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Author Topic: Rabaul 1944 WiP  (Read 74348 times)

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duffys tavern

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Re: Rabaul 1944 WiP
« Reply #96 on: June 29, 2012, 07:45:09 PM »

A real work of art! You're setting the bar pretty high.
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SAS~Poltava

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Re: Rabaul 1944 WiP
« Reply #97 on: June 30, 2012, 12:56:17 AM »

WWWwwoooooooooooooaaaaaaa!!!!!!!!!!!!!!! :) :) :)
...

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!

+10! :D
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butch

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Re: Rabaul 1944 WiP
« Reply #98 on: June 30, 2012, 04:08:37 AM »

Some very realistic textures happening on those volcanoes.
  :) :):)
Keep up the great work, thanks for sharing.
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Thunda

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Re: Rabaul 1944 WiP
« Reply #99 on: June 30, 2012, 08:53:50 AM »

Looks great, mate- keep it up.
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FlatSpinMan

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Re: Rabaul 1944 WiP
« Reply #100 on: July 02, 2012, 08:13:58 AM »

What are you trying to do here, Feathers? Make this place navigable from the terrain? Absurd!
Oddly, what I like the most are the straight roads in your towns and the wiggly roads leading through the jungle.
Following this with interest, now that I have just stumbled into the thread.
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Bee

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Re: Rabaul 1944 WiP
« Reply #101 on: July 02, 2012, 08:20:39 AM »

Thanks for the encouragement. :)
The forest texture doesn't use the Slovak type anymore, which should please a lot of people.  Fixed the forsestfar colour too.  Currently turning towards trying to make a convincing palm plantation texture.  Probably the hardest task of all.  Also made a start on Kerevat strip to the west. Work continues 

As Japan cat says, "please wait a moment".  :)

@FSM, howdy mate!   Glad you found it. ;)
Placed all of those road plates by hand. Took me weeks.  Almost broke me when I finished, only to discover that Malaguna Road is a dual carriage way...
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thefruitbat

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Re: Rabaul 1944 WiP
« Reply #102 on: July 02, 2012, 08:55:00 AM »

That really does look beautiful Bee, a much missed map to.

excellent job your doing 8)
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SAS~Tom2

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Re: Rabaul 1944 WiP
« Reply #103 on: July 02, 2012, 11:23:25 AM »

Amazing Bee, keep up the good work! :D But take a nap from time to time.  :)
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Bee

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Re: Rabaul 1944 WiP
« Reply #104 on: July 05, 2012, 03:31:18 AM »

Oh I'll see what I can do. ;)
Does anyone know if there's a mod to increase the pop up distance of the palms?  Damn things spring out like they're saying, boo!
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asheshouse

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Re: Rabaul 1944 WiP
« Reply #105 on: July 05, 2012, 03:49:49 AM »

Probably need to edit the msh files for the palm models to achieve that.
Probably not difficult to do but would need careful checking to ensure that the fps hit was not too severe.
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Bee

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Re: Rabaul 1944 WiP
« Reply #106 on: July 05, 2012, 08:16:44 AM »

Hmm, that's true.  Wouldn't want to choke things with too long a distance.  I only used a particular palm for most areas, as this tends to help frames a bit.  Also resisted the urge to rotate them overly much.  I wonder how things would perform with half again the viewing distance.

Below is a shot of the Keravat/plantation area.  Lots to do there, but trying to get the bumph and palm texture happening first and foremost. 
Hope I can reach a good solution   ::)

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asheshouse

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Re: Rabaul 1944 WiP
« Reply #107 on: July 05, 2012, 09:30:18 AM »

I had a quick look.
I think you are using LiveAg1 and LiveAg2?

LiveAg1 has 3 lods which appear at up to 40m, 30m (seems wrong) and 100m
I can convert these to text files and give you a Mod to experiment with if you want.

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Actually when I look again there are 4 lod meshes but only 3 distances specified so the fourth, LOD3 will not appear. Looks like these have been messed up.

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Ok -- look in your PM's. I've sent you a small mod which seems to fix the problem. Makes the palm trees visible out to 1000m. Affect on fps does not seem to be significant but you should test it to check. Could maybe reduce the LOD3 distance to 800m and not lose much of the visual benefit.
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