Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 7 [8] 9 10 11 ... 22   Go Down

Author Topic: Rabaul 1944 WiP  (Read 74331 times)

0 Members and 2 Guests are viewing this topic.

Bee

  • Modder
  • member
  • Offline Offline
  • Posts: 414
Re: Rabaul 1944 WiP
« Reply #84 on: March 15, 2012, 07:27:35 PM »

Cool thanks.  I was wondering about that!  :)
The forest will probably be one of the final pieces of the puzzle.  The forest on this map relies on a level of transparency so that the fake contours of the ground texture show through from below.  So any other tree texture will need to be modified greatly to achieve the same effect.
Logged

Bee

  • Modder
  • member
  • Offline Offline
  • Posts: 414
Re: Rabaul 1944 WiP
« Reply #85 on: June 14, 2012, 05:37:06 AM »

Here's an update I'm really excited about.  Lonestar67 recently posted in the Request section, asking if there was any likelyhood of a New Britain map being made with some of the historic allied bases included.  It was such a pity that the TG Rabaul map was cut off right over Green Island, and I've often wished that the map could be pushed that little bit farther to include it properly.  Alas!  I'm a duffer with that sort of stuff and would scarcely know where to begin.

Enter asheshouse, who has been in the thick of it since the earliest days of Il-2modding.  He very kindly offered to help and added the necessary miles to the east, complete with the accurate outline of the Green/Nissan Islands all ready for a coat of pixels.  Thanks mate!  ;)

The other outstanding thing was the release of Carsmaster's 2048x2048 texture mod.  A pair of tweaked core.dll's that allow the game to accept textures up to a maximum size of 2048.  This cured a MAJOR headache that I was having with some of the more detailed parts of the map.  For example, Vunakanau airbase was currently retextured by me using four very complicated texure slots.  Each overlapping and blending with it's neighbours to show the runways, taxiways and craters etc as a single seamless texture.  It was doing my head in.
Now with Carsmaster mod I can do the entire airfield complex with a single 2048 tga, giving me three spare to use elsewhere.  It even makes things more system friendly when viewing the field.

Anyway, enough yabber.  Below are some recent shots of progress since the weekend, showing Green Island (also a single 2048 tga for the whole field).  The strip was made of crushed coral, so it's supposed to look pretty white.  I'm going for a rather distinct contrast between this and the Japanese installations.  While the Japanese areas will be given a look of devastation and decay, the Green Island complex will appear almost like a resort by comparisson.  White sandy beaches and clean air are the order of the day.

Once again, a big thanks to asheshouse and carsmaster who made it all posible!

Early picture of the airfield being laid out


After a busy days work.  Adding landscape and coast details. Texture still very much WiP.











Gratuitous Corsair shots.  just look what Jeronimo did for those cowlings.  I mean, just LOOK at them!  :)





In the interests of a bit of a practical test, I flew the F4U from Green Island to Rabaul in real time to see how long it look. 
Green Island to the east coast of New Ireland was achieved at 80% throttle in precisely 20 minutes.  Another ten minutes to
reach the other side, and a further 12 minutes after that to reach Rabaul/Lakunai.  42 minutes in all.  Not too taxing for most players, although it'd a different story on the homeward leg of you've taken damage.  Plus the mountains in New Ireland are pretty huge.



The flight from Green to Rabaul revealed a lot of problems with Tainan's depiction of New Ireland.  The rivers along its 1400 mile coastline are a real mess and resemble a rollercoaster more than anything else.  This will need fixing as it is a real immersion killer as you cross the country to and from the target.  I think the best thing to do is complete this in stages and add patches after release, as fixing it is a daunting prospect.

Anyhow, hope you like it so far!
Logged

SAS~Bombsaway

  • Choose your battles wisely.
  • SAS Team
  • member
  • Offline Offline
  • Posts: 9213
  • A day without laughter is a day wasted
Re: Rabaul 1944 WiP
« Reply #86 on: June 14, 2012, 06:24:33 AM »

Very nice. I cant wait for its release. :)
Logged
Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.

shyrsio

  • member
  • Offline Offline
  • Posts: 185
Re: Rabaul 1944 WiP
« Reply #87 on: June 14, 2012, 06:58:04 AM »

Extraordinary!
It look like we're heading for new limits with the new texture tweaks. the views look so differend from the actual game(in a positive way). And yes, Jeronimo's, cowling and prop fixes, make it look like a new, recent development game.
Cant wait!
Logged

Kopfdorfer

  • member
  • Offline Offline
  • Posts: 2164
  • PULVERIZER
Re: Rabaul 1944 WiP
« Reply #88 on: June 14, 2012, 09:40:06 AM »

Nice Bee,

             I especially like the way you have the trees encroaching on the runways on GreenIsland. This is much more like the images I have seen of most Solomons area strips than is usually portrayed. Top job so far.

                                 

Kopfdorfer
Logged

Cycle

  • Modder
  • member
  • Offline Offline
  • Posts: 684
Re: Rabaul 1944 WiP
« Reply #89 on: June 14, 2012, 04:09:42 PM »

Looks very realistic, Bee!  :)
I believe, the US carriers were in the southeast of Rabaul during the November 43 attacks! So, please do not spare with water in that area!
I will make later assuredly a DCG campaign for this map! Many thanks for yours and ashes work!
Logged
"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

butch

  • member
  • Offline Offline
  • Posts: 102
Re: Rabaul 1944 WiP
« Reply #90 on: June 14, 2012, 05:08:37 PM »

WWWwwoooooooooooooaaaaaaa!!!!!!!!!!!!!!! :) :) :)
Green Island! Yes! Awesome...excuse my over-excitement...but now... Green Island!!
A little history for those that are interested...

Green Island 120 miles East of Rabaul, 4 1/2degrees south of the Equator (HOT).
A coral atoll atoll with a characteristic lagoon.
It was captured by B company, 30th battalion, New Zealand 3rd division on 15/2/44. Suffering light casualties, but the Japanese suffered almost 100 dead.

The Americans rolled in with the mighty SeaBees, who quickly transformed the Island from a Coconut plantation (run by natives)
into the closest allied airfield in proximity to Rabaul. It was operating in March, only 1 month after being taken!

Raids on Rabaul were conducted by squadrons based at Bougainville, Green Island, and Emirau.

It took approx. 45 minutes to fly to Rabaul from Green.

Operations from Green Island were carried out for over 1 year.

In my opinion, your addition of Green Island to the map is in many ways important, not least of which is the respect it is due.
Now we will have the ability to reconstruct some great campaigns for us Pacifikers!

The coral airstrip looks awesome! The trees look good also. With a bit of decorating this strip is going to be one of the best.
Yes the rivers on New Ireland do run uphill, but as you say, patches later will suffice.
Keep up the great work, looking forward to next screenies of this ;)


Logged

Bee

  • Modder
  • member
  • Offline Offline
  • Posts: 414
Re: Rabaul 1944 WiP
« Reply #91 on: June 14, 2012, 06:30:16 PM »

Thanks!  I'll start working up the coral strip to show a bit more depth this weekend.  Need to take another look at Vuna and Tobera too.  Found some more info on them recently that will be helping a lot. 

Cheers!
Logged

rofl

  • Modder
  • member
  • Offline Offline
  • Posts: 95
Re: Rabaul 1944 WiP
« Reply #92 on: June 14, 2012, 08:16:15 PM »

That map looks really awesome!
Logged

mandrill

  • Modder
  • member
  • Offline Offline
  • Posts: 785
Re: Rabaul 1944 WiP
« Reply #93 on: June 15, 2012, 07:37:25 AM »

Bee, why don't you think about deleting all the small rivers from your map_c? Would they really be visible anyway under a canopy of jungle trees?

As it is, they are too wide to be realistic thanks to the game engine and the colour blue is suitable to the ocean, but not the rivers.
Logged

panzerkeil

  • member
  • Offline Offline
  • Posts: 216
  • Woof!
Re: Rabaul 1944 WiP
« Reply #94 on: June 15, 2012, 04:51:00 PM »

I also downloaded river tiles which could be plaved as objects at AAA in the old days; I think they were in Kevin's road plates. With these you can create realistic looking rivers in no time (compared to rivers in FMB).
Logged

Bee

  • Modder
  • member
  • Offline Offline
  • Posts: 414
Re: Rabaul 1944 WiP
« Reply #95 on: June 29, 2012, 07:18:30 PM »

Crater Frenzy!

 :P








Oh so work in progress, but hope you like.   ;)
Logged
Pages: 1 ... 5 6 7 [8] 9 10 11 ... 22   Go Up
 

Page created in 0.048 seconds with 24 queries.