts when there is "campaign"  ... and with this I don't want to waste my time any longer.

So lets stay on 4.09, mate.  :)

Hear hear ... with you all the way.

Besides, if anyone made a new map with 4.10 as it now stands, as it came out with the very limited number of objects it contains, it would be a very dull, archaic and sorry looking map indeed ... instead of 4.10 as released, TD would have done members a great favor by fixing up extra slots for textures in the load.ini, allowing rivers to be narrower or maybe just simply making a few hundred new objects for maps ... that would have been useful and worth the effort of a big overhaul of the game ...
Title: Re: Redko's Afrika new textures ...
Post by: Whiskey_Sierra_972 on December 31, 2010, 02:17:37 AM
What I wanted to say with my post above is: this 4.10 is obsolete now to me on SAS for several reasons: too many people don't like it. Some reasons are OK: too many changed code in 4.10, some heavy bugs in 4.10 like this CRT2 thing and at least a very strange behaviour of this TD people (or is this a animosity thing too?). Some other reasons are simply wrong. But its hard to stay on facts when there is "campaign"  ... and with this I don't want to waste my time any longer.

So lets stay on 4.09, mate.  :)

Hear hear ... with you all the way.

Besides, if anyone made a new map with 4.10 as it now stands, as it came out with the very limited number of objects it contains, it would be a very dull, archaic and sorry looking map indeed ... instead of 4.10 as released, TD would have done members a great favor by fixing up extra slots for textures in the load.ini, allowing rivers to be narrower or maybe just simply making a few hundred new objects for maps ... that would have been useful and worth the effort of a big overhaul of the game ...

Hi mates!

I hope to don't bother!

I'm with you about to stay on 4.09 atm....but I'm pretty sure that new mods 'll be developed in the next future and old one 'll be updated to 4.10 standard!
What is possible is to update or mods folder into the 4.10 with relax because I believe that mods 'll arrive slowly!

I'm not with you about the object because , as read in Boomer topic about the object update , and as I managed to do with easy I have all object of 4.09 on the new 4.10 simply by copy/pasting the object folders and the static.ini from the new one from the oldest to the newest; the only couple hors of work was been the tank/ship/artillery/smokes update because the new chief/technics/stationary files have the beacon inside and I have decided to install over them the old mods (anyway you can search the beacon and add new to the oldest make the update more quick!)

I can't speek about adding old maps into 4.10 , at the moment I have some of them working and some others not....but I haven't investigate the half void bottle.....I have take as good the half full one!!!

I have also managed to have a full object installation on a dedicated 4.10 map maker installation changing only the entry of the conf/bld.ini , anyway I feel that some important stuff of the selected object information (the red text in the low left corner indicating angle , distance , grid position and name) is missing....but I hope still for few times!!

I also know that some implementation of the textures are really needed but perhaps if done it have changed the engine so far that now we can't import some or the most part of the old maps into 4.10....perhaps a greater damage....and no indication that this could'nt be implemented in a next patch!!

Anyway
Title: Re: Redko's Afrika new textures ...
Post by: gianluca on December 31, 2010, 10:11:08 AM

So lets stay on 4.09, mate.  :)

I second you Gerax!

Gianluca
Title: Re: Redko's Afrika new textures ...
Post by: redko on December 31, 2010, 11:49:32 AM
Quote
I hope you are right  :-\. It's really frustrating to know that you have to install again mods, you just can't image all the work and time spent on making a single map.   :)


Don't get me wrong Redkko:

Making modded maps (I really admire your work here) is one (hard and timeconsuming I'm sure) thing, to install them is another thing.

I had to install maps a lot of times wiith evvery new ModAct or with every new map, and to install your or Agraciers maps in this SAS ModAct modded 4.10 is simple as always when knowing how it goes (and I know what this means, I had to write dozens of help posts about this installing maps into a ModAct 2.1, 2.2, 2.3 or into several UP packs, its all the same  ;)).

What I wanted to say with my post above is: this 4.10 is obsolete now to me on SAS for several reasons: too many people don't like it. Some reasons are OK: too many changed code in 4.10, some heavy bugs in 4.10 like this CRT2 thing and at least a very strange behaviour of this TD people (or is this a animosity thing too?). Some other reasons are simply wrong. But its hard to stay on facts when there is "campaign"  ... and with this I don't want to waste my time any longer.

So lets stay on 4.09, mate.  :)

It's ok for me Gerax. Future will tell us what to do with this 4.10. There is still soooo many to do with il2's engine. Now is time to wish to all of you a nice and happy new 2011 moded year.

I would like to thank specially all the modders with which i have been involved in any way these last years. Many thanks guys. And i don't forget the users too....mods without you guys - all the people downloading and posting feedbacks - are useless. You gave to all us modders a sens to the hours and hours involved and spent working on mods.

To all happy 2011  :)
Title: Re: Redko's Afrika new textures ...
Post by: 4ent on January 02, 2011, 05:14:43 AM
Hi Gerax ,
I´v got  a "String index out of range " error message on Sands od Time map.I´v read your prophylaktic advice on page 6 but it is annoying to edit  every ***.mis file when you play campaign especially Dgen . Can you explain to me what is this problem and exist any other solution?thanks in advance and happy new year
Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 03, 2011, 04:34:07 AM
Lol! I can't believe you really thought he was being serious about that :D

... considering the time and date of my post I must have been sort of pre-drunk ...  :-\

Well more seriously, some packs will remain with 4.09, such as Lutz's AOC (with the "interesting" 4.10 features imported into it + such goodies as AI visi mod + triggers mod + AI gunner tuning mod + radar mod ...) and also Histomod, some other packs will probably be adapted to the 4.10 patch, such as UP as far as I know, and here at the SAS most modders are doing their very best to import most mods into the 4.10 like they did when 4.09 was released ...

So we are not going to complain about the lack of choice, are we ...??  :P
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 03, 2011, 03:21:15 PM
Work of today. Now it's going faster, i found the final good combination. If you see just one single texture...it's the sign that all is going fine  ;)
It's going to be the more realistic desert i have ever made.

(http://farm6.static.flickr.com/5126/5321076147_cd5d318f51_b.jpg)

(http://farm6.static.flickr.com/5205/5321678530_c24c1fcb38_b.jpg)

There is a little base with a village in left corner of the map, in the south. This is the new face of the place.

(http://farm6.static.flickr.com/5168/5321678928_df14dcbc71_b.jpg)

(http://farm6.static.flickr.com/5128/5321679512_4c1ea37496_b.jpg)

(http://farm6.static.flickr.com/5050/5321680112_7086426822_b.jpg)

(http://farm6.static.flickr.com/5088/5321680586_87b8d9e543_b.jpg)

There will be a very natural transition from "countryside" and the town. There will be some "lost villages", not real town but in the neighborhood the the "main" villages:

(http://farm6.static.flickr.com/5288/5321681040_849c80eec0_b.jpg)

(http://farm6.static.flickr.com/5001/5321080685_01dc796f7c_b.jpg)

Last house (down of the image) before the big and empty desert :

(http://farm6.static.flickr.com/5285/5321081229_661eff879a_b.jpg)

(http://farm6.static.flickr.com/5044/5321683212_d48475d719_b.jpg)

(http://farm6.static.flickr.com/5209/5321683636_6aa4b4f62b_b.jpg)

(http://farm6.static.flickr.com/5003/5321681572_8db9c9ce97_b.jpg)




Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 03, 2011, 03:24:04 PM
The sand dunes are ab-so-lute-ly fabulous ... makes me thirsty just to look at the screen shots ...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 03, 2011, 03:53:27 PM
Phew !! ..and you did it all by yourself with your little hands ...??   :P
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 03, 2011, 03:58:17 PM
The sand dunes are ab-so-lute-ly fabulous ... makes me thirsty just to look at the screen shots ...

Yea i have been luky to find the right place for these sandy textures. I found it in california, i can give the google coordinates if you want.
The other you can't see for the moment is that at midday.....sands burns the eyes. It's the first time i get this effect, it isn't on desert_online for exemple. Strange. in some parts of the map there is only sand, sand and sand, no rock...so as there is no dark tones but only clear tones, the eyes can't adapt the iris and it make like a real sand desert  :o

The first map needing sun glasses......... :D.

No seriously guys i hope you have good eyes...
Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 03, 2011, 04:01:57 PM
There first map needing sun glasses......... :D.

Only mad dogs and Englishmen come out in the noon day sun ... maybe it's best to fly at dawn or dusk ... ha ha
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 03, 2011, 04:04:01 PM
Phew !! ..and you did it all by yourself with your little hands ...??   :P

Yep. Take your sun glasses  :)
Tin c'est je te jure y a des endroits beau à en pleurer. La sauce prend là je le sens. Faut juste que ce soit égal partout. Et pour la rétine je déconne pas, c'est marrant comme effet, obligé de plisser les yeux.

I will recommand higly this mod : https://www.sas1946.com/main/index.php/topic,3064.0.html
The sound of wind fit perfectly with the desert, a must have for a better immersion.
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 03, 2011, 04:08:03 PM
There first map needing sun glasses......... :D.

Only mad dogs and Englishmen come out in the noon day sun ... maybe it's best to fly at dawn or dusk ... ha ha
:D :D :D :D
Haven't tried at dawn for the moment. Anyway red haired people will sufer in this map, too much sun, bad for the skin.
Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 03, 2011, 04:48:29 PM
I will recommand higly this mod : https://www.sas1946.com/main/index.php/topic,3064.0.html
The sound of wind fit perfectly with the desert, a must have for a better immersion.

That is quite a nice little mod ... it does sound very good flying over a desert.

And now that we are on the subject of sounds, does anyone know how the (new) radio stations work? I put one out in the desert thinking to hear some Lili Marlene, but nothing came of it.
Title: Re: Redko's Afrika new textures ...
Post by: madcop on January 03, 2011, 05:39:15 PM

And now that we are on the subject of sounds, does anyone know how the (new) radio stations work? I put one out in the desert thinking to hear some Lili Marlene, but nothing came of it.

Hello Agracier

What the hell Lily Marlène would do in the middle of nowhere ?
Try with some arab sounding music, I am thinking of M.Ravel's one.Maybe you'll get more lucky !
Madcop  :P
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on January 03, 2011, 05:44:28 PM
First class textures again.. :o :)
Can't wait to fly in that beauty..with my Luftwaffe Sunglasses. ;)
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on January 03, 2011, 06:49:57 PM
The best thing yet is the addition of the small 2 or 3 house mini villages. These things are all over the place in Iraq at least. These textures are spot on.
One thing though, I don't suppose you can add water to the map can you? I mean that's deeper than the map textures isn't it?
Title: Re: Redko's Afrika new textures ...
Post by: Avala on January 04, 2011, 11:06:59 AM
Water can be on any altitude, its just on default maps on zero  :)
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on January 04, 2011, 11:16:05 AM
Water can be on any altitude, its just on default maps on zero  :)
So you can add water?
That would be my singular, one and only, humbly submitted critique to any of the desert map makers.
Especially with what redko has done here creating the very small desert compounds. Its so dead nuts on to life, and these little mini-villages are everywhere but they are always near a water source (at least in my experience), even if it doesn't amount to anything more than an irrigation ditch.
Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 04, 2011, 11:38:47 AM
But the thing with water in Il-2 is that it so often tends to be oversized in relation to real rivers and streams in arid areas.

Il-2 makes rivers as wide as the Rhine but nothing much smaller or less wide. It would be great to be able to make very narrow waterways, streams, ditches, ponds ...whatever. But if it's possible, I haven't found out how to do that.
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on January 04, 2011, 11:44:08 AM
That's why I asked, I don't wantnyo Sal or interject something that can't be done. Still its amazong what you all can do with the maps,
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 04, 2011, 12:10:56 PM
Water can be on any altitude, its just on default maps on zero  :)
So you can add water?
That would be my singular, one and only, humbly submitted critique to any of the desert map makers.
Especially with what redko has done here creating the very small desert compounds. Its so dead nuts on to life, and these little mini-villages are everywhere but they are always near a water source (at least in my experience), even if it doesn't amount to anything more than an irrigation ditch.

Well why not. I you have my previous desert repaint Desert_online i added a little water stretch in the north of the map. I could make oasis here if i have time.
Don't remember that in this shambolic thread opened by Mick for me is about 3 maps, 3 repaints, Desert_Online, SandsOfTime and now MTO.

It's too complicated for everyone, too many mages. When i release MTO i will make 3 thread for each map. It's better like this.
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 04, 2011, 12:17:22 PM
The best thing yet is the addition of the small 2 or 3 house mini villages. These things are all over the place in Iraq at least. These textures are spot on.
One thing though, I don't suppose you can add water to the map can you? I mean that's deeper than the map textures isn't it?

Glad you liked this i will add many tiny villages, 2-3 houses here and there. It's going to be a populated desert, and empty in some parts. No autopop, all by hands, it's funny to create this. There will be also big cities. No airtrips for the airfields, only desert texture
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on January 04, 2011, 08:28:35 PM
The best thing yet is the addition of the small 2 or 3 house mini villages. These things are all over the place in Iraq at least. These textures are spot on.
One thing though, I don't suppose you can add water to the map can you? I mean that's deeper than the map textures isn't it?

Glad you liked this i will add many tiny villages, 2-3 houses here and there. It's going to be a populated desert, and empty in some parts. No autopop, all by hands, it's funny to create this. There will be also big cities. No airtrips for the airfields, only desert texture
Its art man, great stuff.
So with the airfields its going to be more of a landing field, with just smoothed ground like in the current MTO map?
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on January 05, 2011, 12:07:51 PM
Which reminds me- will they use the Friction mod? I just got that and use it on the SNARK map, but also see where the recent update the the 352's Cross Channel Map uses that mod to great effect. The runways in fields are just marked enough to have you know where they begin and end; Otherwise one would get lost as to the uniformity of the surrounding textures :P
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on January 05, 2011, 12:54:10 PM
Water can be on any altitude, its just on default maps on zero  :)

I saw water on higher levels for the first time on the default Slovakia map. In the mountainous area in the north east some ponds/tiny lakes has been added.
And Viking created some ponds too for his Crete map. So yes it is possible to create things like oasis.
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on January 05, 2011, 01:37:23 PM
Zip Zapp's Alpin Map has them, I cannot remember if that predates the Slovakia map, but I remember there being issues with reflections in water at-altitude in some areas.
Title: Re: Redko's Afrika new textures ...
Post by: Avala on January 05, 2011, 02:14:34 PM
Water which is not on the zero ground, must be "closed", like lakes, ponds, etc, so no long rivers. Also when water is not on zero altitude there is no reflections of houses, trees, planes. But when you don't fly just "on the deck" above the water  it looks perfectly normal.

As far as I can recall, Maraz discover that first.
Title: Re: Redko's Afrika new textures ...
Post by: Triad773 on January 05, 2011, 02:54:46 PM
Slightly off the direction here, but I've been reading the Operational History of the Italian Airforce. Will get the author and such if wanted, it's in the downstairs watercloaset- but I wanted to say that the SM-79 looks so nice on the Sands of Time retexture Redko

Check this out

(http://triad773.com/2010/IL2/SM72_01.jpg)

Really liking your palette :)

I was reading that one Luftwaffe pilot said that he thought the SM-79 the finest torpedo bomber of the war. I think it flies like a 17 foot flatbed truck, but I imagine it is all relative ;)  Was also surprised that it has automatic flaps too.
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 06, 2011, 01:39:33 AM
Slightly off the direction here, but I've been reading the Operational History of the Italian Airforce. Will get the author and such if wanted, it's in the downstairs watercloaset- but I wanted to say that the SM-79 looks so nice on the Sands of Time retexture Redko
Check this out
Really liking your palette :)
I was reading that one Luftwaffe pilot said that he thought the SM-79 the finest torpedo bomber of the war. I think it flies like a 17 foot flatbed truck, but I imagine it is all relative ;)  Was also surprised that it has automatic flaps too.

Yea that's pretty nice Triad. Once MTO is released i will update a little Desert_Online and SandsOfTime, all airfield strips will be erased and replaced by blank tarmac and just texture. It's already done for Mto and works fine
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 06, 2011, 11:48:25 AM
So with the airfields its going to be more of a landing field, with just smoothed ground like in the current MTO map?

That's right. The landing "fields" will use a clearer colour to make it visible, and just marks on the ground to indicate the airfield, like this:

(http://farm6.static.flickr.com/5286/5330948890_ba33b97da4_b.jpg)

(http://farm6.static.flickr.com/5003/5330946946_3bc09618f1_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 06, 2011, 11:59:00 AM
DUNES, DUNES, DUNES.... 8).

More dunes textures, those ones are bigger. Work of today. It looks 3d even close to ground.  :P

(http://farm6.static.flickr.com/5128/5330339319_9faa5306fc_b.jpg)

(http://farm6.static.flickr.com/5125/5330950716_346a68aa37_b.jpg)

(http://farm6.static.flickr.com/5283/5330338983_ed7999cec5_b.jpg)

(http://farm6.static.flickr.com/5004/5330951620_60fd1a4706_b.jpg)

(http://farm6.static.flickr.com/5204/5330338273_efe7682a9c_b.jpg)

(http://farm6.static.flickr.com/5089/5330949146_033dcefbb5_b.jpg)

(http://farm6.static.flickr.com/5089/5330337161_329dcfcf9c_b.jpg)

(http://farm6.static.flickr.com/5284/5330336887_a538f7a1a6_b.jpg)

(http://farm6.static.flickr.com/5050/5330336581_954362e500_b.jpg)

(http://farm6.static.flickr.com/5125/5330951062_2919a50064_b.jpg)

(http://farm6.static.flickr.com/5002/5330336273_fd9c3d9d54_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Whiskey_Sierra_972 on January 06, 2011, 12:27:44 PM
Amazing texturization!

You are the Picasso of the desert!!  :) :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 06, 2011, 12:39:50 PM
Amazing texturization!
You are the Picasso of the desert!!  :) :)
Thanks  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 06, 2011, 02:59:02 PM
Phew !! 'tain il fait de plus en plus chaud dans ton desert, la purée d'nous zots' !!

Tu fournis la bière aussi ??  :D

(Jeez ! it's getting hotter and hotter in that desert of yours !! Are you providing the beer too ??)
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on January 06, 2011, 03:13:59 PM
Jesus tap-dancing christ!  ???
I cant wait to fly over Redko's new desert's, in Beowolff's P-40F, with SAS~Rock/RDDR's P-40 3D fix, and Beowolff & Checkyersix P-40 wing fix, in one of Flatspinman's campaigns.
F*** me where would IL2 be without SAS and modders...
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 06, 2011, 03:26:15 PM
Jesus tap-dancing christ!  ???
I cant wait to fly over Redko's new desert's, in Beowolff's P-40F, with SAS~Rock/RDDR's P-40 3D fix, and Beowolff & Checkyersix P-40 wing fix, in one of Flatspinman's campaigns.
F*** me where would IL2 be without SAS and modders...

There is Flatspinman campains for that map too ??  ::). If it's true... :-* wooouuuuuuuuuuuuuuuuuu  :D
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 06, 2011, 03:26:49 PM
Phew !! 'tain il fait de plus en plus chaud dans ton desert, la purée d'nous zots' !!
Tu fournis la bière aussi ??  :D
(Jeez ! it's getting hotter and hotter in that desert of yours !! Are you providing the beer too ??)

86  ;)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on January 08, 2011, 10:33:30 AM
redko, you gave me hard time!
I don't know weather to buy joystick or new sunglasses ? 8)

Just hope that sand and dust won't drop out of my LCD monitor... ::)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on January 08, 2011, 01:17:28 PM
Redko, I think you once said your new map and its textures will also fit very well to Sinai.
I have a question, in my UP2.1 install I already have a dlv-Sinai map folder, but no dedicated texture folder for that map.
Would it be possible for me to create a textures folder for that map using your textures already released and edit the load.ini, so that the textures from redko_tex/Lybia are used?
Just curious since I fly a Sinai campaign ATM and your textures in that would be a dream.

Cheers

Tom
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 09, 2011, 03:45:55 AM
Redko, I think you once said your new map and its textures will also fit very well to Sinai.
I have a question, in my UP2.1 install I already have a dlv-Sinai map folder, but no dedicated texture folder for that map.
Would it be possible for me to create a textures folder for that map using your textures already released and edit the load.ini, so that the textures from redko_tex/Lybia are used?
Just curious since I fly a Sinai campaign ATM and your textures in that would be a dream.

Cheers

Tom

Yes of course. But you don't need to create a new texture folder, excepted if you want to edit my textures by yourself but without changing anything for these textures working on my other desert maps.
So no need to create a new folder. Lybia is ok. You just need to edit the load ini. textures path. That's easy but be careful with the result.
I mean as my repaints are a full ground Km/km (or miles/miles..) reskin, there is sometimes no relation between the load.ini and the texture on the ground. I can use for exemple lowland slots for mounts and the contrary too. So you will have peaces of textures randomly on the map. If you are lucky, the result will be "pretty fine"...if not...keep the orginal.

Editing the load.ini don't make the thing, that's what people must understand, well at least for my repaint method. To be honest, the best textures you could use for Sinai map are those i'm working with atm for MTO.

And yes i'm working on textures for the Sinai map, i like this map very much. There are some jet war campains very exciting there  ;). But i will need to ask Delvpier first, if he is ok i release it or not.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on January 09, 2011, 06:07:22 AM
Thanks very much, redko! I love the idea of the Sinai map, historically and culturally an extremely interisting region.
Tonight I already attempted to change the load.ini myself, without creating a new texture folder,
by using load.ini entries from your SandsOfTime map.
The result is much better now to me, albeit you are certainly right and editing the load.ini itself doesn't do the whole job. Textures are still placed due to mathematical patterns based on the original map, if I get it right..so this was only for fun. ;)
I look forward to your new work on MTO and this map. Desert rules.

Tom :)
..
I will delete these shots later this day to save bandwith, just like to show the difference:
Before:
..deleted

After..
Left one shot alive ;)
(http://i378.photobucket.com/albums/oo230/Thorongil69/Tom/0801201123-22-01.jpg)

Repetition effect still there from high alts, but the textures are much better to the eye. I didn't touch the water colour, in rl shots the coast appears to be of variations of lighter to strong blue to turqoise.
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 09, 2011, 06:41:50 AM
That's pretty nice indeed. You used intelligently the load.ini as i see, this doesn't look too mechanical. The stock textures for Sinai are too bright, too contrasted. I hard to make bright texture with il2 colour engine.
You will see soon with MTO, the textures are brighter than SandsOfTime and Desert_Online, but in a good way.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on January 09, 2011, 07:03:31 AM
I can't wait to see those. :)
Thanks for your excellent work, IMO a very good choice to give deserts such a new, artful and realistic focus!

Tom
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 14, 2011, 02:58:54 AM
For Mick and Agracier  ;)......
I was hearing black hawk down soudtrack when doing this.

(http://farm6.static.flickr.com/5205/5353664781_12b8851813_b.jpg)
(http://farm6.static.flickr.com/5050/5354279082_07624a4236_b.jpg)
(http://farm6.static.flickr.com/5210/5353665063_3619528a5d_b.jpg)
(http://farm6.static.flickr.com/5043/5353665153_4ac5789314_b.jpg)
(http://farm6.static.flickr.com/5129/5353665285_e2017f0599_b.jpg)
(http://farm6.static.flickr.com/5123/5354279652_32b9fd6a68_b.jpg)
(http://farm6.static.flickr.com/5164/5354279734_642d0d70c3_b.jpg)
(http://farm6.static.flickr.com/5201/5354279842_6d68653997_b.jpg)
(http://farm6.static.flickr.com/5208/5354280292_a770f31a93_b.jpg)
(http://farm6.static.flickr.com/5242/5353666213_dc77b9456e_b.jpg)

Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 14, 2011, 05:36:06 AM
Hey man THX for the early morning or late afternoon screenies, that's the ones I prefer on desert maps, the mid-day sun "kills" colours, and besides since I don't have air conditioning in my pit I refuse to fly between 9 a.m and 17 p.m ...  :P
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 14, 2011, 06:10:28 AM
Hey man THX for the early morning or late afternoon screenies, that's the ones I prefer on desert maps, the mid-day sun "kills" colours, and besides since I don't have air conditioning in my pit I refuse to fly between 9 a.m and 17 p.m ...  :P
lol...Agracier will like too. You are so british  ;) you two guys.
Dude, the "good news" is i'm ill, i have a bad ass stiff neck...so no work for one week. But i'm gonna work 100% on the map. :P
Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 14, 2011, 07:17:03 AM
Dude, the "good news" is i'm ill,

... That's what I call good news, just in case you still don't feel fit to go back to work next week, don't hesitate to start retexturing the Tunisia map ...  ;)
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on January 14, 2011, 11:52:15 AM
Tnks for your comment in Kyushu, your desert retexture is also YOUR best map ;) :p

For when the release of MTO??? and com'on, red, do you want to see my tweaking of your Desert map or not? it's so sexy :)

By the way, even if dawn pictures are sexy, to be honest I think I prefer daylight ones especially on textures so good as your MTO ones.

Also (sorry Mick): Please don't start Tunisia, can you take a look to JV69_LYBIA_N-E?? The Map_T is completely awesome, doesn't need many changers in my opinion. The textures are good but your SandsOfTime-Desert ones would be better. Besides there are 2 or 3 sexy PhilK campaigns for it (if you don't change the harbours though! :D )
Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 14, 2011, 11:58:49 AM
... sorry WhiteCat, JV69_LYBIA_N-E can't be retextured because the authors don't want it to be ...  :'(
Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 14, 2011, 12:02:47 PM
this map will indeed look good, no matter what time of day ... though i still love that reddish hue in the air
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on January 14, 2011, 12:12:19 PM
... sorry WhiteCat, JV69_LYBIA_N-E can't be retextured because the authors don't want it to be ...  :'(

Oh! Ok then, I'll do my private retexture when I have time. I don't understand these things but maybe I'm not so subtle. I carefully try to show the credits of the original authors of maps or textures when I retexture something. You guys can reuse or change my textures or Map_T's or whenever you want, if you mention me in the credits thats all...

Well anyway. These desert maps look good. And true, the way IL2 treats the dawn sky is amazing. I talked only about the terrain, when is so detailed it's a pity to lose sight of it at dawn or night :) Actually I tend to change the time of existing missions to daylight if I like so much the terrain :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 15, 2011, 04:50:38 AM
For when the release of MTO??? and com'on, red, do you want to see my tweaking of your Desert map or not? it's so sexy :)

Oh yes of course. Make you own thread please this one is already so confused hahaha  ;). I will have to make 1 thread per map when MTO is done, one for Desert_Online and one for MTO. It'll be better and clearer for all the guys here, too many pages.

Just for information, Desert_Online will be updated with some of these new textures anyway, and i will fix the water navigation as requested by one guy here a couple of month ago. FlatSpinman's (reading the topic  ;) )campain will be adapted to these map too, i have to send him the .mis files for agreement but he is ok with the idea. Thanks to him. So the campain will fit the new coast line.

When for MTO....hum....Oleg told me to answer....2 weeks  :P
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 15, 2011, 04:59:54 AM
... sorry WhiteCat, JV69_LYBIA_N-E can't be retextured because the authors don't want it to be ...  :'(

Oh! Ok then, I'll do my private retexture when I have time. I don't understand these things but maybe I'm not so subtle. I carefully try to show the credits of the original authors of maps or textures when I retexture something. You guys can reuse or change my textures or Map_T's or whenever you want, if you mention me in the credits thats all...

.

Agree with that. You are never really the owner of what you produce. But they have their reasons too, the want a perfect work for a perfect map, the thing is there is many ways to understand the word perfect, it depends of the criteria...

I'm working on my personal version too, but SandsOFtime textures aren't the best for this map, i feel more confortable with those i made fo my first desert movie. Map_t as to be worked....it's the only way to get naturally melted textures:

http://www.youtube.com/watch?v=dU7Om121t4I

The textures i'm doing right now for MTO could also fit quite well with Lybia map. At least i will send to Bada and Lal a version when finished and we will see if they are ok or not for an official repaint.
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 15, 2011, 05:08:14 AM
New airfields. Just textures. Marks on the ground and a clearer texture for the landing zones will be enough for these airfields.
 Morning light:

(http://farm6.static.flickr.com/5167/5356354389_503df495c2_b.jpg)

(http://farm6.static.flickr.com/5286/5356354149_1128a6a873_b.jpg)

(http://farm6.static.flickr.com/5128/5356967094_003eab5b3c_b.jpg)

(http://farm6.static.flickr.com/5245/5356966936_d0883d9c3b_b.jpg)

(http://farm6.static.flickr.com/5121/5356355227_9a9ac5e5b3_b.jpg)

(http://farm6.static.flickr.com/5081/5356355047_4a25391d0a_b.jpg)

(http://farm6.static.flickr.com/5287/5356967762_caa8560b07_b.jpg)

(http://farm6.static.flickr.com/5089/5356967996_d4c9320d01_b.jpg)

(http://farm6.static.flickr.com/5081/5356355841_09d0b79ac6_b.jpg)

(http://farm6.static.flickr.com/5247/5356968430_d05dda47c3_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on January 15, 2011, 05:13:19 AM
For when the release of MTO??? and com'on, red, do you want to see my tweaking of your Desert map or not? it's so sexy :)

Oh yes of course. Make you own thread please this one already so confused hahaha  ;). I will have to make 1 threard per map when MTO is done, one for Desert_Online and one for MTO. It's better and clearer for all the guys here, too many pages.

Just for information, Desert_Online wil be updated with some of these new textures anyway, and i will fix the water navigation as requested by one guy here a couple of month ago. Flatspinman's campain will be adapted to these map too, i have to send him the .mis files for agreement but he is ok with the idea. Thanks to him. So the campain will fit the new coast line.

When for MTO....hum....Oleg told me to answer....2 weeks  :P


Ok no problem sorry for being so impatient :P
What I'll do is to wait for your new version, when you are more or less happy with the deserts then I can come with some proposals so I don't step on your work. The tweakings were not too much, basically:
- The coastline stuff. Yeah, I know some mission builders will change the missions to adapt to new coastline. Well it was only in case there are too many missions around you know, it's a possibility. But a pity because we lose the shallows.
- Lighten and homogeneizing the mountain textures with the rest of the terrain so they look more natural with the rest of the terrain in the distance specially. Also substituted some of the less detailed textures in your Desert for others from your Sands. But again I think I believe you have even better textures in MTO.
- Fine tuning the textures so they really don't show any 'borders' anywhere. I know you avoid that by changing a lot the map_T but again sometimes appear. I refined my technique for that kind of thing in my last maps.
- Changing (only a little) the agriculture texture so it seems much less repetitive (specially over the island in the mouth of the river) but respecting it so matches with all your work in villages and palm trees etc.
But again, will wait to your second version. Not working anyway so much now on IL2 lately :)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on January 15, 2011, 09:41:24 AM
I like that kind of airfields, looks much more natural - compared to standard "painted" ones ::)
Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 15, 2011, 10:03:05 AM
I like that kind of airfields, looks much more natural - compared to standard "painted" ones ::)

That's mainly thanks to Zuti's Friction mod, which made it so easy to make (lots of) airfields such as this, without having to resort to using invisible ground-plates, which being invisible, are extremely frustrating to work with ... try building a wall with invisible bricks for instance, or laying a floor with invisible flooring ... ha ha.

Title: Re: Redko's Afrika new textures ...
Post by: redko on January 15, 2011, 10:48:26 AM
I like that kind of airfields, looks much more natural - compared to standard "painted" ones ::)

That's mainly thanks to Zuti's Friction mod, which made it so easy to make (lots of) airfields such as this, without having to resort to using invisible ground-plates, which being invisible, are extremely frustrating to work with ... try building a wall with invisible bricks for instance, or laying a floor with invisible flooring ... ha ha.

Yea agree, that's nit funny. But there is only blank plates here, no zuti. I use the fmb grid to put the plates on the ground keeping in mind what corner is the "key". I covered a large area wih blank plates, so no problem for taxi a little bit around. No fps troubles.

Mick i will pm you the map soon, you will have airfields and land here and there to check this. But on my rig all is fine and sweet lika a none's back.

The map is now flyable, cust a couple of details to finish, but the detail are important and make the difference sometimes.

Agracier's Djibouti map inspired me much for this :

(http://farm6.static.flickr.com/5048/5357068449_3d13d6889d_b.jpg)

(http://farm6.static.flickr.com/5130/5357068789_a6344f6165_b.jpg)

I tested some quick missions today:

(http://farm6.static.flickr.com/5169/5357069029_3926e71eb7_b.jpg)

(http://farm6.static.flickr.com/5205/5357069361_5eb5c3d8d2_b.jpg)

Little rocks arround the airfield to make it easily visible. A detail...

(http://farm6.static.flickr.com/5170/5357685802_ab91cf5bf1_b.jpg)







Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 15, 2011, 01:23:54 PM
Mick i will pm you the map soon, ...and sweet lika a none's back.

... Red, will the map also come with the nun ...?? 'cause I have never tried a nun's back before, I mean never tried to sand a nun's back (what did you think of, you horny dildoes ??) never too late to give it a try, isn't it ??  :P





Title: Re: Redko's Afrika new textures ...
Post by: Blond on January 15, 2011, 07:10:58 PM
Looks great redko... ??? Just leave it as cool air mup, overheating engine won't help my singleplayer dogfight :-[

 
Title: Re: Redko's Afrika new textures ...
Post by: WhiteCat on January 15, 2011, 08:29:21 PM
Mick i will pm you the map soon, ...and sweet lika a none's back.

... Red, will the map also come with the nun ...?? 'cause I have never tried a nun's back before, I mean never tried to sand a nun's back (what did you think of, you horny dildoes ??) never too late to give it a try, isn't it ??  :P


I think Red meant noon not none or nun because the daylight pictures :) chaps there are some young pilots around here, be sensible! :P
Title: Re: Redko's Afrika new textures ...
Post by: Ibis on January 16, 2011, 09:16:07 PM
    Hi Redko,
 Your maps as always look amazing, can't wait to get hold of this one.

 I have a question about Sands of time and Desert on line.
My squad use your  "Light" version which I must have installed and
that means that I am unable to have my normal version as it wont load
because of the different objects.
    Is there away to rename things so I can have both.
 Thanks m8,
   Ibis.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on January 21, 2011, 11:12:09 AM

(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
 ::)
Title: Re: Redko's Afrika new textures ...
Post by: Checkyersix on January 21, 2011, 11:24:33 AM
lol :)
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on January 21, 2011, 01:38:40 PM
Oh well, I have the patience to wait a little longer.  ;D

(http://1.bp.blogspot.com/_AuPoOCVtSzM/S1Hrc8JaFzI/AAAAAAAABc8/xEBYoP373hQ/s400/Bf109+in+the)
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 23, 2011, 01:48:24 PM
Mmmm....i see you guys have sens of humor  ::)
hahahah....

Repaint = done
Populate the mess = done

Finishing the the shallow waters = under way. It's the last thing.

What's after ?......hemmm........ ::) ::) ::) ::)...fight  :P
(http://farm6.static.flickr.com/5088/5382168822_ae41254b3c_b.jpg)

(http://farm6.static.flickr.com/5288/5381564429_786e088e04_b.jpg)

(http://farm6.static.flickr.com/5125/5382169644_4d6c77063c_b.jpg)

(http://farm6.static.flickr.com/5123/5381565215_fb51577671_b.jpg)

(http://farm6.static.flickr.com/5247/5381565537_994263f0b0_b.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on January 23, 2011, 02:12:25 PM
 :o
Hey, I see fish swimming. Or am I hallucinating and is it just a fata morgana?  ;D
Title: Re: Redko's Afrika new textures ...
Post by: agracier on January 23, 2011, 02:15:34 PM
Hey, I see fish swimming. Or am I hallucinating and is it just a fata morgana?  ;D

No, this is a variant on Lou Costello seeing clams in a bowl of soup ... ha ha.

Very realistic looking shallows textures indeed.
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on January 23, 2011, 02:20:09 PM
Very nice shallows Redko.
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on January 23, 2011, 03:25:09 PM
Very nice redko! And I'm here to request that when your ready to upload the new textures please start a new thread,this one is getting a little long and confusing.   :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 23, 2011, 04:17:08 PM
Very nice redko! And I'm here to request that when your ready to upload the new textures please start a new thread,this one is getting a little long and confusing.   :)

It's a mess...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on January 24, 2011, 01:30:11 AM
... yep, when I started this thread 6 months ago I never thought it would one day reach more than 20000 views and 460 replies ...  :P

But this ain't my fault guys, all this "mess" is Redko's fault, well I mean his talent's fault ...!!  :D
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 24, 2011, 04:00:34 PM
Oh well, I have the patience to wait a little longer.  ;D

May i ask you what tools and softs are you using to reskin 3d objects ?
Title: Re: Redko's Afrika new textures ...
Post by: wingflyr on January 24, 2011, 09:08:53 PM
WOW, simplly stunning M8. Thanks for all your hard work.WOW 8)
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on January 24, 2011, 11:46:01 PM
May i ask you what tools and softs are you using to reskin 3d objects ?

For repainting the house objects I use an editing program called PhotoImpact (similar to paint shop pro or photoshop) and for creating alpha layers for the damage models I use GIMP.
Title: Re: Redko's Afrika new textures ...
Post by: redko on January 25, 2011, 12:19:51 PM
May i ask you what tools and softs are you using to reskin 3d objects ?

For repainting the house objects I use an editing program called PhotoImpact (similar to paint shop pro or photoshop) and for creating alpha layers for the damage models I use GIMP.

Ok so you just extract the textures and reskin it. I'm thinking to start creating my own 3d objects. I downloaded Blender last night, a 3dsmax like tool but open source.
Title: Re: Redko's Afrika new textures ...
Post by: baronWastelan on January 25, 2011, 01:20:55 PM
Some musical inspiration for Redko (not that he seems to be lacking!)

Desert Song (http://www.youtube.com/watch?v=_tZ_lKsJ7IE)
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on February 04, 2011, 11:55:07 PM
WEIRD! No download link yet.   ???  Hope those new 3d objects won't hold up the show to much longer.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on February 05, 2011, 01:01:55 PM
May i ask you what tools and softs are you using to reskin 3d objects ?

For repainting the house objects I use an editing program called PhotoImpact (similar to paint shop pro or photoshop) and for creating alpha layers for the damage models I use GIMP.

Ok so you just extract the textures and reskin it. I'm thinking to start creating my own 3d objects. I downloaded Blender last night, a 3dsmax like tool but open source.

Could you just release the desert map as it is... and later issue updated version II with new objects ?
( Hey maestro... we are not going to dogfight in town square. ;) )
Title: Re: Redko's Afrika new textures ...
Post by: redko on February 08, 2011, 12:23:16 PM
May i ask you what tools and softs are you using to reskin 3d objects ?

For repainting the house objects I use an editing program called PhotoImpact (similar to paint shop pro or photoshop) and for creating alpha layers for the damage models I use GIMP.

Ok so you just extract the textures and reskin it. I'm thinking to start creating my own 3d objects. I downloaded Blender last night, a 3dsmax like tool but open source.

Could you just release the desert map as it is... and later issue updated version II with new objects ?
( Hey maestro... we are not going to dogfight in town square. ;) )

Oh the updated objects is for another map, not this one. The map is finished. But i'm not at home now, i'm away for business and will be back home this weekend or mid next week. I will upload the map then.
Title: Re: Redko's Afrika new textures ...
Post by: wingflyr on February 08, 2011, 10:32:39 PM
Awesome,look forward to the upload.Thanks redko ;D
Title: Re: Redko's Afrika new textures ...
Post by: Ibis on February 09, 2011, 12:51:17 AM
     Thank you Redko, I await patiently for you to reappear with gifts.
 I have left cake and wine near the fire place.
  cheers,
   Ibis.
Title: Re: Redko's Afrika new textures ...
Post by: cheesehawk on February 09, 2011, 01:15:54 AM
I can't believe its been so long since I looked in here, that video for your new map is just jaw dropping!  I think I'll be unable to play online for months when you release it! :)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on February 17, 2011, 05:55:21 AM
(https://www.sas1946.rocks/images/imageshit/img691/8872/deserthg.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Mick on February 17, 2011, 06:21:35 AM
... may be he got lost in the dunes ...??  :P
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on February 17, 2011, 06:34:51 AM
Quote by m'sieur Redko last week: "i'm away for business and will be back home this weekend or mid next week. I will upload the map then."
Which means you can expect his desert map one of these days.

And if not, we need to sit down, relax and wait a little longer...  ;)

(http://i1217.photobucket.com/albums/dd389/Uufflakke10/76f489cc.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on February 17, 2011, 12:10:31 PM
(http://i697.photobucket.com/albums/vv340/Bingo1957/heardat.jpg)   If we must.
Title: Re: Redko's Afrika new textures ...
Post by: stranger on February 20, 2011, 12:46:15 PM
waiting for the storm

(http://a10.idata.over-blog.com/517x640/0/39/65/84/GERMAN-WW2/Afrika-Korps---Am-schweren-MG-34-color-photo-ww2shots-army.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on February 20, 2011, 11:40:16 PM
(http://i697.photobucket.com/albums/vv340/Bingo1957/50485301.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Ibis on February 21, 2011, 01:31:33 AM
 
 I have just had word from Redko along with photo.
 He says he wont be too much longer.
 
  He has just found some interesting textures




(http://premium1.uploadit.org/Ibissix//I-have-just-found-some-new-textures.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on February 21, 2011, 02:59:20 AM
Making maps for 'IL2 Sturmovik, 1969' ?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on February 21, 2011, 12:16:55 PM
... ouais Red, quess tu fous ...?? On se les caille nous ici ...  :D

Par pitié, envoie la chaleur de ta MTO avant que nos gesticules aient l'air de raisins secs ...!!  :P
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on February 21, 2011, 12:52:25 PM
... ouais Red, quess tu fous ...?? On se les caille nous ici ...  :D

Par pitié, envoie la chaleur de ta MTO avant que nos gesticules aient l'air de raisins secs ...!!  :P
What do dried grapes have to do with redko's map repaints?! Focus! Eyes on the prize!
 :P
Title: Re: Redko's Afrika new textures ...
Post by: Mick on February 21, 2011, 01:01:46 PM
translation could be something like that :

Say Red what the hell are you doing ...?? Our balls are freezing here ...

Have mercy and send the heat of your MTO before our gesticules look like dried grapes ...  :P
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on February 21, 2011, 01:05:10 PM
translation could be something like that :

Say Red what the hell are you doing ...?? Our balls are freezing here ...

Have mercy and send the heat of your MTO before our gesticules look like dried grapes ...  :P
HA! Bwahahahahaha!
 ;D ;D
Title: Re: Redko's Afrika new textures ...
Post by: Blond on February 21, 2011, 03:55:08 PM
Calm down guys...
Redko can't reply... as he is gone with laptop to North Africa for some final field-testing.  Don't worry... should be finished before Christmas.
 :(
(https://www.sas1946.rocks/images/imageshit/img69/5047/desertyr.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: stranger on February 22, 2011, 12:53:03 AM
we ALL know why redko hasn't returned

(http://i46.photobucket.com/albums/f134/skygod99/dune-sandworm.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on February 26, 2011, 04:50:54 PM
Now I just hope he's ok.
Title: Re: Redko's Afrika new textures ...
Post by: stranger on February 26, 2011, 04:59:01 PM
oh, i think he is. he posted less than a week ago on the axis paintwork. he may be string with the force
Title: Re: Redko's Afrika new textures ...
Post by: Mick on February 27, 2011, 02:31:53 AM
... well I saw his posts at A&A too, but I am a little bit worried since he didn't answer my email last week, in which I asked if he was OK.... ::)

I know the map is finished too ... :(
Title: Re: Redko's Afrika new textures ...
Post by: Blond on February 27, 2011, 06:42:47 AM
Well... keeping his work confidential or kidding with forum members is one thing... but not replying to people who worry about him... makes me think what is going on? :(
Title: Re: Redko's Afrika new textures ...
Post by: Fusek on February 27, 2011, 06:48:32 AM
Have faith guys, have faith!
Title: Re: Redko's Afrika new textures ...
Post by: stranger on February 27, 2011, 08:21:25 AM
ditto. have faith. i foresee this:

(http://kexx.net/u/img147.png)
Title: Re: Redko's Afrika new textures ...
Post by: FlatSpinMan on February 27, 2011, 09:12:51 AM
Maybe he just has other things to do right now? I do, unfortunately. Was on a roll with making missions but then ran into a few RL things that were higher priority.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on February 27, 2011, 09:22:11 AM
I hope you are right mate, and I also hope you and your family and friends were spared by the quake ...  ::)
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on February 27, 2011, 11:38:07 AM
I too hope Redko is well. I never like it when we have someone go missing. Hopefully its something like a computer problem.
Title: Re: Redko's Afrika new textures ...
Post by: FlatSpinMan on February 27, 2011, 07:45:40 PM
Hi Mick,
Yep, thanks. My family all live in Christchurch but fortunately they were in the right place at the right time. My sister left the downtown area with her two under-2 y.o. children just 30 minutes before the quake hit.
My mother would usually have been walking through the centre of town or having lunch there on a Tuesday at that time, but due to another appointment she was at home instead. My parents' have lost most of their possessions but the house is relatively fine and they are in pretty good spirits.
Title: Re: Redko's Afrika new textures ...
Post by: Mick on March 01, 2011, 01:01:28 AM
OK guys, Redko is alive and well, only on a (too long) professional trip with belly dancers somewhere in Lybia (no wonder he is that good at revamping desert maps ...)...  ;)

 The MTO map will be released today or tomorrow by a friend ...

It weighs 50 Mo, and Red will post a 18 mn video teaser at YouTube this evening or tomorrow .. :P

Red thanks you all for your concern, and he did laugh a lot at what we all recently posted ...  ;D
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on March 01, 2011, 09:58:43 AM
Good to know all's well with redko..look forward to his new masterpiece. :P :)

Cheers :)
Title: Re: Redko's Afrika new textures ...
Post by: gianluca on March 02, 2011, 12:55:40 PM
Happy to hear Red is well and alive! And happy too MTO is coming! Have to admit, Redko Desert thread was one or the most imp reason I choosed Il-2 as my favourite flight sim...
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 02, 2011, 02:17:09 PM
Thanks Gianluca  ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 02, 2011, 02:37:41 PM
I'm back guys, not at home for the moment but at least at SAS.

First of all many many thanks for all your post, very fun to read it last night. No i'm not lost in Dune's desert, not even in the moon...but certainly lost in mto. I have 2 hours of video shots. It's a good way to test the map and see if the work is going fine or not.

So as maybe Mick explained it to you i'm still on business travel, i'm back this week end, i'm writing this with the jobs laptop. I have a friend who is going to post the map for me...but he is a little noob with computers  ;D. He will try to post the link tomorrow, and if not you know i'm back now.

I made a little movie using the 2 hours shots, here is the trailer so you can see the map for real. Will post the links here as usual but also in a new special thread later on Mto section. I hope you will like the map.

One last thing, I would like to dedicate the map to Axis and Allies guys for their excellent work on skins. It has been a big source of inspiration, the colour of MTO sands are made to fit with their creations. So I named some of these guys on the movie, and of all the other moders for the ground objects. Thanks to you guys.

Colours are more saturated than Desert_Online so i will have to update a little that map. Blond was right, that map was a little too clear, this one is more accurate but keeping in mind Il2 engine limits in terms of colour rendering.

So here is the Final video trailer, map links are coming later. Some of you may have no sound, it looks like the score is blocked in some country (germany) for music rights stories...

http://www.youtube.com/watch?v=RvoDSs-7U6o
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on March 02, 2011, 03:19:36 PM
Hi redko, can't watch it due to YouTube German spy-entertainment restriction..but I look very much forward to it. And I guess several thousand other guys as well.
In fact, different install versions come and go but your maps are so very special and usable in all installs that they always are like little birthday presents. I keep them in all my installs.
Thanks for your hard work and immersion!

T.
 :)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on March 02, 2011, 04:46:30 PM
Hey Redko... glad to see your posts again  :)

If I understand right... it is MTO retexured - not some new created map ?
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on March 02, 2011, 05:16:15 PM
Holy Shit! Redko that looks incredible can't wait for the link
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 02, 2011, 11:56:57 PM
Hey Redko... glad to see your posts again  :)

If I understand right... it is MTO retexured - not some new created map ?

For the moment all "my" maps are juste repaints, but in a different way that some do here or in other forums. I also change the shape of some elements like coast, rivers, i remande the cities with new textures and object (only new maps have new object, all the orthers work with stock ones).

The idea is to give again live to hold maps...and to the existing missions/campains made for it. I have not the time for the moment to make a 100% new map by myself, and more than that there is still many many things to do to upgrade what is already existing. And we have Agracier for the new maps  :P.

But if you take a stock map and repainted version made by me....well the difference is enough to call it "a new map" i guess. Take Palau for exemple, compare the stock one and mine.

Stock Palau:
(http://farm5.static.flickr.com/4060/4371145020_aa0f3dae13_b.jpg)

Repainted version:
(http://farm5.static.flickr.com/4030/4407253690_8ac958172a_b.jpg)
(http://farm5.static.flickr.com/4006/4406485871_213c0a3065_b.jpg)
(http://farm5.static.flickr.com/4054/4396054061_852f124a6d_b.jpg)

Here the SAS thread for the map if you don't have it =
https://www.sas1946.com/main/index.php/topic,6146.0.html

Guys of Ultrapack integrated this version of the map on the pack if i know well.
Title: Re: Redko's Afrika new textures ...
Post by: Blond on March 03, 2011, 12:21:12 AM
Oh, Many Thanks maestro... just asked to be sure... you don't have to elaborate your answer in such a rich explanation.

Talking about your Palau - I have it with my UP for months ;)

I shot down many Avengers and Hellcats over it... and hit the ocean few times!
One of my favorites! ...in a rich choice of UP maps.
Title: Re: Redko's Afrika new textures ...
Post by: Boelcke on March 03, 2011, 01:15:06 AM
I'm back guys, not at home for the moment but at least at SAS.

First of all many many thanks for all your post, very fun to read it last night. No i'm not lost in Dune's desert, not even in the moon...but certainly lost in mto. I have 2 hours of video shots. It's a good way to test the map and see if the work is going fine or not.

So as maybe Mick explained it to you i'm still on business travel, i'm back this week end, i'm writing this with the jobs laptop. I have a friend who is going to post the map for me...but he is a little noob with computers  ;D. He will try to post the link tomorrow, and if not you know i'm back now.

I made a little movie using the 2 hours shots, here is the trailer so you can see the map for real. Will post the links here as usual but also in a new special thread later on Mto section. I hope you will like the map.

One last thing, I would like to dedicate the map to Axis and Allies guys for their excellent work on skins. It has been a big source of inspiration, the colour of MTO sands are made to fit with their creations. So I named some of these guys on the movie, and of all the other moders for the ground objects. Thanks to you guys.

Colours are more saturated than Desert_Online so i will have to update a little that map. Blond was right, that map was a little too clear, this one is more accurate but keeping in mind Il2 engine limits in terms of colour rendering.

So here is the Final video trailer, map links are coming later. Some of you may have no sound, it looks like the score is blocked in some country (germany) for music rights stories...

http://www.youtube.com/watch?v=RvoDSs-7U6o

uhuhuh, it´s blocked in germany, any chance to uplod the vid to a dl site like megaupload or filefront?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on March 03, 2011, 01:54:23 AM
... especially for you Boelcke ..   ;D

http://www.megaupload.com/?d=BSZTAKYX
Title: Re: Redko's Afrika new textures ...
Post by: Boelcke on March 03, 2011, 02:21:30 AM
... especially for you Boelcke ..   ;D

http://www.megaupload.com/?d=BSZTAKYX

yeah :) thx a lot

Title: Re: Redko's Afrika new textures ...
Post by: CWMV on March 03, 2011, 02:22:35 AM
Redko have you been in Al Anbar province? I swear Ive raided some of those villages!
Outstanding work!

On a side note, why is this banned in Germany?
EDIT: Shite, I missed redko's post, disregard...
Title: Re: Redko's Afrika new textures ...
Post by: Mick on March 03, 2011, 02:26:48 AM

... well as stated by Red yesterday, looks like it has to do with copyright thingies about the music  ....

"Some of you may have no sound, it looks like the score is blocked in some country (germany) for music rights stories..."
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on March 03, 2011, 09:32:04 AM
Mick: Thanks for uploading, downloading as well. :)

From the bottom of my heart: YouTube Germany sucks.
Cheers
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 03, 2011, 01:07:32 PM
Mick: Thanks for uploading, downloading as well. :)

From the bottom of my heart: YouTube Germany sucks.
Cheers

lol...
Yea thanks Mick. Will check my mails to see if my friend send me the link. Dam my internet connection sucks here...Ibis hotel, guys if you visit france never use than chain...
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on March 03, 2011, 11:20:28 PM
I'm back guys, not at home for the moment but at least at SAS.

First of all many many thanks for all your post, very fun to read it last night. No i'm not lost in Dune's desert, not even in the moon...but certainly lost in mto. I have 2 hours of video shots. It's a good way to test the map and see if the work is going fine or not.

So as maybe Mick explained it to you i'm still on business travel, i'm back this week end, i'm writing this with the jobs laptop. I have a friend who is going to post the map for me...but he is a little noob with computers  ;D. He will try to post the link tomorrow, and if not you know i'm back now.

I made a little movie using the 2 hours shots, here is the trailer so you can see the map for real. Will post the links here as usual but also in a new special thread later on Mto section. I hope you will like the map.

One last thing, I would like to dedicate the map to Axis and Allies guys for their excellent work on skins. It has been a big source of inspiration, the colour of MTO sands are made to fit with their creations. So I named some of these guys on the movie, and of all the other moders for the ground objects. Thanks to you guys.

Colours are more saturated than Desert_Online so i will have to update a little that map. Blond was right, that map was a little too clear, this one is more accurate but keeping in mind Il2 engine limits in terms of colour rendering.

So here is the Final video trailer, map links are coming later. Some of you may have no sound, it looks like the score is blocked in some country (germany) for music rights stories...

http://www.youtube.com/watch?v=RvoDSs-7U6o
(http://i697.photobucket.com/albums/vv340/Bingo1957/Patton2.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: Blond on March 04, 2011, 01:41:58 AM
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
Title: Re: Redko's Afrika new textures ...
Post by: Gumpy on March 04, 2011, 08:07:13 PM
(http://i697.photobucket.com/albums/vv340/Bingo1957/PattonSlap2.jpg)      ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 05, 2011, 04:20:02 AM
Lol.
Doesn't worked with my friend. He made it but overwrited some tga files. I have a strange tga error message on the laptop...anyway i'm home now.

Uploading the file, making the install instructions and report here. I'll make another thread too.
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 05, 2011, 04:43:31 AM
Redko have you been in Al Anbar province? I swear Ive raided some of those villages!
Outstanding work!

Never, where is that ?
Title: Re: Redko's Afrika new textures ...
Post by: CWMV on March 05, 2011, 04:44:43 AM
Redko have you been in Al Anbar province? I swear Ive raided some of those villages!
Outstanding work!

Never, where is that ?
Sorry, Iraq.
Just saying that your work is spot-freaking-on! ;)
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 05, 2011, 05:06:14 AM
Ok thanks.
Stay around cause the map is here, i will post links and install instructions this afternoon.
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 05, 2011, 06:00:51 AM
Excellent pic Blond and Gumpy by the way  :D :o
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 05, 2011, 12:36:08 PM
SELECT CASE 2                SELECT CASE 2              SELECT  CASE 2
                               

(http://farm6.static.flickr.com/5291/5499525370_a4d83c903d_b.jpg)

Thanks for downloading this map.

Install instructions (i strongly recommand the case 2, please read both before to proceed to installation )
For people having Ultapack, you will have to create a Mod folder in the root of the game if you don't already have it.


CASE 1 = I WANT A SEPARATE INSTALL:

Just put the "redko_Mto" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_Mto

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_Mto redko_Mto/load.ini

If you have existing Missions/campains from the stock desert_online map, you have to edit the .mis file for each missions and change the name for to redko_Mto.



CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains)

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_Mto map folder into classic "Mto" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file

For people having Ultapack, you will have to create a Mod folder in the root of the game if you don't already have it.

For the repainted object, just put on your Mod folder or put it in root game in the file folder like this:

Files/3do/Bildings/Port/Floor


Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505

LINKs :

https://www.mediafire.com/file/8nun10f0di1dgxw/MTO.zip

http://www.gamefront.com/files/20065904/MTO.zip

To improve fps, as there is many palm trees is some parts of the map please do this:

1 - Go to you static.ini file
     It's located for Ultrapack here : root/files/com/maddox/il2/objects
     For non pack user, it's in your MOD folder, and then STD folder

2 - Use search and look for "FurniturePalmBg1" to fing these lines:

[buildings.House$FurniturePalmBg1]
Title           PalmBgroup1
MeshLive        3do/flora/palms/LiveBg1.sim
MeshDead

Body            WoodMiddle
Panzer          0.95  //0.17

[buildings.House$FurniturePalmBg2]
Title           PalmBgroup2
MeshLive        3do/flora/palms/LiveBg2.sim
MeshDead

Body            WoodMiddle
Panzer          0.95  //0.17

AND REPLACE BY THIS:


[buildings.House$FurniturePalmBg1]
Title           PalmBgroup1
MeshLive        3do/flora/palms/LiveBg1.sim
MeshDead
IgnoreShadowData
Body            WoodMiddle
Panzer          0.95  //0.17

[buildings.House$FurniturePalmBg2]
Title           PalmBgroup2
MeshLive        3do/flora/palms/LiveBg2.sim
MeshDead
IgnoreShadowData
Body            WoodMiddle
Panzer          0.95  //0.17

You can also just add the line "IgnoreShadowData" under the "MeshDead" line. This will remove shadows from the objet, like CanonUk. Must help for some Agracier"s maps too, he has been using many trees sometimes ;)
Title: Re: Redko's Afrika new textures ...
Post by: Ibis on March 05, 2011, 03:11:53 PM
Thank you maestro
Salute.

Oops,
 I'm getting this error

"World.land()LoadMap()error.java. lang RuntimeException:Landscape 'redko_Mto.ini loading error"

Can you point me where to look? Is this an object problem?
I have the two required house pack for his Sands of Time map.
Title: Re: Redko's Afrika new textures ...
Post by: Goanna on March 05, 2011, 06:28:59 PM
Ibis,
Press SHFT+TAB when you get the error message and look down towards the bottom for a line that starts with "INTERNAL ERROR"... that'll give you some idea as to what it's having a hissy about.... if it says that it can't load a tga file, make sure that that particular file is in the correct location.

Cheers

G
Title: Re: Redko's Afrika new textures ...
Post by: Salty54 on March 05, 2011, 07:31:34 PM
Redko,

What is the "Redko Floor Reskin" folder? You do not give instructions for its use? What do we do with it?

Update: Never mind. I figured it out.
Title: Re: Redko's Afrika new textures ...
Post by: jcalonso on March 05, 2011, 07:51:48 PM
 :)Hi Redko:
I'm getting the following error when trying to open your map in FMB:
(http://i873.photobucket.com/albums/ab298/jc_alonso/redko_Mtoerror.jpg)
Any help will be appreciated.
Best regards,
JC
Title: Re: Redko's Afrika new textures ...
Post by: wingflyr on March 05, 2011, 10:37:55 PM
Excellent, Thanks Redko, downloading this fabulous looking map now. cheers.
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 06, 2011, 01:38:47 AM
:)Hi Redko:
I'm getting the following error when trying to open your map in FMB:
(http://i873.photobucket.com/albums/ab298/jc_alonso/redko_Mtoerror.jpg)
Any help will be appreciated.
Best regards,
JC

Use the second install method. Rename the map file redko_Mto into classic "MTO". And don't put the lines on the all.ini redko_Mto redko_Mto/load.ini

But by this way the repaint will replace the standard map and all your existing missions/campains will use this. + as i completely changed the actor.satic (the default object on the ground), if you get an error message when launchung the mission "String index out of range" = to your mission folder, look for the mission, open it, go at the end to "house" section en erase all what you have inside...and only inside man. Let the title "house" and save. re launch il2 and play
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 06, 2011, 01:40:28 AM
Thank you maestro
Salute.

Oops,
 I'm getting this error

"World.land()LoadMap()error.java. lang RuntimeException:Landscape 'redko_Mto.ini loading error"

Can you point me where to look? Is this an object problem?
I have the two required house pack for his Sands of Time map.

yea check my last answer to jcalonso, use method 2 for install he map
Title: Re: Redko's Afrika new textures ...
Post by: jcalonso on March 08, 2011, 06:38:05 PM
 :)
Thanks redko. I'll try your solution and let you know the results.
Best Regards,
JC
Title: Re: Redko's Afrika new textures ...
Post by: Ibis on March 09, 2011, 12:42:06 AM
 All good now, thanks for your work.
 cheers,
 Ibis.
Title: Re: Redko's Afrika new textures ...
Post by: Mixx on March 09, 2011, 04:26:06 AM
Dear Redko
I congratulate you on your release!
I just downloaded your great work.
Very beautiful textures for this map. A great gift to all lovers of the Mediterranean Sea! Thank you!

Relative error that occurs at jcalonso.
In your map folder redko_Mto file missing map_f.tga ...
In the bug report, is the name link to it....
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on March 09, 2011, 05:55:16 AM
Here Mixx, I uploaded the map_f.

https://www.sas1946.com/main/index.php/topic,14304.msg152777.html#msg152777
Title: Re: Redko's Afrika new textures ...
Post by: Mixx on March 09, 2011, 06:02:14 AM
Thanks Bomb  :) !!
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Bombsaway on March 09, 2011, 06:09:48 AM
Your welcome.:)
Title: Re: Redko's Afrika new textures ...
Post by: AMK on March 09, 2011, 06:29:40 AM
anyone have problem with MTO-Light after load Radko new map ?????
My install is install 2 way.
Stay airfield in water on  Grecee. :(, Malta airfield is in the water, the same with airfields in Kreta.
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 09, 2011, 04:01:48 PM
anyone have problem with MTO-Light after load Radko new map ?????
My install is install 2 way.
Stay airfield in water on  Grecee. :(, Malta airfield is in the water, the same with airfields in Kreta.

The official thread for this map is here:

https://www.sas1946.com/main/index.php/topic,14304.48.html

Read Gerax post, he has the "answer" to you problem. There is no problem, but 2 versions on of MTo exist, so it explains why some missions made for one make you start one the water in the other version of the map. Mine has "crete" and "malta" tiny island. The other version of the map has a big island in the north, so the distances aren't the same.

So some missions work without trouble in my repainted map, other make you start in the water. Mission will have to be adapted. But most work withour troubles. Mick posted a link for missions working perfectly.

I hope some missions maker will create new ones, specific for this version of MTO
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 09, 2011, 04:02:20 PM
Dear Redko
I congratulate you on your release!
I just downloaded your great work.
Very beautiful textures for this map. A great gift to all lovers of the Mediterranean Sea! Thank you!

Relative error that occurs at jcalonso.
In your map folder redko_Mto file missing map_f.tga ...
In the bug report, is the name link to it....

Spaciba  ;)
Title: Re: Redko's Afrika new textures ...
Post by: jcalonso on March 09, 2011, 07:36:37 PM
 ;)
Map's working now. Thanks redko.
Best regards,
JC
Title: Re: Redko's Afrika new textures ...
Post by: Mick on March 10, 2011, 06:10:48 AM
very nice skins from RONNCO ...

http://mission4today.com/index.php?name=Downloads2&file=details&id=6288#r3041

(http://i55.photobucket.com/albums/g157/micksaf/3955_grab0000.jpg)
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 10, 2011, 08:26:50 AM
Ah pas mal :)
Title: Re: Redko's Afrika new textures ...
Post by: redko on March 28, 2011, 12:35:42 PM
So what's next......:


(http://farm6.static.flickr.com/5269/5564716877_e3d6664507_b.jpg)

(http://farm6.static.flickr.com/5299/5565291582_7af4a12b7e_b.jpg)



For my next project, a repaint of MrOblongo's Tunisia map, please check this thread here for the wip discussion (I will make a separate thread later for the release day)

https://www.sas1946.com/main/index.php/topic,5250.108.html
Title: Re: Redko's Afrika new textures ...
Post by: lukino on March 28, 2011, 01:08:03 PM
superb maps, thanks Redko. Is it possible to use it in 4.10 version?
Title: Re: Redko's Afrika new textures ...
Post by: agracier on March 28, 2011, 01:48:17 PM
superb maps, thanks Redko. Is it possible to use it in 4.10 version?

Every single map can be used in any version of Il-2 as long as you have all the necessary objects installed. Boomer has a wonderful pack of all necessary objects.
Title: Re: Redko's Afrika new textures ...
Post by: lukino on March 28, 2011, 03:24:49 PM
hm I have this kind of error: Mission loading failed: Landscape redko_SandsOfTime/load.ini error
I have Boomers object Mods for 4.10

thx
Title: Re: Redko's Afrika new textures ...
Post by: agracier on March 28, 2011, 03:26:53 PM
hm I have this kind of error: Mission loading failed: Landscape redko_SandsOfTime/load.ini error
I have Boomers object Mods for 4.10

thx

Hit <tab>+<shift> and see what the ERROR MESSAGE line of text says. That gives more info on the error.
Title: Re: Redko's Afrika new textures ...
Post by: lukino on March 30, 2011, 01:21:06 PM
ok, the problem was in capitalization of letter "L" in lybia texture folder
thx for help agracier
Title: Re: Redko's Afrika new textures ...
Post by: redko on April 02, 2011, 01:57:41 AM
COD

(http://farm6.static.flickr.com/5262/5580429568_05b7a04727_b.jpg)


Google translation about my post on Histomod (i recommand it). Sorry guys, rude but needed to tell this...

" Textures of shit, applied as some shit, cut as some shit, painted as some shit.

Passable for an engine il2, funny for 2011.

A work of amateur, but in the pejorative sense of the term. When we like what we make, we show nothing as long as it is ended, we have some respect for what we make.

These people have no respect, or at least lost it along the way. The "game" is 100 % in the pit and the lighting of the pit, and the model 3d.

It is a work of pro but  in the wrong sense of the word. That is a work of protitutes. And still I think that the whores of Boulogne are more conscientious...

We have the right to fail. The amateur, the true one (in the GOOD sens of the word), makes as he can, with the time he has and the means which he has. He can have the talent, sometimes, often not but he makes what he makes with love of the object and invest his time respectfully. It is in the etymology of the word!

There is nothing here, no respect.

I do not even speak about the player, we don't give a fuck about him, it is deeper than that. No! There  is an ethical problem here. When you make a thing, or you  do it well, or you don't. But you don't do half things.

Wings of prey is better, it's just about shoot'em up, it is pretty, it is "sexy", it's Mickeal Bay, not historical, not a simulator, just arcade,  but it is bandaging, that's useless but brings fun and change from an old voucher Fps. 

Pitiful.

We shall see in 12 years when they will have ended this thing.

I am going to go to take a beer I and play to Mario Bross, them they have testicles at least, 2 colors, 2 notes, 1 sound effects and they make you a classic. Pffffffffff. People here shouldn't be afraid by this "release", continue to the job on mods, there is still to do, you are skilled, you love and respect what you make.  These rednecks are pitiful morally.

"

Payed, tested...disapointed.
Title: Re: Redko's Afrika new textures ...
Post by: Uufflakke on April 02, 2011, 02:37:34 AM
Read my reply to you in Avala's Serbia map topic about COD (Collection of Disasters).  ;)
https://www.sas1946.com/main/index.php/topic,14483.60.html (https://www.sas1946.com/main/index.php/topic,14483.60.html)

What you wrote down here has a lot in common with my opinion about COD: Main focus on cockpit and the rest of the game seems like doing homework or  just 'a job'.
Remember the times when Rise of Flight came out? Everybody laughing Hahaha about the lack of planes and its poor quality for a game according modern standards? Well compare ROF with COD and ROF wins the match easily.  ::)
Title: Re: Redko's Afrika new textures ...
Post by: Avala on April 02, 2011, 08:36:56 AM
I had a few rants on 1C forum myself. With the use of the words such as "crap" a lot. Fortunately someone of the moderators saved my reputation by quickly deleting them  ;D

But, I agree, its not so fair to sell this with full price like it is finished product, it would make easier that they call it demo or beta. And the quality of the ground textures, even ground geometry (or better lack of quality) is still puzzle to me.

Good thing is that is in sfs files, hmmmmm  :P

"Collection of Disasters"  :D
Title: Re: Redko's Afrika new textures ...
Post by: Blond on April 02, 2011, 08:56:20 AM
One more reason for you redko to upload that Tunis map - and bring some light in "Black Weekend" of Il-2 community :(

Without gorgeous map mods for Il-2 1946 of amateur fanatics... this CoD would blow me in long term mental depression...

***

I would like to see some opinion of CanonUK about CoD landscape cosmetics - i.e. possible moding...?
Title: Re: Redko's Afrika new textures ...
Post by: Mick on April 03, 2011, 10:02:48 AM
Hi guys,

I have just posted 33 desert-online single missions, originally coop missions from Pik-As :

https://www.sas1946.com/main/index.php/topic,14937.msg159278.html#msg159278
Title: Re: Redko's Afrika new textures ...
Post by: Tiki on June 21, 2011, 06:25:21 AM
Hi there!
Need some help with adding this mod.
I added the two required Mods SeHouses and Desert House Pack to a handmade Mod Folder.
I put the Time of Sands map to the Mod Folder and the static ini into a folder like this:
X:\Programme\Ubisoft\IL-2 Sturmovik 1946\MODS\STD\com\maddox\il2\objects\static\static.ini

Got a fresh 4.09 Installation.
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)

Wanting to replace the Stock-Map - but, I got no Stock TimeofSands..

Something is wrong, its not working.

Sorry for asking a newbe Question here and for my English.
greets
Tiki
Title: Re: Redko's Afrika new textures ...
Post by: Tiki on June 21, 2011, 09:53:47 AM
Thanks for reply. I do not have a modded Game, so I will try the Ultra-Pack, wich is already waiting on my HD. Made a Copy of the unmodded 4.09 and will try it during this Week. I was wondering what the mention of "all.ini" means and thought I left something important to install ;-)
Big Thanks!
greets
Tiki
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on June 21, 2011, 06:11:33 PM
Tiki: all.ini is the file that has all the map entries in it and where any new map needs to be added to.
It's in:
IL-2 Sturmovik 1946\Files\maps

Or
IL-2 Sturmovik 1946\#SAS\MAPMODS\Maps

..wherever your maps are.

 Tom
Title: Re: Redko's Afrika new textures ...
Post by: Tiki on June 22, 2011, 12:28:58 AM
UP 3.0 has all of Redko's map in it  ;)
so you will not have to install anything to enjoy all of Redko's maps

Whow!! :) - That is really easy!

I was wondering why UP has much more Data than the original installation itself, now I know why.

greets
Tiki
Title: Re: Redko's Afrika new textures ...
Post by: oldschoolie on September 13, 2013, 02:46:03 PM
Does anyone have a working link for these additions, please?
Lejo's Southern European Houses Pack/Lejo's Desert House Pack.
Grateful for advice as the links posted on the Redko Sands of Time post are dead.
Title: Re: Redko's Afrika new textures ...
Post by: enrico on September 25, 2013, 05:34:24 PM
same request as oldschoolie, please can someone post a link for Southern Europe House and Desert House Pack? Thnx
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on September 25, 2013, 07:33:10 PM
Hi, you seem to be a bit longer with SAS, so I don't speak like with a newb to you two.. :D..

You may know or not  :D that both the maps and the needed objects are already part of DBW and UP3..and a long time have been a part of UP~Boomer's packs.

https://www.sas1946.com/main/index.php/topic,30853.60.html


Here is how maps work in 4.12, at the end of that thread I gave my very own experience and tips..

Post #10 in below linked thread..

And my last reply

https://www.sas1946.com/main/index.php/topic,35419.48.html



So, basically, you could extract all objects given in the above link and sub-links with SFS extractor. Then add the static ini file entries as given.

Or simply add the SFS files and static entries to a 4.12 install...also like shown in the thread.

I checked the links here, the maps are still available as stand alone.

If you don't have it, I still recommend using DBW, it has most objects and many maps...

https://www.sas1946.com/main/index.php/board,192.0.html


For 4.09m, you need a comprehensive objects pack.

You could also try register or post at All Aircraft Simulations...but gettting only these two packs is like shooting with a cannon on sparrows, too much effort for too few files.
TBH this is really an uncommon request for someone being so long registered here.
These packs are common standard in Boomer's object packs...and UP3 as well as DBW.
For 4.09m I suggest downloading the SFS files and extracting them with SFS extractor...you can google that one here at SAS.

Edit...it is hard to find, someone please link the "SFSExtractV31"..thanks!
Title: Re: Redko's Afrika new textures ...
Post by: agracier on September 26, 2013, 01:37:03 AM
These objects are already included in DBW if I am not too mistaken ... but in any case check your pm's
Title: Re: Redko's Afrika new textures ...
Post by: Epervier on September 26, 2013, 01:37:24 AM
Search... "SFS Extract"... https://www.sas1946.com/main/index.php/topic,16581.0.html
Title: Re: Redko's Afrika new textures ...
Post by: enrico on September 26, 2013, 08:37:57 AM
thnks all for your advices, figured it out what to do, now starting to download!  :)
@ Tom2: in the last two years I've been without il2 thus many of the mods and advances are new to me... well, to be honest, even at the times I wasn't very expert on patch, being essentially a mod user :D
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on September 26, 2013, 09:48:27 AM
thnks all for your advices, figured it out what to do, now starting to download!  :)
@ Tom2: in the last two years I've been without il2 thus many of the mods and advances are new to me... well, to be honest, even at the times I wasn't very expert on patch, being essentially a mod user :D


No problem at all Enrico!
 :)

Not all of us can be lousy IL-2 bums. :D ALL good..

Chrs
Title: Re: Redko's Afrika new textures ...
Post by: SAS~Tom2 on September 26, 2013, 09:50:51 AM
Search... "SFS Extract"... https://www.sas1946.com/main/index.php/topic,16581.0.html


I did that, but somehow I used SFS Extractor and got no result. ;)

Enrico and Co:

If you run a non DBW install, I suggest downloading Boomer's SFS (compressed) objects and decompile them with the tool here linked thanks to Epervier:

https://www.sas1946.com/main/index.php/topic,16581.msg178017/topicseen.html#msg178017


Then add the static ini entries by Boomer and hopefully that will work. ;)

Links to Boomer's objects in my 1st post here on this page.
Title: Re: Redko's Afrika new textures ...
Post by: enrico on September 27, 2013, 10:31:52 AM
Downloaded the five sfs files of up-objects pack by UP-Boomer and now the map works: really Beautiful map indeed, perfect textures.
My best compliment to Redko, and thanks to Tom2, epervier and agracier!