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Author Topic: Khalkhin Gol (Nomonhan), 1939 (Upgrade)  (Read 3566 times)

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Epervier

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #12 on: October 20, 2022, 10:53:27 AM »

I'm very interested in how this new map will install exactly on version 4.09.
I'll test it tomorrow... and report back to you!
:-X
With a lot of delay, I finally tested this card!
Wonderful work! Bravo and thank you !
Tested with 409/UP2.01 !
- I changed in the load.ini the line "Tree0 = Far_east\XGU\XG_Tree.tga" by the line "Tree0 = Trees\DesertTree.tga" !
- I deleted all the "BumpH textures" files !
- I had no problem with missing objects !

Bravo for this wonderful result !  :)   :)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Mixx

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #13 on: October 23, 2022, 04:32:24 AM »

Friends!
I tested this map myself with textures without BumpH files.
The sight is terrible - the airfields are black, there is a very large discrepancy in brightness / contrast for the landscape.

I will now try to prepare a compromise set of textures with minimal BumpH participation. Bumph files will only be present at airfields and settlements.
All textures and Bumph files will be standard even for version 4.09


The map should look harmonious, without sharp fluctuations in brightness and contrast


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dsawan

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #14 on: October 23, 2022, 03:57:03 PM »

I tried it in full mission bldr and it does not save. any ideas? using Bat 4.2.1 Installed objects and map via the readme.
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Epervier

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #15 on: October 24, 2022, 04:56:33 AM »

I tried it in full mission bldr and it does not save. any ideas?
Missing objects...
Try "universal_static.ini_checker" tool !
https://www.sas1946.com/main/index.php/topic,61795.msg679839.html
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Mixx

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #16 on: October 26, 2022, 06:11:08 AM »

I post an alternative textures pack without BumpH files.
This is a standalone package, textures correction by color and brightness.
You can replace completely. Unzip and replace the XGU textures folder:
  Path : _Tex\Far_east\XGU

Also a fix for map_t.tga. Replace the map_t.tga file in the mixx_Kh-Gol+ maps folder.

https://www.mediafire.com/file/pvo3tc2oygjniwo/Textures_without_BumpH_mixx_Kh-Gol.zip/file

Link will be added to release post.



.....and now let's try to deal with duplicate objects.
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Mixx

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #17 on: October 26, 2022, 06:59:19 AM »

I tried it in full mission bldr and it does not save. any ideas? using Bat 4.2.1 Installed objects and map via the readme.

Of course, it would be interesting to look at log.lst
In theory, if the problem is not in the absence of objects, then their double installation is possible.

For BAT, duplicates of the following objects are possible. Check in your static.ini :

[buildings.House$110Hangar1Open]

[buildings.House$110Hangar2Open]

[buildings.House$Jurta01]

[buildings.House$Jurta02]


and finally the whole section:

Title Molva_Hangars

Are these objects installed twice?
The installation path is different. Then delete my entry for these objects from your static ini
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Epervier

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #18 on: October 26, 2022, 10:34:23 AM »

For BAT, duplicates of the following objects are possible.
Duplicates in the static.ini do not cause a crash;)
IL-2 will only take the duplicate.
Example if you have object 1234 and its duplicate 3456, when you want to look at object 1234, the FMB will send you to see object 3456!
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E69_Haukka

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #19 on: October 26, 2022, 12:05:22 PM »

I always liked this map. This Upgrade is an invitation to fly the old campaigns. Thank you very much!

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Epervier

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #20 on: October 27, 2022, 11:20:15 AM »

I post an alternative textures pack without BumpH files.
This is a standalone package, textures correction by color and brightness.
This version work fine in my 409/UP2.01 !
Thanks !

Note: Only one duplicate object for me!  ;)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Mixx

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #21 on: October 27, 2022, 03:47:31 PM »

Dear Epervier,
good news is that the map will also be installed on version 4.09.
You're right! Even the supposed duplicate of objects does not cause the map to crash.

I carefully reviewed all the objects to this map. There are few of them. These are default objects from version 4.14.
I'm assuming you have a duplicate canvas tent (AirdromeCamouflageNet2)? ;D

I tried it in full mission bldr and it does not save. any ideas? using Bat 4.2.1 Installed objects and map via the readme.
1. If the map is not written correctly or the folders for the map are not set correctly, the map will not open.
2. The absence of the object allows you to open the map, but will not allow you to save the mission.
 All this is reflected in log.lst or similar.


 P/S.    E69_Haukka good screenshots!

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Epervier

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #22 on: October 27, 2022, 04:11:03 PM »

Dear Epervier,
...
I'm assuming you have a duplicate canvas tent (AirdromeCamouflageNet2)?
No, this one I need!
This is the object "110Hangar1Open" !  ;)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

WxTech

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Re: Khalkhin Gol (Nomonhan), 1939 (Upgrade)
« Reply #23 on: November 19, 2022, 03:29:25 PM »

I just got around to installing this fine update. I did give the first release, with the BumpH textures present, a fair shake. But in the end, not surprisingly, I do prefer the absence of any BumpH textures. The underlying textures already do a good job of suggesting the subtle irregularities for such generally 'smooth' terrain.

Given the arid nature of the region, I decided to alter the water color to what I feel is a better aesthetic. I suggest to try these values in the map's load.ini. You can simply copy/paste this little block of text for the entire [WATER] section (the lines following the "//" characters are the current ones). It makes the water both lighter in tone and 'browner' in hue, blending better with the overall scheme. But that's just my own personal taste.  ;)


[WATER]
Water    = water/PacificWater.tga
//WaterColorATI = 0.165 0.264 0.233
//WaterColorNV  = 0.165 0.264 0.233
WaterColorATI = 0.27 0.27 0.18
WaterColorNV  = 0.27 0.27 0.18
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