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Author Topic: Redko's Afrika new textures ...  (Read 175795 times)

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Mick

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Re: Redko's Afrika new textures ...
« Reply #72 on: September 08, 2010, 02:30:33 AM »


... works like a charm for me, the only thing I did was open the load.ini and change CAMOUFLAGE=SUMMER  into = DESERT in order to get desert skins for static AC ...  ;)
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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #73 on: September 08, 2010, 03:59:33 AM »

After adding the MTO.tga (thanks Agracier!) I could load the map but what are these spikes?  ???



EDIT: I think it's a graphics card issue. After restarting the game I didn't have it anymore. Here a screenie of the same place without the spikes.
As you can see there are no objects where the spikes used to be so it has got nothing to do with missing objects.

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Bee

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Re: Redko's Afrika new textures ...
« Reply #74 on: September 08, 2010, 04:53:05 AM »

Just downloaded and about to install.  Looks great  :)

I noticed you have all your textures saved as 1024x1024 @ 4mb each.  Tsk tsk!  If you save them as indexed tga's instead they will only weigh in at 1mb each, plus they will actually look crisper and not so jagged at distance.  A handy tip and added eyecandy for lower end users.

The spikes seen above are skinless "altered bush" dynamic trees.  Must be missing a texture there somewhere....
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Bee

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Re: Redko's Afrika new textures ...
« Reply #75 on: September 08, 2010, 07:26:13 AM »

Found the problem.  In the Load.ini are the following lines:

  Tree0 =
  TreeLightMask =

Both of these need a texture to clothe the dynamic trees otherwise you get those nude spikes.  Wouldn't want to bail out on one of those.  Possibly putting "fields_" in the title of each and every texture and corresponding load.ini line will solve the problem.  Might go try that now...

Edit:  Yep, adding "_fields"  without the quotations to the end of each of Redko's textures (for example: redkolybia10_fields)  then also adding the _fields bit to the name of each texture in the Load.ini will definitely fix the crouching spike, hidden tree issue.
Now, back to that campaign...   :P
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hguderian

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Re: Redko's Afrika new textures ...
« Reply #76 on: September 08, 2010, 07:46:09 AM »

For all those with SAS Modact: to avoid the

"Can't save missions"

you need to install this objects mods:

Desert House Mod
https://www.sas1946.com/main/index.php/topic,8440.msg89505.html#msg89505

Hangar Mod 1+2
Mick posted this link somewhere:
http://forums.simulation-france-magazine.com/viewforum.php?f=82

DLV Egypt Mod
http://www.allaircraftsimulations.com/forum/viewtopic.php?t=14980&highlight=egypt

Bran_Tocs ToW Mod by Madtoc
ATM I found no link, can anybody help?

G.

Might anyone confirm if all these mods are already included into UP?
Thanks a lot.
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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #77 on: September 08, 2010, 07:53:50 AM »

Might anyone confirm if all these mods are already included into UP?
Thanks a lot.

Not everything is included in UP/HSFX or any other modpack.
At least the Desert House Mod is nót included.
Besides the above mentioned objects mods you need to d/l my Southern European Houses Pack:
https://www.sas1946.com/main/index.php/topic,7046.0.html

ToW objects here:
http://allaircraftsimulations.com/forum/viewtopic.php?f=18&t=28955
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agracier

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Re: Redko's Afrika new textures ...
« Reply #78 on: September 08, 2010, 08:01:51 AM »

The more I fly this the better it becomes. If this version had been included with the original game as it was brought out, the publishers would have had an even bigger hit than now and the map would surely have garnered much attention for its look.

I think that the roads were altered here in the map as well. I remember Redko asking where the files for roads were to be found. I like the new roads very much for this ind of terrain, but now it's my turn to ask where these new road textures are, since I can't seem to find them in the Lybia textures folder and the load.ini gives the same location as before ...
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cgagan

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Re: Redko's Afrika new textures ...
« Reply #79 on: September 08, 2010, 08:36:44 AM »

Found the problem.  In the Load.ini are the following lines:

  Tree0 =
  TreeLightMask =

Both of these need a texture to clothe the dynamic trees otherwise you get those nude spikes.  Wouldn't want to bail out on one of those.  Possibly putting "fields_" in the title of each and every texture and corresponding load.ini line will solve the problem.  Might go try that now...

Edit:  Yep, adding "_fields"  without the quotations to the end of each of Redko's textures (for example: redkolybia10_fields)  then also adding the _fields bit to the name of each texture in the Load.ini will definitely fix the crouching spike, hidden tree issue.
Now, back to that campaign...   :P
You mean all .tga files included in Redko_Tex/Libya? Or just the numbered ones? (RedkoLibya27, 26, 39, etc. but not those ending with "blend")
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agracier

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Re: Redko's Afrika new textures ...
« Reply #80 on: September 08, 2010, 08:58:47 AM »

isn't there rather a texture, blank or black or whatever, that can used for
Tree0
Treelightmask   ?
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Bee

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Re: Redko's Afrika new textures ...
« Reply #81 on: September 08, 2010, 09:13:41 AM »

You mean all .tga files included in Redko_Tex/Libya? Or just the numbered ones? (RedkoLibya27, 26, 39, etc. but not those ending with "blend")

All of them, like this:

[FIELDS]
LowLand0 = redko_tex/lybia/redkolybia1blend_fields.tga,4
LowLand1 = redko_tex/lybia/redkolybia3blend_fields.tga,2
LowLand2 = redko_tex/lybia/redkolybia4blend_fields.tga,2
LowLand3 = redko_tex/lybia/redkolybia40blend_fields.tga,4

MidLand0 = redko_tex/lybia/redkolybia14blend_fields.tga,2
MidLand1 = redko_tex/lybia/redkolybia8blend_fields.tga,4
MidLand2 = redko_tex/lybia/redkolybia34blend_fields.tga,4
MidLand3 = redko_tex/lybia/redkolybia23blend_fields.tga,4

Mount0   = redko_tex/lybia/redkolybia10_fields.tga,4
Mount1   = redko_tex/lybia/redkolybia18b_fields.tga,4
Mount2   = redko_tex/lybia/redkolybia29_fields.tga,4
Mount3   = redko_tex/lybia/redkolybia28_fields.tga,4

Country0 = redko_tex/lybia/redkolybia26_fields.tga,2
Country1 = redko_tex/lybia/redkolybia27_fields.tga,2
Country2 = redko_tex/lybia/redkolybia25blend_fields.tga,2
Country3 = redko_tex/lybia/redkolybia33blend_fields.tga,2

City0    = redko_tex/lybia/redkolybia22blend_fields.tga,4
City1    = redko_tex/lybia/redkolybia44blend_fields.tga,2
City2    = redko_tex/lybia/redkolybia39_fields.tga,4
City3    = redko_tex/lybia/redkolybia20_fields.tga,4

AirField0= redko_tex/lybia/redkolybia14bblend_fields.tga,4
AirField1= redko_tex/lybia/redkolybia35blend_fields.tga,2
AirField2= redko_tex/lybia/redkolybia32ablend_fields.tga,2
AirField3= redko_tex/lybia/redkolybia45blend_fields.tga,2

Wood0    = land/summer/MTO_Lowland_3.tga,2
Wood1    =
Wood2    = forest/summer/ForestFar.tga
Wood3    =

Water0   = water/PacificWater.tga
Water1   = water/PacificWater.tga
Water2   = redko_tex/lybia/redkolybia9cblend_fields.tga,2
Water3   = redko_tex/lybia/redkolybia43_fields.tga,4

Don't worry about the Wood0 - Wood3 ones though.
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viking4570

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Re: Redko's Afrika new textures ...
« Reply #82 on: September 08, 2010, 10:22:47 AM »

MTO_Lowland_3.tga name was changed in 4.09 final release to MTO_Lowland_3_fields.tga - so change the name in the load.ini to get this to run - Sorry if someone already pointed this out I have not read the whole thread. cheers -viking
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redko

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Re: Redko's Afrika new textures ...
« Reply #83 on: September 08, 2010, 11:30:20 AM »

Just downloaded and about to install.  Looks great  :)

I noticed you have all your textures saved as 1024x1024 @ 4mb each.  Tsk tsk!  If you save them as indexed tga's instead they will only weigh in at 1mb each, plus they will actually look crisper and not so jagged at distance.  A handy tip and added eyecandy for lower end users.


I know that. But on the tutorial i saw that blended textures must be uncompressed. Do you think i can use indexation AND blended textures in the same time ?

If you yes i could index all this and the make the blend on the textures.

Or maybe i index the textures FIRST...and then i blend it..... ::) ::)
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