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Author Topic: Solomons rework  (Read 2444 times)

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Skunk

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Solomons rework
« on: January 10, 2016, 02:28:53 PM »

I've never been completely satisfied with the official version of the Solomon Islands maps. Originally, when building them when I was part of Team Pacific I made it a thing that since we were in the very beginnings of map making that the team not use any special textures or objects, to make the addition of the map as easy as possible. Here's what always annoyed me with the official release:

1. I had intended the 2D map to look like a navigation chart. I wanted to be able to see elevation nuances on the 2D map. I didn't want it to look like the old default 2D maps. TD didnt see it that way and changed it to suit the character of the previous maps. I also wanted the chart look to come out as if the map was folded paper.

2. The TD rework turned the map into a [IMHO]cartoon. The original maps had dark foreboding jungles, and the surrounding textures helped in making you feel like you in lush tropical environments. The official product turned the jungles lime green, and added brighter textures to the airfields.

3. I have never been satisfied with the shallows. When I saw what Redko had done to Palau, I drooled. Those shallows where what was needed in the Slot.

So, I have started a very WIP version of these maps.

1. 2D Map:


2. New Textures, inspired by Redko's work. In some cases I've used some of his textures, and modified them to suit the maps:








Still not satisfied with everything here, still working on things. The jungles will be a challenge to get right. I've made new textures for the Copra plantations.

3. I haven't gotten this far yet. I've lost the original layered files used to create the maps in a HDD crash a few years ago, so reverse engineering the map_c file will take a while, plus I'm not quite sure how to go about detailing the shallows as on Redko's Palau...I'll have to ask for his advice if he's still around.
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Whiskey_Sierra_972

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Re: Solomons rework
« Reply #1 on: January 10, 2016, 02:45:41 PM »

Anyway is a really great upgrade for this map!

Hope to fly over the new 'Slot' in the future!

Keep up this great work!
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propnut27

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Re: Solomons rework
« Reply #2 on: January 10, 2016, 03:48:12 PM »

The Solomans maps were a big step up from the original Ubisoft "Guadalcanal". An upgrade would be wonderful for this historically  important region.

Gil
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Plowshare

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Re: Solomons rework
« Reply #3 on: January 12, 2016, 05:05:48 AM »

Skunk:

As a guy who is currently flying missions up the Slot that span 1942 to 1944 it would be nice to see Barakoma get fixed so it looks more like what it does in the following links:

http://www.pacificwrecks.com/airfields/solomons/barakoma/maps/map-barakoma-10-25-43.html  (expand the screen magnification to at least 200% to see Barakoma better).

http://pacificwrecks.com/airfields/solomons/barakoma/1943/barakoma-airstrip.html

Thanks in advance.

Bob
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tomoose

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Re: Solomons rework
« Reply #4 on: January 12, 2016, 09:56:29 AM »

Good idea!
I heartily agree with making the 2D map look more like a used-and-abused map.
My biggest complaint with the stock Pacific maps was the remarkable absence of thick, tropical forests/trees.  I know you can't have every tree modelled as an object but I've always felt that the islands (where historically/geographically accurate) should have lots more trees.  Easier said than done I know.  :)
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Skunk

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Re: Solomons rework
« Reply #5 on: January 13, 2016, 04:41:29 AM »

Skunk:

As a guy who is currently flying missions up the Slot that span 1942 to 1944 it would be nice to see Barakoma get fixed so it looks more like what it does in the following links:

http://www.pacificwrecks.com/airfields/solomons/barakoma/maps/map-barakoma-10-25-43.html  (expand the screen magnification to at least 200% to see Barakoma better).

http://pacificwrecks.com/airfields/solomons/barakoma/1943/barakoma-airstrip.html

Thanks in advance.

Bob

Believe me, every single airfield on the Slot maps were built referencing that very site. Thrud built 95% of the airfields, and he's a real stickler for accuracy.

That being said, the sim has some major limitations when it comes to building airfields like Barakoma, and believe me, Thrud built it about a dozen times before settling on the version you have here. You unfortunately cannot build dense vegetation around the airfield and taxiways like you see in those pictures. Many have tried, and all that I have seen have failed.

Unless the new map building crowd has ideas, Barakoma may have to stay the way it is. Most of what I am focusing on right now is retexturing the map to make it feel more real.
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SAS~Malone

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Re: Solomons rework
« Reply #6 on: January 13, 2016, 05:09:22 AM »

it's looking good so far - best of luck with the project, i love a really good Pacific map... :D
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Skunk

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Re: Solomons rework
« Reply #7 on: January 31, 2016, 05:59:17 AM »

Sorry this is taking so long...I don't have the free time that I used to have.

Here is the progress on the 2D map:


Staying in that chart style, I'm trying VOR style compasses over major bases and points on the map, with radial lines, to help navigation.

I'm still working on ground textures, going to fly over the map a few times to get the feel for it, see if I like the retexture so far.
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