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Author Topic: Redko's Afrika new textures ...  (Read 175845 times)

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Mick

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Redko's Afrika new textures ...
« on: July 26, 2010, 12:31:14 PM »

.. well looks like our friend redko forgot to post his new jawdropping desert textures here, so here are 2 video tasters that he made ..  ;):

New desert textures - il2 Sturmovik - test 1

New desert textures video test 2 - default desert map

EDIT :

Latest video reposted here for new readers of this topic

Il2 Sturmovik - Desert reskined release video

EDIT 2:

New video teaser, Sands Of Time (posted 10/17/2010) :





EDIT : Download link and instructions by redko :

Back to classical method.
Ok here you have knew link for a lighter version of the map, with indexed textures (better for slow pc) and some bugs have been fixed. I added some sea airfields. There are 2 ways to install the map, I would suggest you to chose the second which replace once for all the stock map and make that you not need to edit too many things on your existing missions/campains and will be able to play the old ones on this new map.

The coast is diferent in this map from the stock one, so some objecst may have to be moved.

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http://www.filefront.com/17276813/desert_indexed.zip

https://www.mediafire.com/?ybguxx0od7upg5f

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

Separate map_F file for those who already have the map and need this (error message map_F missing):

http://www.filefront.com/17276842/map_F.zip

CASE 1 = I WANT A SEPARATE INSTALL:

Just the "redko_Desert" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_desert

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_desert redko_desert/load.ini

You have Missions/campains from the stock desert_online map, you have to edit the .mis file for each missions and change the name of the map to redko_desert.

CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_desert folder into classic "desert" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file

Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team ;)


EDIT : Sands Of Time map released 10/21/2010


OK, please read this carefully before asking question about how or why things are not working. Thks

Install instructions (i recommand the case 2, please read both before to proceed to installation ):

CASE 1 = I WANT A SEPARATE INSTALL:

Just put the "redko_SandsOfTime" file into your mapmod folder as usual like this :

MODS/MAPMODS/maps/redko_SandsOfTime

Put the texture folder like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

On you all.ini file, located on MODS/MAPMODS/maps path folder, add this line:

redko_SandsOfTime redko_SandsOfTime/load.ini

If you have existing Missions/campains from the stock SandsOfTime map, you have to edit the .mis file for each missions and change the name for to redko_SandsOfTime.



CASE 2 = I WANT TO REPLACE THE STOCK MAP (easier in my opinion, both for install and later to deal with the existing missions/campains)

In this case, do the same, ad the textures file "Lybia" on the classic redko_tex folder still like this:

MODS/MAPMODS/maps/Tex_/redko_tex/Lybia

And then just rename the redko_SandsOfTime map folder into classic "SandsOfTime" name exactly like the stock one...and that's all. You have nothing to add in you all.ini file



Mods needed:

Lejo's Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html

Lejo's Desert House Pack:
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505

Credits:

Lejo, Viking, Avala, Mick and all the SAS and AAS team ;)

DL LINKS

https://www.mediafire.com/?gtd5u3i5ue7un21

http://www.filefront.com/17417239/redko SandsOfTime.zip
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Borsch

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Re: Redko's Afrika new textures ...
« Reply #1 on: July 26, 2010, 01:50:28 PM »

Simply jaw dropping, the second video - now Flatspinman's Afrika! campaign will have a whole new meaning...
Stunning!

One criticism- the puffy green trees that seem to be also present in the likes of Smolensk and Slovakia maps seem to be out of place in the desert. I know that they were there by default, but is it not possible to replace them with something like palm trees, or just get rid of them altogether?..
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Thunda

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Re: Redko's Afrika new textures ...
« Reply #2 on: July 27, 2010, 07:53:09 AM »

Wow.................Just amazing.

Just hope he posts them for D/L now.
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StrykVladzimsky

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Re: Redko's Afrika new textures ...
« Reply #3 on: July 27, 2010, 10:29:09 AM »

4:43 is like in real life!!
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Blumax

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Re: Redko's Afrika new textures ...
« Reply #4 on: July 27, 2010, 01:19:51 PM »

The v sign originated from medieval times probaly around the time of the battle of Argincourt, English and Welsh archers used long bows to deadly effect and  many a French army was cut to pieces under a hail of arrows, consequently the French would cut off the fore fingers off captured bowman so they could never fire a bow again. The English then would taunt the French in battle by holding up 2 fingers in a v sign to let then know they would be on the sharp end of an arrow storm.......meaning i 've got my fingers so........off.............or so i believe!!  ;)

Yeah love the textures as well!!
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redko

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Re: Redko's Afrika new textures ...
« Reply #5 on: July 28, 2010, 02:16:51 PM »

Simply jaw dropping, the second video - now Flatspinman's Afrika! campaign will have a whole new meaning...
Stunning!

One criticism- the puffy green trees that seem to be also present in the likes of Smolensk and Slovakia maps seem to be out of place in the desert. I know that they were there by default, but is it not possible to replace them with something like palm trees, or just get rid of them altogether?..

Yea agree.
If some know to make this please post, this would be a good this to remove this
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Whiskey_Sierra_972

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Re: Redko's Afrika new textures ...
« Reply #6 on: July 28, 2010, 02:22:46 PM »

Yes , temperate environment trees in the desert are the object that more look owful!

I hope that this can be changed!

Since the trees are generated from game engine I believe that the solution should be searched into the map loading system!

cheers

walter
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Blumax

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Re: Redko's Afrika new textures ...
« Reply #7 on: July 28, 2010, 03:25:20 PM »

Its simple to remove the random trees altogether from any map by altering the load ini, this just removes the random trees not the wood textures.....how to change the random trees to palm trees is also possible but this means you would have palm trees all over the desert and up mountains and anywhere else you dont want them so better to remove random trees altogether and place your own palm trees using those in the objects list.

to remove random trees just delete the lines that have....altered bush in them
to have palm trees as random trees.....i can't remember but i know i had to make some in 3ds max......it didn't work to well and i can't remember the process but it can be done and i'm sure some bright spark will be able to sort it out! ;D

oh...please remember to back up your load ini before changing anything!!!!
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Kopfdorfer

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Re: Redko's Afrika new textures ...
« Reply #8 on: July 28, 2010, 04:14:22 PM »

Beautiful textures, Redko.
Could you be tempted to try wet autumn textures for the ETO with ploughed fields, flooded polders and the like?

I look forward to seeing your next project, no matter what it is !

Kopfdorfer
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redko

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Re: Redko's Afrika new textures ...
« Reply #9 on: August 02, 2010, 01:29:55 PM »

Beautiful textures, Redko.
Could you be tempted to try wet autumn textures for the ETO with ploughed fields, flooded polders and the like?

I look forward to seeing your next project, no matter what it is !

Kopfdorfer

Humm...maybe in a far future ;).
I haven't finished with the PTO, the desert episode is just for fun. I wan't to make Marianas first. And solve the city problem for Okinawa. And make a big update for Kyushu.

I'm also working on something i would call "water painting"...something to make change the surface of water to make it look more natural. I will explain this later, i just can say for the moment that in the second desert test textures movie there is parts of this thing  ;)
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redko

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Re: Redko's Afrika new textures ...
« Reply #10 on: August 07, 2010, 12:48:52 PM »

Still on Wip. Here is the kind of things I would like to have on the map, typical structures and form games created by nature on the deserts.





Time is 6pm, that explains the lack of light but gives a nice rendering. Hope to finish this soon. Go to watch the catch  ;)
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redko

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Re: Redko's Afrika new textures ...
« Reply #11 on: August 08, 2010, 04:45:39 AM »

Thanks for the pictures Redko, nice painterly look. It reminds me of 1970-es illustrations of imaginary Moon and Mars missions. :)

Oh great, i like "space art" too  ;). Teenager i used to dream when looking space art paintings on scientific papers. In particular those of Chester Bonestell:










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