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Author Topic: CRETE (High Resolution 2048x2048)  (Read 33670 times)

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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #48 on: July 14, 2014, 11:54:59 AM »

Maybe this link is of interest:
What would be doable:
Get the base SFS files from DBW 1.71.
Same for map files.

Get SAS~Boomer's objects.
His static ini file.
Merge with the 4.12 static ini file.

Check for double entries already inside HSFX.
Voila, done.
 ??? ;D

Good Luck gentlemen, I do NOT envy you for that tedious task, yet it is doable for someone more dilligent than myself. TBH I assume a one afternoon job, not more.

#53 and #10

https://www.sas1946.com/main/index.php?topic=35419.48



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max_thehitman

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Re: CRETE (High Resolution 2048x2048)
« Reply #49 on: July 14, 2014, 02:58:00 PM »

Maybe this link is of interest:
What would be doable:
Get the base SFS files from DBW 1.71.
Same for map files.

Get SAS~Boomer's objects.
His static ini file.
Merge with the 4.12 static ini file.

Check for double entries already inside HSFX.
Voila, done.
 ??? ;D

Good Luck gentlemen

I was just about to reccomend this idea too. Thanks Tom.
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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #50 on: July 14, 2014, 04:26:37 PM »

Thanks for not quoting my typos! :P
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Device6

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Re: CRETE (High Resolution 2048x2048)
« Reply #51 on: August 24, 2014, 11:05:00 PM »

This is a great map from everyone posted images and videos.

I installed into my Modact 5.3 installation but got the following missing objects:

Code: [Select]
Missing objects in your static.ini:

buildings.House$SEhouse13
buildings.House$clothes3
buildings.House$clothes2
buildings.House$SEhouse29
buildings.House$HorseLightbrown/
buildings.House$hitching_post_003/
buildings.House$SEwindmill
buildings.House$BUNK-Omini_D/
buildings.House$HorseGrey/
buildings.House$sheep/
buildings.House$SEhouse24
buildings.House$HorseWhite/
buildings.House$HorseBlack/
buildings.House$cart_002<-Change from cart or Cart or Cart_W
buildings.House$SEHouse16
buildings.House$tractor_small
buildings.House$cart_rus<-Change from cart or Cart or Cart_W
buildings.House$SEhouse30
buildings.House$HorseBlackwhite/
buildings.House$cart_003<-Change from cart or Cart or Cart_W
buildings.House$SEhouse22
buildings.House$SEHouse28
buildings.House$SEHouse26
buildings.House$SEhouse25
buildings.House$barrel_wood_002/
buildings.House$ladder/
buildings.House$HorseBrownwhite/
buildings.House$kucha_meshkov_1/
buildings.House$kucha_meshkov_2/
buildings.House$SEhouse23
buildings.House$Sehouse20
buildings.House$telegraph_pole_001
buildings.House$cow/
buildings.House$brown_cow/
buildings.House$FurnitureNTL_Tree
buildings.House$FurnitureTreeBroad2
buildings.House$prilavok_1/
buildings.House$SEhouse18
buildings.House$GuyOtterBr/
buildings.House$barrel_wood_003/
buildings.House$prilavok_2/
buildings.House$SEhouse27
buildings.House$SEhouse13a
buildings.House$]SEchurch10
buildings.House$SEHouse08
buildings.House$memorial/
buildings.House$SEHouse17
buildings.House$cart_004
buildings.House$SEhouse21
buildings.House$signpost/
buildings.House$cart_001
buildings.House$Stack_004/
buildings.House$SEhouse09
buildings.House$well_001
buildings.House$SEchurch09Greece
buildings.House$SEHouse07
buildings.House$SEchurch08Greece
buildings.House$SEchurch07Greece
buildings.House$SEchurch06
buildings.House$telegraph_pole_002
buildings.House$compost
buildings.House$detritus_2
buildings.House$Flower001
buildings.House$Flower002
buildings.House$banc_002
buildings.House$kuvshini_5
buildings.House$kuvshini_3
buildings.House$niche-toutou
buildings.House$Flower003
buildings.House$cistern_flammable_001
buildings.House$SEchurch05Portugal
buildings.House$k1bl3
buildings.House$RAF_kenley_tower
buildings.House$sentrybox
buildings.House$barrier_open
buildings.House$FurnitureTreeolive
buildings.House$Baraq-U+
buildings.House$box_001
buildings.House$box_005
buildings.House$46Abri_3
buildings.House$Tente-QG
buildings.House$Mongolyamongol_camouflage2
buildings.House$barrel_wood_001
buildings.House$barril_metal
buildings.House$RedTrolley
buildings.House$Blister_Open
buildings.House$Engine_Hoist
buildings.House$ElektrikKatushka
buildings.House$trubi
buildings.House$ElektrikKatushka_1
buildings.House$brick_2
buildings.House$brick_1
buildings.Plate$Wood-Alveolus
buildings.House$46ATTrench2-D
buildings.House$SEchurch03
buildings.House$Tug
buildings.House$Trolley1
buildings.Plate$Wood-Parking
buildings.House$Tente-abri
buildings.House$small_halfmoon_netting
buildings.Plate$Wood-taxiway
buildings.House$SEHouse19
buildings.House$Tente-indiv
buildings.House$box_4all
buildings.House$Country_Bridge_Short_End
buildings.House$boat_002
buildings.House$boat_001
buildings.Plate$RoadPlate2sk_RoadTurn15
buildings.House$SEchurch04
buildings.Plate$RoadPlate1sk_Road
buildings.House$SEhouse13b
buildings.House$SEhouse04
buildings.Plate$RoadPlate1sk_RoadShort
buildings.House$SEhouse02
buildings.Plate$RoadPlate2sk_RoadTurn30
buildings.Plate$RoadPlate1sk_RoadTurn45
buildings.House$frenchtown2
buildings.House$SEtown2
buildings.House$frenchtown1
buildings.House$SEHouse15
buildings.House$SEHouse14
buildings.House$SEtown1
buildings.House$Atelier-grueB
buildings.House$lamppost_002
buildings.House$SEhouse03
buildings.House$SEblock1
buildings.House$SEhouse10
buildings.House$46Abri_1
buildings.House$LW_Baracke_01
buildings.House$SEhouse01
buildings.House$SEhouse11
buildings.House$SEblock2
buildings.House$PreauB
buildings.House$Hangar_RAF1tons
buildings.House$RAF_mainstores
buildings.House$SEpalace
buildings.House$SEbuildinggovernment
buildings.House$Abri_boisG
buildings.House$SEblockwhite2
buildings.House$SEblockwhite1
buildings.House$SEblock6
buildings.House$SEblock4
buildings.House$Cuve-horiz
buildings.House$RAF_T_Barrack
buildings.House$SEblock5
buildings.House$NorwayLuft_Large_Hangar
buildings.House$SEhouse05
buildings.House$jetty4
buildings.House$jetty3
buildings.House$SEhouse12
buildings.House$jetty2
buildings.House$BUNK-QG
buildings.House$SEblockgovernment
buildings.House$SEblock3
buildings.House$TypeA
buildings.House$Kherson-Ph
buildings.House$QG-GrB
buildings.House$TourContr+beton
buildings.House$Digue-G_3m
buildings.House$breakwaterbastion
buildings.House$Civilian_Hangar
buildings.House$RAF_officers_mess
buildings.House$RAF_H_Barrack2
buildings.House$Mur-betonV1
buildings.House$Wall
buildings.House$rubble
buildings.House$DHouse01
buildings.House$Egypt_Door
buildings.House$Mastaba
buildings.House$Tower04
buildings.House$ROMPE
buildings.House$watchtower
buildings.House$breakwaterlight
buildings.House$SEblock7
buildings.House$SEblock8
buildings.House$SEblock9
buildings.House$tol_lowwall
buildings.House$AHangar_Uvert
buildings.House$Hangar_beton_vieux
buildings.House$Tente-QGhosp
buildings.House$Egypt_bush_01
buildings.House$Egypt_wall03
buildings.House$Egypt_wall02
buildings.House$Egypt_wall04
buildings.House$Egypt_bush_02
buildings.House$Egypt_wall01_1
buildings.House$Egypthouse04_bombed
buildings.House$Egypthouse04_noroof
buildings.House$Egypthouse_blasted02
buildings.House$Egypthouse_blasted03
buildings.House$Egypt_wall01_2
buildings.House$Egypt_wall01_3
buildings.House$kuvshini_2
buildings.House$kuvshini_4
buildings.House$Egypthouse04
buildings.House$Egypthouse02_noroof
buildings.House$Egypthouse05_noroof
buildings.House$Egypthouse05_bombed
buildings.House$Egypt_sm2
buildings.House$Egypt_sm1
buildings.House$Egypt_wall05
buildings.House$Egypt_wall01
buildings.House$Egypthouse_blasted01
buildings.House$Egypthouse_blasted04
buildings.House$Egypthouse01_noroof
buildings.House$Egypthouse02
buildings.House$Egypt_Colonnade
buildings.House$General_Service_Gantry
buildings.House$Monument_002
buildings.House$Monument_003
buildings.House$Monument_001
buildings.House$WoodFence_002_1
buildings.House$SEmuseum
buildings.Plate$RoadPlate11sk_Road_Y
buildings.House$oldwharf
buildings.House$SEblock10
buildings.House$SEchurch01
buildings.House$generic_HQ
buildings.House$Kaimauer_01
buildings.House$Hangar_briq_bois
buildings.House$Acacia_tree
buildings.House$jetty5
buildings.House$jetty1
buildings.House$Bus_NAAFI
buildings.House$TourContr-beton2
buildings.House$RAF_Bus
buildings.House$TypeJ
buildings.House$DMinaret
buildings.House$T2_Hangar
buildings.House$Tente-abrihosp
buildings.House$Camel_corp3
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Device6

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Re: CRETE (High Resolution 2048x2048)
« Reply #52 on: August 26, 2014, 05:17:44 AM »

I used the method suggested by Tom and vpmedia here
https://www.sas1946.com/main/index.php/topic,24522.60.html

The Crete works on my Modact 5.3 install now!  Look at the pic:

















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PA-Dore

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Re: CRETE (High Resolution 2048x2048)
« Reply #53 on: August 29, 2014, 11:13:13 AM »

For HSFX702, I added missing objects in the static.ini and rebuilt the actors.static replacing buildings.House$]SEchurch10 with buildings.House$SEchurch10
No missing or duplicated objects now (checked using universal_static.ini_checkerV1.3) but I'm still unable to save a mission..... Cat an idea?
static.ini & actors.static

Uufflakke

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Re: CRETE (High Resolution 2048x2048)
« Reply #54 on: September 02, 2014, 12:30:39 PM »

For HSFX702, I added missing objects in the static.ini and rebuilt the actors.static replacing buildings.House$]SEchurch10 with buildings.House$SEchurch10
No missing or duplicated objects now (checked using universal_static.ini_checkerV1.3) but I'm still unable to save a mission..... Cat an idea?
static.ini & actors.static

I really have no clue why map won't save when you have all objects.
I don't think it is a good idea to change the typo in buildings.House$]SEchurch10 for the simple reason that it might give saving issues on other maps where this object is used. Unless you decide to edit each and every actors.static.  ;)
That church is an old repaint of mine and despite check check doublecheck I overlooked the typo. Basically it won't do any harm, the only thing is that it shows up everytime when using the static.ini checker.
Perhaps using again the line with 'good old' typo in static.ini in combination with my original static.ini will solve the problem?
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PA-Dore

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Re: CRETE (High Resolution 2048x2048)
« Reply #55 on: September 03, 2014, 02:48:06 AM »

Thanks for your quick answer, I will try...

About buildings.House$]SEchurch10 object:

In the actors.static there are 2 objects:
buildings.House$]SEchurch10 and buildings.House$SEchurch10

I thought it was a mistake? That's the reason I replaced it.

spooky_machine

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Re: CRETE (High Resolution 2048x2048)
« Reply #56 on: September 13, 2014, 07:21:00 AM »

Your map seems to be incredibly good work, but I cant get it to work :P (IL-2 4.12.2, ModAct5.3, JetWar 1.33, UP Object Pack):

The map doesnt load because it cant find the texture UuffMtWhite2.tga - BUT I checked in _Tex/land/summer2048/ and the texture was there. I also checked the load.ini, and there were no typos or whatever. Everything seems to be perfect, but it wont load that texture - any ideas how to fix this?

Thanks in advance!
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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #57 on: September 13, 2014, 11:44:29 AM »

I would bet my beer your High res mod does not work and/or the texture in question is simply the 1st best in the java list.

Check this:
https://www.sas1946.com/main/index.php/topic,33239.0.html

And next time provide a complete logfile excerpt please. For a good research the modder needs:
Error screen on map when loading-hit shift + left tab.

Logfile-see logfile mod already inside ModAct 5.3 and its readme in the mods section.

Tom,
sorry if I amk a tad impatient, but basically we answer the same thnigs every week, at least.  :D  :P

If a map does not work, apart wrong config.ini setting (check as well on the forum for config.ini), it either misses a texture, or has a wrong named texture (often modder fault) or a bad load/all.ini naming...or it misses objects.

And the error report sometimes simple states one fragment out of a shitload and simply takes the first best.

 :)
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spooky_machine

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Re: CRETE (High Resolution 2048x2048)
« Reply #58 on: September 13, 2014, 03:03:07 PM »

Well if my Hi-Res mod wasn't working, quite a lot of aircrafts wouldn't work either, right? I think some of those I installed require that mod.

Here's the Error Screen:
http://postimg.cc/image/wxg9duekj/

and this is the last two/three lines of the Logfile:
Code: [Select]
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Month = 0 , Hour = 12
Temperature -     0m = 19.0 .
Temperature -  1000m = 12.51001 .
Temperature -  2000m = 6.019989 .
Temperature -  3000m = -0.47000122 .
Temperature -  4000m = -6.9599915 .
Temperature -  5000m = -13.450012 .
Temperature -  6000m = -19.940002 .
Temperature -  7000m = -26.429993 .
Temperature -  8000m = -32.92 .
Temperature -  9000m = -39.410004 .
Temperature - 10000m = -45.899994 .
Temperature - 11000m = -52.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/summer2048/UuffMtWhite02.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error'
WARNING: TLandscape::LoadMap('vkg_Crete/load.ini') - errors in loading
World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'vkg_Crete/load.ini' loading error
[13.09.2014 20:59:31] -------------- END log session -------------

Thanks for helping me :)
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SAS~Tom2

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Re: CRETE (High Resolution 2048x2048)
« Reply #59 on: September 13, 2014, 03:42:02 PM »

Wow, TBH I also have no clue, but I would do the following:
A) Try the easy version of the DIIs for the hi res mod, as delivered with MA 5.3
B) Make sure that the load.ini in your map Crete  folder exactly matches the needed textures as they are stored..and that the all.ini is correct (which she surely is).
I use a slightly different assignment, renamed the map to something like Uuff_Crete for a standalone version and edited my all.ini.

And yes, it could be that skins work but your system porks with the textures.

At least I would try.! :D ;)

Cheers, maybe I simply have my head in my shoulders, atm a beer (not drunk) so not 100% fit.

Tom
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