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Author Topic: CRETE (High Resolution 2048x2048)  (Read 33676 times)

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Whiskey_Sierra_972

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Re: CRETE (High Resolution 2048x2048)
« Reply #24 on: June 30, 2014, 04:18:23 AM »

@ no HD textures users:

Since the consolidating and full compatibility maps project I'm finishing in those days 'll have inside only HD version of maps that are released in HD I really suggest you to try add this at your installation....

....moreover the HD mods 'll give you also the access at all HD wonderful skins!!!
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Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #25 on: June 30, 2014, 06:02:13 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 :-[

Do what you wanna do with these textures, so no bad feelings from my side.  ;)
But I prefer to have things separated: high rez textures in a high rez thread. Just to avoid confusion when someone has problems in getting things running. 
For instance: Does one have 2048 or 1024 textures and are 1024 textures in the Summer2048 folder (which should not be the case of course). Then again load.ini needs to be adjusted. Etc. etc.

Therefor I prefer to keep it here about 2048x2048 size textures.


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max_thehitman

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Re: CRETE (High Resolution 2048x2048)
« Reply #26 on: June 30, 2014, 06:22:58 AM »



Your map is working OK with DBW-4.10 version. Everything is stunning and beautiful.
No need to add any new line entries, as this map just replaces the old map textures. So its very easy to install for everyone.
I am also using Hi-res textures and I do not see any problems with FPS.


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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #27 on: June 30, 2014, 06:36:27 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.


I was referring to general map loading and safing issues. :D
You're welcome for my support of your thread.
Carry on..

T.
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WindWpn

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Re: CRETE (High Resolution 2048x2048)
« Reply #28 on: June 30, 2014, 08:38:49 AM »

Is it possible to post an updated archive for the map with included objects, or perhaps links to where various object sets can be found.  I installed the map in a HSFX 702 intstall (which indeed includes this map), and found a number of objects missing per static ini checker.  Note the map will load in FMB, but to fully complete the map, would be nice to have all objects.

From stock HSFX 7.02 install, I found the following missing:
Code: [Select]
buildings.House$HorseLightbrown
buildings.House$hitching_post_003
buildings.House$HorseGrey
buildings.House$HorseWhite
buildings.House$HorseBlack
buildings.House$HorseBlackwhite
buildings.House$barrel_wood_003
buildings.House$]SEchurch10
buildings.House$Stack_004
buildings.House$barrel_wood_001
buildings.House$RedTrolley
buildings.House$Engine_Hoist
buildings.House$Tug
buildings.House$Trolley1
buildings.House$Wall
buildings.House$Tower04
buildings.House$ROMPE
buildings.House$Monument_002
buildings.House$Monument_003
buildings.House$Monument_001

These objects appear to be in sets such as Uufflakke Horses, ToW, and others.  Perhaps links to where to find noted objects would be great, or addition packaged in the map archive?

NOTE:  buildings.House$]SEchurch10  can be fixed by simply copy/paste of this static.ini listing "SEchurch10" as "]SEchurch10"

~S~
wind
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FNRennier

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Re: CRETE (High Resolution 2048x2048)
« Reply #29 on: June 30, 2014, 09:03:04 AM »

Fantastic! Congratulations!  ;D
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FNRennier

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Re: CRETE (High Resolution 2048x2048)
« Reply #30 on: June 30, 2014, 10:44:14 AM »

Hello!
In my HSFX 7, I do not have to "land" folder,
as you indicate in this directory: Mapmods / Maps /-Tex / land /
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BravoFxTrt

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Re: CRETE (High Resolution 2048x2048)
« Reply #31 on: June 30, 2014, 10:48:54 AM »

Hi Cad,

Just open _Tex Folder then create a new folder name it Land
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FNRennier

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Re: CRETE (High Resolution 2048x2048)
« Reply #32 on: June 30, 2014, 11:16:50 AM »

Hi Cad,

Just open _Tex Folder then create a new folder name it Land

Ok, my friend!
Your help as always is very helpful.
thank you very much!  ;D
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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #33 on: June 30, 2014, 12:47:38 PM »

@vpmedia:
I asked kindly in another post not to link to a 1024 version with some motivation why and keeping it to a 2048x2048 version in this High Rez thread.

I'm starting to wonder why I actually created 2048 size textures.

ok, I removed the post, there was no need to be a jerk about it in public


 ???

What am I doing here at all.
To let myself be insulted in public?  :-X



Come on gents. First, thanks to Uufflakke for another superb map with great dilligence as for population and texturing.
All the rest indeed better per pm.

Maps like this one, Sidi Ifni, MiSp Pacific and Woodlark, the Bombsaway Midway repaints, keep IL-2 alive.
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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #34 on: June 30, 2014, 12:52:24 PM »

Wow, that above was one of the rare replies where I did not want to edit a single word.  :D
 :D

PS:
I also hope agracier comes back, he is on a longer forum absence now and along with redko and Uufflakke my fav desert map artist.
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BravoFxTrt

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Re: CRETE (High Resolution 2048x2048)
« Reply #35 on: June 30, 2014, 01:11:53 PM »

Your welcome Cad.
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