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?..
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
Thanks for the pictures Redko, nice painterly look. It reminds me of 1970-es illustrations of imaginary Moon and Mars missions. :)
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?
Well I do look forward to these textures using a computer that allowes full settings :)
Ha! Want to jump into the pics and ... hello Africa! :D:). The map is done. I'm checking some last details.
to remove random trees just delete the lines that have....altered bush in them
a good historical Italian desert campaign - please, someone, make it happen! :D
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.
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!!
Pleeeease reskin my Tunisia map with this :D. Those buildings have been released?
Pleeeease reskin my Tunisia map with this :D. Those buildings have been released?
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.
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
Can you show us some WIP screenies (in another thread to avoid hijacking Redko's thread) ;)
... 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
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.
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 ...
.... 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 :-\
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?
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
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.
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.
Something else: ain't there nobody around who can make a desert storm mod?
It's almost a must have right now...
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.
Agracier, could you please upload the missing texture, as i have some Mto textures including MTO lowland 1, but not 3....
Bran_Tocs ToW Mod by Madtoc
ATM I found no link, can anybody help?
G.
The MadToc can be had at AASOne 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?
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
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.
Found the problem. In the Load.ini are the following lines: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")
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")
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.
Mmmm i just tried to index the textures and blend it on gimp and photoshop, it can't do it.
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!
Could I ask what blended textures are? Sounds like something useful ...
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,
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 ;)
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 ...
@ 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?
...
after playing it on this map with its inspiring textures, i downed 6 Blenheims on the first mission...well chuffed with myself! ;D 8)
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
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.
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)
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. :)
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... :)
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.
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)
::)??...never seen this before.
Try the new link above. Erase the files and DL again from the new link
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
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... ;)
Sir Redko, champion of the fantasy textures.
...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 ;)
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... ;)
:)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
OMG! Give him a break!! He deserves it....And few beers!!!Loool...yea a beer please. What's the best one on your country ?
Amazing job again. Looks as real as it can get with ole IL2 - engine!
kap
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?
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
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)
Thanks for the swift replyThere 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.
The link for hangar 2 is not working. Anyone have a working link?
So goood ;)
@Triad : you mean real sand texture on the water ? ::)
Something missing on the mounts? Sparse vegetation? Caravans? Snow?
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?
And, Redko, where did you get that nice skin of Bf109?
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...
Mick is a gentleman ;)Gentleman indeed!
And having a sound sense of taste. ;)
Bear in mind that I mostly uploaded weathered desert skins as I don't like brand new polished ones ... :D
Is it just my impression... or hills are much darker in these screens ?
(Again, maybe it's just my first impression...)
Come on, orkan ;D
looks like Atlas range of Morocco... do you want a Santa included ?
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 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".
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.
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
Its going to be an epic Movie for that map Redko that i can guaranteed !
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.
... 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)
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 :).More than fun :D I saw all the update photos and looks amazing , cant compare it !
Just hope - there won't be needed aditional objects/mods for installation...
...or to get it in one unique download pack.
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.
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?
Redko,
We were all good chidren last few days... so we deserved a few more screens on Wednesday afternoon...?
;)
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!
Looks great!
I have not really noticed any frame rate hits with the new desert buildings either, so this should be really cool!
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
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.
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
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/
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 ...
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
I like the green oasis in your clip at 10:04. You should add some camels there. ;D:)
Looking forward to your retextured map.
:)
Forget to name you on the video sorry. Your desert house pack was very precious here too ;)
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 ?
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?
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 !
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 !
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.
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 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
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.
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 ;).
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 ;)
Redko
are you using auto pop tool, or placing objects by hand?
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 ...
Mais c'est un grand travail ca - beaucoup de grandes villes comme Tangiers, Ceuta, Gibraltar, Rabat, Melilla .... je ne veux pas y penser ...
I can't wait for your new Djibouti, i just hope i will not have troubles to save missions.
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 :) ;)
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.
Try this. It's what i extracted from the sfs files ... hope this is what you're looking for.
https://www.mediafire.com/?d70l0at4wk6wf1z
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.. :)
Waiting for your Djibouti :)
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 :)
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.
... you don't have to wait anylonger Red, here it is ... ;)
https://www.sas1946.com/main/index.php/topic,10466.0.html
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
for the moment all textures are in resolution 4.
I was wondering what you mean by resolution 4 or resolution 2 for textures ...
ahhh ... OK. I never called it resolution, but something like 'multiplication factor' ...
But another question: what means a .tgb?
Biplanes for Redko (with proper visibility that is ...) ... ;D
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 ?
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.
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 fuel tanks for you Agracier (very smart idea to use them as pipelines)
http://www.megaupload.com/?d=TQ4VS2Y2
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.
(very smart idea to use them as pipelines)
http://www.megaupload.com/?d=TQ4VS2Y2
... 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)
... 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
This is just getting better and better by each passing day 8)
Superb looking environment redko !! :)
S! HG
Looking lovely. The layout of the city is superb.
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.
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.
http://www.youtube.com/watch?v=nOYvdW8THtU ;)
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.
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.
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.
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
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
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.
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
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... ;) )
Lovely video update 8)
Thank you for your continuing work on maps visual and immersion improvement :)
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?
Fantastic Gapa profile Redko. Testing your values (not edited images in any way):
Thank you.
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 ...
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.
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.
...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.
...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.
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 ?
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 ?
::)
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?
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. ;)
It is all very discouraging and disheartening ...
Mick when its regarding to me will you please translate this:Quote' tain qu'il est beau ton sable chaud
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 ...
Mick when its regarding to me will you please translate this:Quote' tain qu'il est beau ton sable chaud
Redko please empty your PM box ... ;)
"PM could not be sent to 'redko' as their inbox is full!"
very nice docu style vid ...very atmospheric and with appropriate feel to it ...
thanks, this is one to download and save
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?
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)
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...
This is the kind of thing I just do not understand. 4.10 is more of a regression than anything else ...
This is the kind of thing I just do not understand. 4.10 is more of a regression than anything else ...
Excellent. Is there downloadable high quality version?
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... :)
... The file is around 500go.
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
For non French guys, people who live in Marseille (harbour city south of France) are famous for beeing heavy boasters ... ;D
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
So lets stay on 4.09, mate. :)
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. :)
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 ...
So lets stay on 4.09, mate. :)
I second you Gerax!
Gianluca
QuoteI 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. :)
Lol! I can't believe you really thought he was being serious about that :D
The sand dunes are ab-so-lute-ly fabulous ... makes me thirsty just to look at the screen shots ...
There first map needing sun glasses......... :D.
Phew !! ..and you did it all by yourself with your little hands ...?? :P
:D :D :D :DThere 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
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.
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
Water can be on any altitude, its just on default maps on zero :)So you can add water?
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.
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?
Its art man, great stuff.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
Water can be on any altitude, its just on default maps on zero :)
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.
So with the airfields its going to be more of a landing field, with just smoothed ground like in the current MTO map?
Amazing texturization!Thanks ;)
You are the Picasso of the desert!! :) :)
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...
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 ??)
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
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 ... :Plol...Agracier will like too. You are so british ;) you two guys.
Dude, the "good news" is i'm ill,
... sorry WhiteCat, JV69_LYBIA_N-E can't be retextured because the authors don't want it to be ... :'(
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 :)
.... 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...
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
I like that kind of airfields, looks much more natural - compared to standard "painted" ones ::)
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.
Mick i will pm you the map soon, ...and sweet lika a none's back.
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
Hey, I see fish swimming. Or am I hallucinating and is it just a fata morgana? ;D
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. :)
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 ?
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.
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.
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. ;) )
... ouais Red, quess tu fous ...?? On se les caille nous ici ... :DWhat do dried grapes have to do with redko's map repaints?! Focus! Eyes on the prize!
Par pitié, envoie la chaleur de ta MTO avant que nos gesticules aient l'air de raisins secs ...!! :P
translation could be something like that :HA! Bwahahahahaha!
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
Hey Redko... glad to see your posts again :)
If I understand right... it is MTO retexured - not some new created map ?
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
... especially for you Boelcke .. ;D
http://www.megaupload.com/?d=BSZTAKYX
Mick: Thanks for uploading, downloading as well. :)
From the bottom of my heart: YouTube Germany sucks.
Cheers
I'm back guys, not at home for the moment but at least at SAS.(http://i697.photobucket.com/albums/vv340/Bingo1957/Patton2.jpg)
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
Redko have you been in Al Anbar province? I swear Ive raided some of those villages!
Outstanding work!
Sorry, Iraq.Redko have you been in Al Anbar province? I swear Ive raided some of those villages!
Outstanding work!
Never, where is that ?
:)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
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.
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.
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....
superb maps, thanks Redko. Is it possible to use it in 4.10 version?
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
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
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
Search... "SFS Extract"... https://www.sas1946.com/main/index.php/topic,16581.0.html