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Author Topic: New HB_PacificIslands (reworked by WxTech)  (Read 6446 times)

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starfighter311

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New HB_PacificIslands (reworked by WxTech)
« on: August 09, 2022, 08:07:57 PM »

:) Hello everyone!


HB_PacificIslands_Sea_Planes_Update_v1.1



This is a modified map based on the Net8islands, the islands are much further apart,
for this reason the map is interesting for the creation of missions with all type possible scenarios...

Note: This map is not historical, it's a variant of the old "OnlineNet8islands"


 

 

 


Link: Update September 28, 2022
https://www.mediafire.com/file/kt8syp5g4v2zpus/%252BHB_PacificIslands_Sea_Planes_Update_v1.1.zip/file


- WxTech, August 21, 2022

So here's the result, it being the full map employing its own dedicated folder of textures. I include it here instead of creating a new thread,
because it's not my project, really. If it's deemed worthy to add to the top post, or to replace the original d/l link, or just left here, it's all OK with me.

Do with it what you will!  ;)


From the included readme:

This is my second treatment of the HB_Pacific map, it being rather more involved than the first (released Aug 15, 2022).
This includes ALL resources required for the map, and effectively fully replaces the original. The textures are all dedicated to this map, none being shared by
other maps, so as to avoid inadvertent alterations to those common textures when used with other maps if a texture is altered. This means that a dedicated
texture folder for this map has been created:

MAPMODS/Maps/_Tex/HB_PacificIslands


The other changes:

- As for the first release, replaced all instances of desert palm trees with Pacific palms.
- As for the first release, restored two missing plates at the corner of one of the parking aprons.
- Made the topography even more structured than the first time around.
- Made an adjusted set of forest textures, giving them a bit more varied color for a livelier appearance.
- Reduced the contrast of the forest ground texture, so that the terrain under the forest does not exhibit so great a range of lightness/darkness.
- Made a new ForestFar.tga based on the forest ground texture, and with a suitably low contrast and tone for good transitioning by viewing distance.
- Made a few additional brand new textures.
- Renamed all textures, including with preceding "HB_" prefixes for commonality, and put them in their own folder, as mentioned above.
- Combined previous multiple entries in load.ini, and cleared unused texture slots.


Note that there arose a couple of gaps in the shallows that have proved difficult to fix. They appear on the river and lake on the south island.


Add to all.ini, if you've not installed the original map already:

HB_PacificIslands      HB_PacificIslands/load.ini


#######################################################################################

I include my altered Ground airfield plate textures and .mat files.

The stock textures are included also, renamed with a preceding "-" character. Those have a fairly light yellow-green hue. My altered ones have been made rather
lighter still, and the color is almost entirely removed. The base.mat file has had the transparency value set to 0.25, or 25% (and the color made very slightly
warmer in hue). The idea is this.

These airfield textures are used on many maps, and typically represent grass surfaces. Most times they are placed on green 'grass' textures underlying them.
But sometimes they are used on decidedly brown, 'dirt' airfield textures underneath. It looks really weird to have grassy green strips/taxiways/parking aprons on
top of brown dirt! The variety of underlying textures makes me realize that a more neutral hued, rather translucent set of textures makes more sense. For this gives
the impression of a more beat down, trodden surface having a lighter tone. This does not clash nearly so badly because the strip/taxiway/apron has the underlying
texture partly coming through; it looks more 'organic'.

If you have any other mod (such as my fixed objects) which includes the folder

3do/Airfield/Ground

You will have to ensure that this one here resides higher up in your mods listing in order to be read first.
If you don't like this texture treatment, simply delete the 3do folder included here.


- starfighter311, August 28, 2022

- Fixed slight depth glitch on south island lake and river.
- Reduction of certain shades of green (too present in beach textures)
- Rendering of beaches and terrain with a little more contrast and relief,
  (for a less smooth, most clear, more detailed look and a better terrain/beach transition)
- Adjusted borders on most textures
- New map presentation

- genXgamer, August 28, 2022

Seaplane version with working seaplane runways.

- starfighter311, Sept 18, 2022

- New Map pad reworked ed_m01, 02, 03 en 2048px - 1024px - 512px
- Texture HB_shallows (more luminous)
- Texture HB_mount_fields (more reliefs)

----------------------------------------------------------------------------------------------------------------------------------------------

- The full folder HB_PacificIslands_Sea_Planes v1.1 contains:

- Sea plane runways by genXgamer
- HB_PacificIslands_GroundFix by WxTech
- Moon_10 by WxTech
- Trees by WxTech
- Clouds2048 by WxTech
...and all readme.

----------------------------------------------------------------------------------------------------------------------------------------------

- The files are ready to use, put it in JSGNE and activate it.
add the line HB_PacificIslands HB_PacificIslands/load.ini in #SAS, #WAW3 (or Others) / MAPMODS / Maps / all.ini / in **__OTHER_REGIONS__**
Save and that's it.

- Tested on BAT 4.2.1, it should work with other Il2 installations.

All credit goes to the respective creator of the original map and textures.


Special thanks to:
- WxTech for the collaboration and the outstanding work he did on this map.
- genXgamer for the Seaplane runways version.
- SAS~Bombsaway
...and all the other people for the different textures used...



PS:

- For mission creators I recommend the new Wood Revetement by WxTech:
https://www.sas1946.com/main/index.php?topic=68560.0

* If I forgot something, please let me know.

 ;) Enjoy and Good flight...

starfighter311


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genXgamer

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Re: HB_PacificIslands(retextured)
« Reply #1 on: August 09, 2022, 09:09:03 PM »

Looks lovely mate!

Downloading now and can't wait to fly around and take in the scenery.
EDIT:     Always great getting home from work and adding something new to my game, especially when it looks this good.



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Yaro59

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Re: HB_PacificIslands(retextured)
« Reply #2 on: August 10, 2022, 02:09:19 AM »

 It presents itself interestingly and beautifully.
I appreciate the tremendous amount of work.
I will of course download and try it out in the near future.
         
                      Regards  ]thumright[
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raf1659

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Re: HB_PacificIslands(retextured)
« Reply #3 on: August 10, 2022, 11:00:20 AM »

NICE!  :)

Is in the next patch ?
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Kelso

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Re: HB_PacificIslands(retextured)
« Reply #4 on: August 10, 2022, 02:10:38 PM »

I really like your work. The map may not be 'historical', but it is very pleasant to fly there. Thank you.
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SAS~Bombsaway

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Re: HB_PacificIslands(retextured)
« Reply #5 on: August 10, 2022, 03:24:57 PM »

I may still have a version of this that I added to. I'll look on my old drives. There was an original version of this as a dog fight map but then someone extended the distance between the islands and I retextured that one. I think it may have made by request from Realdarko and someone made it for him. I'll look for the original maker.
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starfighter311

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Re: HB_PacificIslands(retextured)
« Reply #6 on: August 10, 2022, 08:47:40 PM »



 :) Hello! SAS~Bombsaway,

it's been a long time... I hope all is well with you,
It's true there have been many variants of the OnlineNet8islands map,
If you find the original author of this map, I will specify it in the first post.

Thank you and take care,

see you soon...

starfighter311



NICE!  :)

Is in the next patch ?

 :) Hi! raf1659

Yes it would be nice to see it integrated into BAT, but for the moment I consider this map as a WIP, if anyone is interested in reworking it
in order to improve some details, this map could have a more interesting aspect, like adding more forest in certain places and
less beach on the banks of the river (on the south island), and back coasts of the main islands, as I'm not familiar with creating maps and
their layout in some files, I prefer to leave that to much more qualified people.
time to reflect and I will make some suggestions in a future post.

Good flight and "check your six"

Sorry for my bad English  :-[...

starfighter311



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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #7 on: August 13, 2022, 03:16:26 AM »

From its introduction in Pacific Fighters, the Net8Islands map had the desert type palm trees placed upon it. Very strange. And of course this has carried forth through subsequent mods. I'm currently changing them all to the more proper coconut palm type. (Note that my date palms were made of the same form as the coconut palms when I did my bushy palm mod--for ease of work and because the date palm objects looked comically odd.)

In this screen grab from the map builder, the more correct palms are the darker ones, on the left. When done, I'll make available the altered actors.static...

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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #8 on: August 15, 2022, 04:46:23 AM »

Here are my fixes, if I might be so bold as to thrust myself into this fine project.  ;)

When I say "boring smoothness" when referring to the topography, that's no insult to Starfighter. I know this map is built upon the now ancient map included lo those many years ago in Pacific Fighters. So many of the game's maps back then had that horrible smoothness, as though the giant, wetted hand of God had been rubbing the world while it was still soft clay.

Here's a screenie that might give a sense of the topographical alteration for those well familiar with the long standing appearance of the Net8Islands map. Nothing shocking, to be sure, although I did shave a bit off the top of the volcanic cone island at the mouth of the river at the south island.




Get it here:

https://www.mediafire.com/file/xuix9j29jeejnzg/HB_Pacific_map_WxTech_tweak.7z/file


From the readme file:

This is a minimally altered tweak to the HB_Pacific map. The changes:

- Replaced all instances of desert palm trees with Pacific palms.

- Restored two missing plates at the corner of one of the parking aprons.

- Made the topography more structured, so as to relieve the boring smoothness.

The two files included here are the actors.static, which includes the fixed palms and parking plates, and map_h.tga, the height map which creates the underlying landscape.


WxTech

Aug 15, 2022
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Dandolo513

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Re: HB_PacificIslands(retextured)
« Reply #9 on: August 15, 2022, 05:15:31 AM »

Hallo.
A very amazing work.

Could i propose to add seaplanes  bases for every island?
Best regards.
Dandolo513
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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #10 on: August 15, 2022, 05:22:24 AM »

Here's a zoomed in crop of the two main islands as they appear in map_h.tga, to show the before and after. North island at the top and south island at the bottom. The original is at the left, my alteration at the right. It's hard to see the differences in the highter terrain, the bright whiteness reducing the contrast. Note the fine scale 'roughness', indicating more variation in height at the smallest scale provided.

I extended the gradual slope along the wide beaches, and for the smaller islands gave a slight bumpiness to relieve the uniform sea level flatness.

I did this with the height setting tool in the unlocked FMB. I could have 'cheated' by simply adding noise to the image in photoShop, which process would be really quick. But I wanted to see exactly how and where the changes were applied, assessing the effect within the larger picture. This took about 8 hours to do.

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genXgamer

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Re: HB_PacificIslands(retextured)
« Reply #11 on: August 15, 2022, 06:27:46 AM »

G'day WxTech

Glad you're making some improvements, when I created my mission using this map I grew quite fond of it.

It looks good and it only takes 15 minutes to fly to the other island.

I realise it's an online multiplayer map but I'm going to remove the airfields and build smaller historic ones.
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