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Author Topic: Rabaul 1944 WiP  (Read 74345 times)

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MICHAL

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Re: Rabaul 1944 WiP
« Reply #156 on: May 11, 2013, 01:29:46 AM »

When this wonderful map will be available for download????
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Bee

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Re: Rabaul 1944 WiP
« Reply #157 on: May 12, 2013, 04:49:13 AM »

Enquiring minds need to know eh?

Still pushing forward.  Below are two shots of the settlement on Nth Coast Rd located to the north west of Rabaul township.  You can see the hand placed road plates being laid down here too.  They were incomplete when I took these shots, but they are completed now.
Also below is an wip editor shot of my arch nemesis, the Rataval supply area.  Grrr! 

I'm pretty much on the home stretch with textures and the majority of object placements.  I'd would be nice to hand the map over though to a proven SAS modder after that.  One who has plenty of experience in getting the airfield takeoff and taxi routes to work.  That stuff really isn't my bag and it's better to put it in the hands of an expert I think.





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SAS~Boomer

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Re: Rabaul 1944 WiP
« Reply #158 on: May 12, 2013, 05:29:07 AM »

Map is looking spectacular  :)


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agracier

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Re: Rabaul 1944 WiP
« Reply #159 on: May 12, 2013, 05:38:49 AM »

Hats off for placing road objects by hand ... requires ueber-patience, but the results are ever so much better than game generated roads ... and the fields of reddish brown earth also look very appropriate to the actual area ...

Ths one's gonna be a winner ...
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mandrill

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Re: Rabaul 1944 WiP
« Reply #160 on: May 12, 2013, 05:46:38 AM »

Amazing!
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farang65

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Re: Rabaul 1944 WiP
« Reply #161 on: May 14, 2013, 12:10:33 AM »

Looking most awesome Bee  :D ;)

You've got a great creative nack to make that particular area look as real as possible  ;D :D

Your small towns villages etc just awesome.

As Agracier said Uhber Patience  :D

Kirby

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MICHAL

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Re: Rabaul 1944 WiP
« Reply #162 on: May 14, 2013, 12:41:59 AM »

Made a very nice and realistic!

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Bee

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Re: Rabaul 1944 WiP
« Reply #163 on: May 15, 2013, 05:43:43 AM »

Two more shots of the Rataval area.  Still experimenting, trying to get the right look.  It was originally an important road junction with a large area of palm groves.  The Japanese hid a lot of materiel under the trees and it came in for a lot of attention from medium and heavy bombers.
I originally used KDP's road plates for all sections of the road, but it always looked funny when the bombs always seemed to land either side.  Below you can see how I've tried to match the colour of the road plates on the landscape texture.  That allows me to have damage overlapping and cutting Tunnel Road in places.  The palms have taken a bit of a knock too, making things less system heavy in that area.  A nice side effect!





I'll dial back the number of visible structures there soon.  I've probably got too many at the moment, as there was hardly one stone standing on another by mid 1944.  Work continues...
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agracier

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Re: Rabaul 1944 WiP
« Reply #164 on: May 15, 2013, 06:16:48 AM »

Nice looking landscape with craters ... a question: are those craters as objects or are the craters an integral part of a texture?

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Bee

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Re: Rabaul 1944 WiP
« Reply #165 on: May 15, 2013, 06:21:12 AM »

Just painted on as part of the texture.  When they are in game they look very 3-dimensional though.  Even at low altitudes.
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SAS~Tom2

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Re: Rabaul 1944 WiP
« Reply #166 on: May 15, 2013, 06:55:49 AM »

Top work! This looks like a true labour of love. Like agracier I admire your patience, Bee.
 :)
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Whiskey_Sierra_972

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Re: Rabaul 1944 WiP
« Reply #167 on: May 15, 2013, 07:39:19 AM »

Really waiting for this beauty....I'll try to avoid futher bomb holes in my Zero!!
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