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Author Topic: Gilbert_Marshall_Islands Map  (Read 20768 times)

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dpeters95

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Gilbert_Marshall_Islands Map
« on: March 11, 2016, 02:17:51 PM »

GILBERT_MARSHALL_ISLANDS


The Gilbert and Marshall Islands campaign, from November 1943 through February 1944, were key strategic operations of the United States Pacific Fleet and Marine Corps in the Central Pacific. The purpose was to establish airfields that would allow land based air support for the upcoming operations across the Central Pacific.

I created this map to allow interaction between US and Japanese airfields.  There are maps that contain portions of this map but not all of the map.  This map includes the majority of the Marshall and Gilbert Islands and all of the islands that were involved in the campaign.

This map is large so it was created in a 1:2 scale so that the file sizes would be manageable.  Basically, the only airfield that had to be stretched out from the way it was in reality was the Tarawa airfield.  In order to get 4 B-25's (fully loaded) to take off, I needed to lengthen the runway.  Other than that, the scale didn't hurt me too much.

Here are some screen shots:









Texture credits:
Tooth_Pacific_Textures - Pacific Textures
BA_Shallows_Wake_D - Bombsaway
Marshall Textures - DaveOD06

I would also like to send a BIG THANK YOU to DaveOD06!  I think his maps are just fantastic and he could not have been nicer corresponding with me.  He not only gave me access to his textures but even offered to allow me to copy areas from his map to save me some work.  Unfortunately, due to the difference in scale between his "Marshall Islands" map and this one, I couldn't really use anything.  But, I certainly used his map for visual inspiration when I couldn't find old pictures of certain areas!

Download link:
https://www.mediafire.com/download/oor9fdmft4x0b9g/Gilbert_Marshall_Islands_Beta_3_11_2016.7z

Full update release March 15, 2016:
https://www.mediafire.com/download/o0eio80lob0grcb/Gilbert_Marshall_Islands_3_15_2016.7z

Full update release March 29, 2016:
https://www.mediafire.com/download/vy1v8o6g4on5fcg/Gilbert_Marshall_Islands_3_29_2016.7z


Installation:
=============

1. Copy-Paste the folders "Gilbert_Marshall_Islands" and "_Tex" into your
   MODS(or #SAS, #UP,#DBW,resp.)/MAPMODS/MAPS folder.

2. Add the content of the "Add to your all.ini file.txt" file to your
   MODS(or #SAS,#UP,#DBW,resp.)/MAPMODS/MAPS/all.ini file.


Any problems, just let me know.

Thanks,
Dennis

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Cycle

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Re: Gilbert_Marshall_Islands Map
« Reply #1 on: March 11, 2016, 05:03:42 PM »

Really nice map, thanks for your work! :)
Btw: Works perfect in my DBW (4.10) installation!
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"Lenin sagte einmal, der ungebildete Mensch stehe außerhalb der Politik. Heute aber haben wir ein gebildetes Volk. Wie wir in den letzten Jahren handelten, bedeutete, es aus der Politik herauszuhalten. Das ist eine Mißachtung des Volkes. Das ist eine Art Elitedenken." Michail Gorbatschow

flyer138

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Re: Gilbert_Marshall_Islands Map
« Reply #2 on: March 11, 2016, 05:12:37 PM »

Great work! Thank you very much.
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Whiskey_Sierra_972

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Re: Gilbert_Marshall_Islands Map
« Reply #3 on: March 11, 2016, 11:59:12 PM »

Thanks mate for this unification work!

This area is very important for the central Pacific Campaign!

I'll test it with great pleasure!

Thanks for share!

All the very best!
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D.Rasta

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Re: Gilbert_Marshall_Islands Map
« Reply #4 on: March 12, 2016, 07:43:51 PM »

Big hanks for your work!

Works in HSFX 7.03!
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cgagan

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Re: Gilbert_Marshall_Islands Map
« Reply #5 on: March 12, 2016, 11:47:03 PM »

A most welcome addition! Many thanks for sharing, 8)
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dagger123456

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Re: Gilbert_Marshall_Islands Map
« Reply #6 on: March 13, 2016, 05:08:09 AM »

Installed and followed instruction.  I have crash to desktop after selecting the "Gilbert..".  Installed in HSFX 7.03.  No logfile showing.

Can I put it in Files/Maps folder?
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dpeters95

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Re: Gilbert_Marshall_Islands Map
« Reply #7 on: March 13, 2016, 09:14:44 AM »

Installed and followed instruction.  I have crash to desktop after selecting the "Gilbert..".  Installed in HSFX 7.03.  No logfile showing.

Can I put it in Files/Maps folder?

Yes!  I just checked in my HSFX install and the two folders along with the modified "all.ini" file must go in the Files/Maps folder not the MODS/MAPMODS/Maps folder.  I thought all IL-2 versions were the same except for the name of the Mods folder.  Thank you for pointing that out.  I will correct the install instructions in the first post.

Dennis

***EDIT***  March 14, 2016
This was incorrect.  The original install instructions are correct.  There was another error in a previous map installation that I had that prevented me from loading this map as per the instructions.
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dagger123456

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Re: Gilbert_Marshall_Islands Map
« Reply #8 on: March 13, 2016, 10:43:31 AM »

Hmmm...same result for me, CTD.  I think this mod thing is not for me.  My game just wont take addding map.
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dpeters95

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Re: Gilbert_Marshall_Islands Map
« Reply #9 on: March 13, 2016, 12:37:24 PM »

Hmmm...same result for me, CTD.  I think this mod thing is not for me.  My game just wont take addding map.

daggar,
     Let's not give up...  Without adding these map files, what do you currently have in your "HSFX root folder/Files/Maps folder"?  If you have not added maps before to your game, I would think it would just have the "all.ini" file.

If so, just add the "Gilbert_Marshall_Islands" and "_Tex" folders to that folder.  Then, add this line, "Gilbert_Marshall_Islands Gilbert_Marshall_Islands/load.ini" directly under the "[all]" section in the "all.ini" file like this in my file:

Code: [Select]
CoralSeaOnline2 CoralSea/2_load.ini
Empty1a Empty1a/load.ini
Empty1a_Winter Empty1a_Winter/load.ini
Empty1b Empty1b/load.ini
Empty1b_Winter Empty1b_Winter/load.ini
Empty2a Empty2a/load.ini
Empty2a_Winter Empty2a_Winter/load.ini
Empty2b Empty2b/load.ini
Empty2b_Winter Empty2b_Winter/load.ini
Empty4a Empty4a/load.ini
Empty4b Empty4b/load.ini
NetIslands NetIslands/load.ini
Net7Islands Net7Islands/load.ini
PalauOnline Palau/Online_load.ini
AutumnStgrad Stgrad/aload.ini
ferte fa/load.ini

[all]
Gilbert_Marshall_Islands Gilbert_Marshall_Islands/load.ini
Slovakia_1955(jsgme) Slovakia/load_1955.ini
Slovakia_1955_winter(jsgme) Slovakia/load_1955w.ini
2B_FlightTest 2B_FlightTest/load.ini
Ardennes_S Ardennes/sload.ini
Ardennes_W Ardennes/wload.ini

-snip-

That should work!
Dennis
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dagger123456

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Re: Gilbert_Marshall_Islands Map
« Reply #10 on: March 13, 2016, 01:00:55 PM »

I have the CY6 North Korea map.  Gilbert's _tex merges with the CY6's _tex.  I tried putting the line just under "all".  It put me to desktop again.

Is this a logfile for the problem?  sorry, i dont understand logfile.  I dont  know which line to include.  i dont know how to interpret this. DELETED.

New logfile.  CTD again.

Code: [Select]
[13.03.2016 21:26:43] ------------ BEGIN log session -------------
[21:26:43] OpenGL provider: Opengl32.dll
[21:26:44] OpenGL library:
[21:26:44]   Vendor: NVIDIA Corporation
[21:26:44]   Render: GeForce GT 640/PCIe/SSE2
[21:26:45]   Version: 4.3.0
[21:26:45]   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_bindless_texture GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[21:26:45] Size: 1024x768
[21:26:45] ColorBits: 32
[21:26:45] DepthBits: 24
[21:26:45] StencilBits: 8
[21:26:45] isDoubleBuffered: true
[21:26:45] Sound: Native library (build 1.1, target - P IV) loaded.
[21:26:45]
[21:26:45] *** Looking for Advanced CPU Instructions...
[21:26:45] [x] PentiumPro
[21:26:45] [x] Multimedia (MMX)
[21:26:45] [x] 3D (SSE)
[21:26:45] [x] 3D (SSE2)
[21:26:45] [-] 3D (3DNow)
[21:26:45] ColourBits 32, ABits 0, ZBits 24
[21:26:45]
[21:26:45] *** Looking for Render API Extensions ...
[21:26:45] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[21:26:45] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[21:26:45] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[21:26:45] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[21:26:45] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[21:26:45] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[21:26:45] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[21:26:45] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[21:26:45] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[21:26:45] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[21:26:45] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[21:26:45] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[21:26:45] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[21:26:45]
[21:26:45] Maximum texture size : 16384
[21:26:45] Maximum simultaneous textures :4
[21:26:45] MaxAnisotropic (1.0 = none) : 16.000000
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[21:26:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[21:26:46] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[21:26:46] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[21:27:03] FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
[21:27:03] FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
[21:27:03] FM called 'FlightModels/AD4.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:04] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:04] FM called 'FlightModels/A1J.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:04] FM called 'FlightModels/F4U-4.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/F4U-4B.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/AU-1.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:04] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:04] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:04] FM called 'FlightModels/La-11.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:04] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:04] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:04] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:05] FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
[21:27:05] FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
[21:27:05] FM called 'FlightModels/AD4.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:05] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:05] FM called 'FlightModels/A1J.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:05] FM called 'FlightModels/F4U-4.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/F4U-4B.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/AU-1.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:05] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:05] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:05] FM called 'FlightModels/La-11.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:05] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:05] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:05] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:06] FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
[21:27:06] FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
[21:27:06] FM called 'FlightModels/AD4.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:06] FM called 'FlightModels/A1H.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:06] FM called 'FlightModels/A1J.fmd:AD4_FM' is being loaded from File: 'ad4_fm'
[21:27:06] FM called 'FlightModels/F4U-4.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/F4U-4B.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/F4U-5.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/AU-1.fmd:F4ULate_FM' is being loaded from File: 'f4ulate_fm'
[21:27:06] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:06] FM called 'FlightModels/La-9.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:06] FM called 'FlightModels/La-11.fmd:LA9_FM' is being loaded from File: 'la9_fm'
[21:27:06] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:06] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:06] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[21:27:13] Initializing DirectSound playback device...
[21:27:13] Primary buffer created.
[21:27:13] Playback format is set : sampling rate = 44100, num channels = 2.
[21:27:13] Not enought hardware buffers (0), hardware disabled
[21:27:13] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[21:27:13] Default speaker config is : 1310724.
[21:27:13] Direct sound audio device initialized successfully :
[21:27:13] DX Version : 7
[21:27:13] Hardware    - disabled [buffers : 0]
[21:27:13] Extensions  - enabled :
[21:27:13]   EAX ver. 1 [ ]  - disabled
[21:27:13]   EAX ver. 2 [ ]  - disabled
[21:27:13]   EAX ver. 3 [ ]  - disabled
[21:27:13]   I3D ver. 2 [ ]  - disabled
[21:27:13]   ZoomFX     [ ]  - disabled
[21:27:13]   MacroFX    [ ]  - disabled
[21:27:13] SIMD render [X]
[21:27:13] num channels 32
[21:27:13]
[21:27:46] Total number of airports for loaded mission: 0
[21:27:46] Detected Vertex Shaders 3.0.
[21:27:46] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[21:27:46] Vertex texture units: 32
[21:27:46]
[21:27:48] PBuffer: suitable formats: 6
[21:27:48]
[21:27:48] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[21:27:48] Depth = 24, stencil = 8
[21:27:48] PBuffer: suitable formats: 6
[21:27:48]
[21:27:48] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[21:27:48] Depth = 24, stencil = 8
[21:27:51] Loading vertex/fragment programs: *568846328*
[21:27:51] *** Loading: [vpFogFar2Tex2D]
[21:27:51] *** Loading: [vpFog2Tex2DBlend]
[21:27:51] *** Loading: [vpFogFar4Tex2D]
[21:27:51] *** Loading: [vpFogFar8Tex2D]
[21:27:51] *** Loading: [vpFogNoTex]
[21:27:51] *** Loading: [vpFog4Tex2D]
[21:27:51] *** Loading: [vpFog4Tex2D_UV2]
[21:27:51] *** Loading: [vp4Tex2D]
[21:27:51] *** Loading: [vp6Tex2D]
[21:27:51] *** Loading: [vpTex
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dpeters95

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Re: Gilbert_Marshall_Islands Map
« Reply #11 on: March 13, 2016, 02:59:21 PM »

First of all, it's the correct logfile but, before the moderator jumps all over you  :P  when you insert your logfile, first press the "#" button above the smilees on top of the window where you type.  it will insert  "the code boxes" and then paste your logfile between the two [ ]PASTE[ ] boxes.  It will put your file in a scrollable window like I have in mine 2 posts back.  That way it doesn't take up so much room...

From your logfile, it says it doesn't support the format of the "MAPS/_Tex/marshalls/dense_palms_sandy_2_fields.tree.tga".  It looks like the file is RGB are not grayscale as it is supposed to be.  I just checked and it is in the correct format???

Try this, remove the "dense_palms_sandy_2_fields.tree.tga" file from the "_Tex" folder.  It's not required for now.  It's only needed to enhance the graphics for the trees.  Be sure to only remove that file.  There will be 3 with a similar name.

Then load HSFX and go to Full Mission Builder, Map, Load Map, Gilbert_Marshall_Islands and let me know if it will then load.

Dennis
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