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Author Topic: CRETE (High Resolution 2048x2048)  (Read 33669 times)

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Bee

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Re: CRETE (High Resolution 2048x2048)
« Reply #12 on: June 28, 2014, 09:30:14 PM »

Screenshots look great!  The map must be using some custom objects however, as it will not save for me in HSFX 702 or the latest sas modact with all object packs installed.
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PA_Willy

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Re: CRETE (High Resolution 2048x2048)
« Reply #13 on: June 29, 2014, 01:34:26 AM »

Screenshots look great!  The map must be using some custom objects however, as it will not save for me in HSFX 702 or the latest sas modact with all object packs installed.

True.

Three of us cannot save missions in this map either.
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Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #14 on: June 29, 2014, 01:47:49 AM »

Just a quick question, why post a video and make it private, you would think it was posted for members to view.  TC

My mistake!
I thought I'd already set the video to 'public' but it was still at 'private' setting.
Now you are able to see the video.
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Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #15 on: June 29, 2014, 01:59:32 AM »

Screenshots look great!  The map must be using some custom objects however, as it will not save for me in HSFX 702 or the latest sas modact with all object packs installed.

As far as I know I have not used any custom object. Just to avoid the everlasting mission saving problem because of some missing object.
I hoped actually that this issue would not pop up on this map.
There are so many modpacks around nowadays in all kind of updated versions I completely lost track of everything.
I am still on DWB 1.71. (So you would expect later modpacks have way more objects than DBW 1.71. I see a lot of new objects in screenshots I don't have.)
Best thing to do is to use the static.ini checker to see what is missing.

Static.ini checker here:
https://www.mediafire.com/download/oyygitdgtin/universal_static.ini_checkerV1.3.zip

By the way, I'm surprised to hear that Viking4570 his Crete map is not in HSFX 7.02.
The map is published way back in July 2009 including quick missions: https://www.sas1946.com/main/index.php?topic=150.0
I redid all textures so the only thing that needs to be done to make map show up is to add the lines below to your all.ini file:
vkg_Crete vkg_Crete/load.ini
vkg_CreteOnline vkg_Crete/loadL.ini
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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #16 on: June 29, 2014, 05:21:19 AM »

is there an all.ini entry for this map or is there another map you need to get this one to work?

Hoss

This by now is a default map, for MA 5.3 and getting DBW 1.71 maps into, see here:

https://www.sas1946.com/main/index.php?topic=35419.0

~S~

Tom

Don't much have any use for MA 5.3, AG-51 uses HSFX 7.0.2 and I'm not seeing a "Crete" map in the all.ini, that's why I asked if there was another map needed, or if the Crete part was part of some other bigger map. 

In the Med section of the map pack in HSFX there is no map just named Crete.

and  "vkg_Crete vkg_Crete/load.ini" is not in the all.ini  Tried the Hi_Rez version load.ini and it won't load......

Thanks

Hoss


See Uufflakke's last reply. That's the all.ini.
For objects, you can always try the trick or better: Method mentioned in the thread I linked, posts #10 and reply 53 respectively give a summary on how to get all objects (and map files) from DBW into ModAct 5.3.

As for the objects, that same method, Boomer's object pack plus his static ini, should work in HSFX 7--but since that is not an install I fly, whatever you do, back up your static ini and install.

TBH I find it strange that HSFX misses some objects, the Desert or MTO houses e.g. should be default by now.

Another reason could be e.g. a cloudfile missing /these rest in "_Tex".

Or a tree file, albeit this map uses a by now default tree AFAIK.



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SAS~Gerax

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Re: CRETE (High Resolution 2048x2048)
« Reply #17 on: June 29, 2014, 05:30:05 AM »

Uufflakke, many thanks for this outstanding map!  :)
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Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #18 on: June 29, 2014, 06:11:21 AM »

Another reason could be e.g. a cloudfile missing /these rest in "_Tex".

Or a tree file, albeit this map uses a by now default tree AFAIK.

Missing textures or tree files don't cause mission saving issues.
In that case map doesn't show up at all.
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Lagarto

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Re: CRETE (High Resolution 2048x2048)
« Reply #19 on: June 29, 2014, 09:01:00 AM »

Beautiful map, thank you. Unfortunately, I'm missing two objects which even Boomer's pack doesn't seem to have:

buildings.House$Digue-G_3m
buildings.House$Mastaba

Could anyone point out where to find them or upload them, perhaps?

EDIT: I've found buildings.House$Digue-G_3m, the other one's still missing
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Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #20 on: June 29, 2014, 09:16:35 AM »

I've looked it up and it is part of Nounette's MidEast objects pack:

https://www.sas1946.com/main/index.php?topic=16061.0
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Lagarto

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Re: CRETE (High Resolution 2048x2048)
« Reply #21 on: June 29, 2014, 09:54:11 AM »

Thank you
Since I don't have the hi-res mod, I took the liberty to downsize the textures, and it's still a beautiful map
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Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #22 on: June 29, 2014, 11:25:50 PM »

@Lagarto:
A pity you downsized the textures.
A lot of it gets lost now.

Please take it to PM if anyone wants Lagarto's lowrez quality textures.
And let's keep this thread for the highrez version.
(Otherwise I could have done myself 1024 textures instead of spending so many hours in creating 2048 size ones.)
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Lagarto

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Re: CRETE (High Resolution 2048x2048)
« Reply #23 on: June 30, 2014, 12:58:45 AM »

I'm terribly sorry for causing any bad feelings. I've downsized your textures more like an experiment, just to see how it would work, but it was silly of me to post the results in your thread. I didn't mean anything disrespectful to your work :-[
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