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Author Topic: Rabaul 1944 WiP  (Read 74335 times)

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CzechTexan

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Re: Rabaul 1944 WiP
« Reply #48 on: December 04, 2011, 10:05:28 AM »

thanks for the tip agracier!  I did not know a mod existed for water!  will have to get it.
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agracier

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Re: Rabaul 1944 WiP
« Reply #49 on: December 04, 2011, 10:21:25 AM »

Avala also made a new foam texture which does wonders for the water as well:

https://www.sas1946.com/main/index.php/topic,15180.168.html

It is placed in the folder   ...maps/_Tex/water   
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jeanba

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Re: Rabaul 1944 WiP
« Reply #50 on: December 05, 2011, 01:36:13 AM »

It looks very nice

Thank's
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|450|Leady

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Re: Rabaul 1944 WiP
« Reply #51 on: December 05, 2011, 12:55:56 PM »

Looking good as always!

Cheers

Leady
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Bee

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Re: Rabaul 1944 WiP
« Reply #52 on: December 05, 2011, 07:12:49 PM »

Thanks! 

Thanks too for the advice regarding map_c tools guys.  After a bit of fiddling around I was able to modify the coastlines successfully.  Later I'll be able to detail it properly using satellite images for reference.

Still having problems though with some areas (see below).  For example, Simpson harbour keeps the green beach no matter what I do to the map_c.  The coral texture stops dead and can't be added. It must be caused by a different file methinks.  Other parts of the coast have similar problems.  Any insights will be most welcome.  ;)

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agracier

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Re: Rabaul 1944 WiP
« Reply #53 on: December 06, 2011, 02:02:45 AM »

Still having problems though with some areas (see below).  For example, Simpson harbour keeps the green beach no matter what I do to the map_c.  The coral texture stops dead and can't be added. It must be caused by a different file methinks.  Other parts of the coast have similar problems.  Any insights will be most welcome.  ;)

Beaches are tricky, just like city textures that reach up the water's edge.

I think that normally one would try and accord the placement of RGB 31 (water texture) and whatever other RGB value is the beach texture. I think that in the past, I have placed the beach texture over the waters edge if you are working from a layered file for map_t.

However you can also work backwards. In the map-maker, place your beach textures with the tile option. Once you are satisfied, save all and then take the resulting newly saved map_t.tga. Extract the pixels that make up the beach textures. Extract those pixels only, none other, and then import those into your master map_t layered file at the correct layer depth so that they will remain visible. Usually that means placing them on top of layer RGB 31 for water. It seems counter intuitive since beach textures will be a lower RGB value, but whatever works is the way to go.

Or if you don't work with a layered map_t, then simply keep the newly saved map_t.tga.
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Bee

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Re: Rabaul 1944 WiP
« Reply #54 on: February 29, 2012, 05:41:23 AM »

Still going...
Rebuilt my computer and got a "Disk Unreadable" message every time I tried to access the drive my Il-2 stuff was on.  Had a heart stoppage over it but recently managed to put things right.

North west end is looking much better now.  PoW camp is looking good, with barracks and tent areas added too.  Also working on Vunakanau and Tobera airfields, but I'll wait until Rabaul proper is finished before reeling off a few more shots. 

Elusive NW end     



Looking North west from Government House



Looking north from Sulphur Creek seaplane base



Laying down this many bits of road plate is a bugger, but nearly done.  Still can't correct the buggy shallows texture in Simpson Harbour though.  It's enough to make a chap want to chuck it all in sometimes.  Grrr!
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Dakpilot

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Re: Rabaul 1944 WiP
« Reply #55 on: February 29, 2012, 07:00:02 AM »

Wow looking really nice! cant wait  ;)

Hope you can co-erce someone into a set of QMB's for the release (hint :))

Thankyou for all the hard work!

I really can see some campaigns coming for this one!

Cheers Dakpilot
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henkypenky

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Re: Rabaul 1944 WiP
« Reply #56 on: February 29, 2012, 12:49:11 PM »

Like picture postcards Bee! Masterpiece.
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mandrill

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Re: Rabaul 1944 WiP
« Reply #57 on: March 02, 2012, 06:17:18 AM »

Lovely work. Look forward to flying it.
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Kopfdorfer

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Re: Rabaul 1944 WiP
« Reply #58 on: March 02, 2012, 08:06:13 AM »

Hey Bee,

              Very nice map. Very much needed ( as pointed out begging for SB2C as well!!!).
              Regarding your issue with a green terrain beach , you might run it by Avala. I was just perusing his screenshots of his Benghali Island repaint , and his beaches had a very white sand bleached tone , though I suspect there is likely something to do with terrain-type designation at work for your problem as well.
Good luck - it's a great map anyway.


Kopfdorfer
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Bee

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Re: Rabaul 1944 WiP
« Reply #59 on: March 10, 2012, 09:13:17 PM »

Good suggestion.  I've moved inland for the moment, but will definitely return to the beach issue.

I'm wondering what people reckon about the Vunakanau bomber strip.  It was probably the most important airfield on the island, and was easily the most hit if recon photos are anything to go by.  The default Tainan layout is not especially accurate.  It isn't pointing in the right direction (though not as bad as Tobera).  While the taxi strips bear no resemblance to the actual airdrome that I can see. 

I've got two options.  I can either detail up the default layout as best as I can to preserve compatability with any existing missions or campaigns.  Or I can make a new one and compatability be damned.  Below are some shots of Vuna' with the Tainan layout for comparrison. 

General layout of the field and it's outlying areas


A 1943 shot of bomb damage.  44 would have been even worse.


Tainan Group's layout of Vunakanau.  Should I change it?
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