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Author Topic: TD rules for mapmakers  (Read 9989 times)

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Uzin

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Re: TD rules for mapmakers
« Reply #12 on: June 29, 2013, 04:01:55 AM »

- because will be always accessible without mods for public? (not all people know mod community and do it download clear game)
Since so called "official" TD patches are nothing more than any other mods, I do not know why the public should know it better than other mods ?
- because maps will be always support new version ?
installing all the maps now becomes so simple that there is not any advantage to be included into TD mod patch. I do not believe that present state welth of maps would be anytime reached in TD patch.
- because will be stable and have good FPS ?
Never heard about instability due to any modders map, to the contrary to TD 4.12 patch where *.trk files are treated without the proper knowledge of RAM utilising so causing there the instability.
As for low FPS, it is easily adjusted in modded maps.
As for winter objects, they are not present at Slowakia map, so where are the TD rules ?
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SAS~Bombsaway

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Re: TD rules for mapmakers
« Reply #13 on: June 29, 2013, 06:10:09 AM »

There is no need for anyone to get upset over this. New versions of the game come out from time to time and as always we mappers get our maps into the new version along with any new objects. If TD doesnt want to include some of the great maps that have been made by the public then so be it. Although I think they are truely missing out. They do such wonderful work on improving the game and yet we still end up with the same old ugly maps. Sorry, just my opinion.
Maggot stated that only original maps are correct. I'm taking this as he means they are geographically correct because the texures used sure are not. No offence intended at all, just stating a fact.
I think they could use some of the newer retextured original maps though. Why put so much into updating the planes and effects if your just going to leave the maps from a decade ago alone? It just seems strange to me to have some really great planes and effects and only to look out of your plane and it looks like your flying over a comic book.
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Blumax

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Re: TD rules for mapmakers
« Reply #14 on: June 29, 2013, 06:35:48 AM »

Exactly that!
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carsmaster

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Re: TD rules for mapmakers
« Reply #15 on: June 29, 2013, 07:41:54 AM »

I think everything very difficult.... ;D
Commerce, business, new projects...... ;D
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SAS~Tom2

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Re: TD rules for mapmakers
« Reply #16 on: June 29, 2013, 08:21:50 AM »


Here with modded IL-2 we have dozens of kickass maps nowadays accompanied often by first class textures and objects.
Desert and tropical maps like the ones by redko, agracier Avala and Bombsaway as examples are a far cry from the default textured maps.
But-most people who still fly IL-2 fly it modded anyway-getting the basics of adding maps is one of the fun parts and thus I assume anyone who wants it can do it manually with a modpack.
Still, if I was (which I'm not) at TD place, I'd collect UP~Boomer's object pack and add a few of the now default first class maps after consulting e.g. the SAS map section or the AAS map section.
Some of the now default modded IL-2 maps offer a difference like day and night .
What would IL-2 be without Benghalli or Grand Canyon on Zapolare or TC/WHC Hawaiian Islands.. ;D
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Lagarto

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Re: TD rules for mapmakers
« Reply #17 on: June 29, 2013, 10:20:03 AM »

- because will be stable and have good FPS ?

This is the kind of baloney that kept me away from mods for years, which I regret now. Now I can enjoy (among hundreds of other things) BoB scenarios with a proper map and aircraft set, without ridiculous limitations imposed because of another (shoddy) project called Clod or something like that.
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max_thehitman

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Re: TD rules for mapmakers
« Reply #18 on: June 29, 2013, 12:12:54 PM »

- because will be always accessible without mods for public? (not all people know mod community and do it download clear game)
Since so called "official" TD patches are nothing more than any other mods, I do not know why the public should know it better than other mods ?
- because maps will be always support new version ?
installing all the maps now becomes so simple that there is not any advantage to be included into TD mod patch. I do not believe that present state welth of maps would be anytime reached in TD patch.
- because will be stable and have good FPS ?
Never heard about instability due to any modders map, to the contrary to TD 4.12 patch where *.trk files are treated without the proper knowledge of RAM utilising so causing there the instability.
As for low FPS, it is easily adjusted in modded maps.
As for winter objects, they are not present at Slowakia map, so where are the TD rules ?

I agree with Uzin 100% !

Sorry TD, but I am not going to be following your game rules.

This is my personal game.

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vpmedia

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Re: TD rules for mapmakers
« Reply #19 on: June 29, 2013, 12:29:12 PM »

Some of the worst fps drops I ever experienced in this game were over a few cities (Nitra for example) on the stock Slovakia map :)

Btw I still think that these rules are meant for mapmakers who want to participate in TD's work and not for the modding community...

magot

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Re: TD rules for mapmakers
« Reply #20 on: June 29, 2013, 02:45:34 PM »

Good understanding.

Yes FPS over bigger Slovakia cities is a bit slowly but it´s in latest maddox standard from 4.09b.
On other side with current computers and graphic cards aren't there any bigges problem. Same for SLOT map.
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magot

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Re: TD rules for mapmakers
« Reply #21 on: June 29, 2013, 02:53:04 PM »

no cEmEnt other posts ...
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Avala

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Re: TD rules for mapmakers
« Reply #22 on: June 29, 2013, 03:50:51 PM »

translated by Dartatka from SVK, original written in Czech from DT for public:

Quote
- map MUST NOT contain any mistakes, all roads and railroads MUST be passable
- rivers MUST have height of 0 (tarns are an exception)
- all bridges MUST be correctly placed and passable
- objects stitched together from other objects (franken objects) MUST NOT be present
- objects MUST be thematically correct (no churches from Slovakia in Africa)
- new 3D models MUST be in low-polygon standard with correct damage model. Summer AND winter textures MUST be included, even if map is a only summer one.
- new 3D models SHOULD be provided with 3DS Max source file and PSD/CDR textures
- new 3D models SHOULD be exported to msh (they may be exported by DT if creator does not have the tools to do so himself)
Only outputs from 3DS Max9 Maraz IL2 plugin version 0.6 OR Fatduck exporter script 2.52 are supported.
- 3D models provided in binary msh SHALL NOT be accepted.
- map MUST NOT use fototextures or anything under copyright.
- airfields MUST be fully functional without obstructions
- forests and trees MUST NOT intersect with roads or railroads
- FPS MUST be equal or higher as on Slovakia or Crimea
- map SHOULD be created by creator from start and MUST NOT be under any copyright
- creation of special objects as dams MUST be consulted with DT first
- map SHOULD be set in 1939-1945(46) on some WWII battlefield of interest
 


Don't forget the cherry on the top!  :P

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agracier

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Re: TD rules for mapmakers
« Reply #23 on: June 30, 2013, 02:22:49 AM »

Maggot stated that only original maps are correct. I'm taking this as he means they are geographically correct


Hmmmm ... I've made new ed-maps for some of the old default maps. This is done by making overlays from various map sites that are based on satellite imagery. So I am presuming these are correct.

Now, there are many types of projections that can be used to make a map, but without getting into any discussion about which is preferable I can truly say that it is virtually impossible to make an overlay from satellite imagery that can be used on a default map. All proportions are off, rivers and cities have different locations.

I tried this again not long ago with the retextured Ardennes map. The retexturing is fantastic but whoever made the original default map itself certainly didn't use any kind of map that I could recognize. No matter how I tried to resize satellite overlays, it was a mess. Nothing fit anywhere and I just gave up.

The point being, that default maps don't really seem to be very geographically correct when compared to satellite data. There will be some distortion depending on the latitude, but even so, I could not get any handle on the discrepancies between default game map and satellite overlays ...
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Anyway, I would not pay any of these requirements much mind. They are from a different reality, from a world where some believe they can fuse corporate capitalism with feudalism. In this world, all things are strictly delineated and divided up amongst the powerful - corporations (the new liege lords) - and cast into iron-clad rules, customs and obligations very much as in the Feudal Age.

If you don't wish to function according to such a starkly regimented set of rules, then you can always run away to the new Sherwood Forest with its Merry Band of Il-2 Modders ... ha ha.
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