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Author Topic: MrO_Kokoda map retextured  (Read 2707 times)

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WxTech

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MrO_Kokoda map retextured
« on: January 17, 2024, 06:16:41 PM »

UPDATE; Jan 18, 2024: Thanks to Kelso for pointing out the unnecessary space I had added to the all.ini entry I provided in the readme file. The archive is updated, with the readme file having the correct entry (and as reproduced below).

This is what I would call an almost minimal effort project, taking the least time to address the main elements I felt worthwhile to tweak. The main one being the way the forest transitioned to the awfully bright green in the distance. A few other elements then required adjustment for a good balance in appearance. In my estimation, much work can still be done!


At Port Moresby, looking north:



At Kokoda, looking east:



Get it here:

https://www.mediafire.com/file/kwonn7ek4lml6jw/MrO_Kokoda_retexture.7z/file


From the included readme file (updated, to fix the all.ini entry):

This is predominantly a retexturing of Mr Oblongo's Kokoda Trail map, introduced quite a few years ago.

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

If you don't have this map in your game already, this is a full install, containing all required resources. The textures will not alter or conflict with any other map. For a first time install, add this to your all.ini file.

Kokoda_Trail(MrO,WxTech)               MrO_Kokoda/load.ini

You can write the text on the left side as you prefer; the right text side points to the location of the map's load.ini and must appear as it does here.

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

This is fundamentally just a repaint; the map_T.tga, which positions the terrain tiles (textures), is essentially unaltered.

My main alteration is to the forest. The original far forest texture was too light and bright a green. I also changed the forest cover texture and its underlying ground texture. And of course this required numerous other tweaks to hue and tone for other textures in order to obtain an over all balance. A quite different airfield ground texture is used here.

To the West of Port Moresby was an island which got repeated to 'infinity' due to its proximity to the map edge; it has been removed.

I have also added the low latitude set of rotated Moon textures, suitable for this tropical locale. They are found in Maps/_Tex/Moon_10/

If you don't like these, and otherwise don't use my rotated textures on any other maps, you can delete this Moon_10 folder and make the following change to load.ini (where the folder name Moon_10 is changed to Moon):

Moon = Moon\Moon0000.tga




WxTech
Jan 17, 2024
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Peter Lynn

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Re: MrO_Kokoda map retextured
« Reply #1 on: January 17, 2024, 08:49:43 PM »

Thank you WXTech, looks great!
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vonofterdingen

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Re: MrO_Kokoda map retextured
« Reply #2 on: January 17, 2024, 09:16:03 PM »

Thanks for doing this one. I have a DCG campaign for it and I fly over this territory a lot.
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Kelso

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Re: MrO_Kokoda map retextured
« Reply #3 on: January 18, 2024, 02:11:16 AM »

There was a small error in the all.ini entry - an unnecessary space. The correct value is:

Kokoda_Trail(MrO,WxTech)               MrO_Kokoda/load.in

Of course, thanks to the author of map Mr Oblongo and WxTech for the corrections.
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sgt_fresh

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Re: MrO_Kokoda map retextured
« Reply #4 on: January 18, 2024, 05:20:14 AM »

Great thanks for the ini correction now where do you put the other folders from the map download:
Maps
_Tex
MrO_Kokoda

I have no idea what to do next?
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WxTech

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Re: MrO_Kokoda map retextured
« Reply #5 on: January 18, 2024, 06:34:45 AM »

Great thanks for the ini correction now where do you put the other folders from the map download:
Maps
_Tex
MrO_Kokoda

I have no idea what to do next?

Assuming your game supports the addition of mods, and that you're comfortable with folder manipulation in Windoze Exploder...

Does your game have a MAPMODS folder inside your Mods folder? (For example, in 4.12 the mods folder is named #SAS; in B.A.T. it's named #WAW3 for the WW2 scenario.)

The folder structure:

MAPMODS\Maps\_Tex\

- The MrO_Kokoda folder goes into the Maps folder.
- The Moon_10 folder goes into the_Tex folder
- The Pacific folder goes into the _Tex folder. If you already have a _Tex\Pacific folder, then the Kokoda folder drops into the pacific folder.
-Inside my _Tex folder are two cloud textures; they go into your _Tex folder.

If you have no MAPMODS folder (meaning you will have no modded maps yet), you'll have to create it. Then simply drop my Maps folder into your MAPMODS folder.

It's is very worthwhile to understand the game's folder structure. Then adding mods is dead simple.  ;)
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sgt_fresh

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Re: MrO_Kokoda map retextured
« Reply #6 on: January 18, 2024, 10:00:30 AM »

Thanks for the detailed instruction. For some reason I will never get the addition of maps to the game.
I show:
MAPMODS Folder
MAPS Folder
All (file)

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Piotrek1

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Re: MrO_Kokoda map retextured
« Reply #7 on: January 18, 2024, 10:38:52 AM »

Thank you WxTech and Mr Oblongo 8),

Best regards,
Piotrek
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WxTech

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Re: MrO_Kokoda map retextured
« Reply #8 on: January 18, 2024, 03:25:43 PM »

Thanks for the detailed instruction. For some reason I will never get the addition of maps to the game.
I show:
MAPMODS Folder
MAPS Folder
All (file)

Try dragging my Maps folder into your MAPMODS folder. This should put all folders and their files into the proper place. If your all.ini file already has the MrO_Kokoda/load.ini entry, you need add nothing.
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sgt_fresh

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Re: MrO_Kokoda map retextured
« Reply #9 on: January 18, 2024, 06:16:54 PM »

Thanks for the detailed instruction. For some reason I will never get the addition of maps to the game.
I show:
MAPMODS Folder
MAPS Folder
All (file)

Try dragging my Maps folder into your MAPMODS folder. This should put all folders and their files into the proper place. If your all.ini file already has the MrO_Kokoda/load.ini entry, you need add nothing.

I think that did it my all.ini looks like this:

NewGuinea       NewGuinea/load.ini
;New-Britain_New-Guinea_Sept-43 NGNB/NGNB_9-43.ini
;New-Britain_New-Guinea_June-44 NGNB/NGNB_6-44.ini
New-Britain_New-Guinea_Mar-43_DT NGNB_DT/NGNB_3-43.ini
New-Britain_New-Guinea_Sept-43_DT NGNB_DT/NGNB_9-43.ini
New-Britain_New-Guinea_Jan-44_DT NGNB_DT/NGNB_1-44.ini
New-Britain_New-Guinea_June-44_DT NGNB_DT/NGNB_6-44.ini
Kokoda_Trail(MrO,WxTech)
MrO_Kokoda/load.ini

I have also attached an image, let me know If this is the retextured map. Thanks again for all the help.


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WxTech

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Re: MrO_Kokoda map retextured
« Reply #10 on: January 18, 2024, 07:59:02 PM »

Yep, my version of that map is now present. Success!

Your all.ini looks odd to me. Normally each line will have two parts; the first is the name as it will appear in your game's list of maps, and the second is the path to the map's load.ini file.

A little more info...

In the all.ini file, both parts on each line must have no space characters; the string parser expects to see an unbroken string. To make your in-game list of maps more sensible looking, there is the file

  i18n/maps.properties

This file is a 'decoder' from the 'game' name to the GUI name. For example, suppose all.ini has this line:

  WxTech_SillyMap           SillyMap/load.ini

Maps.properties could have:

  WxTech_SillyMap       Silly map, by WxTech (the crazy git!)

In the game's list of maps, you would see the map made by the crazy git. Without this, the in-game map name would be WxTech_SillyMap.
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genXgamer

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Re: MrO_Kokoda map retextured
« Reply #11 on: January 18, 2024, 11:59:26 PM »

Just watched the RAAF 76 Squadron video.
Boy those mountains are toxic, more like Pripyat than Kokoda.
Also hate seeing the ground through the jungle canopy.

I'll have to fly and take in the scenery over the weekend, yours looks much better.

P.S.   That last screenshot by the Sarge looks like the original to me or is it different lighting?
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