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Author Topic: Redko's Afrika new textures ...  (Read 175868 times)

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Bee

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Re: Redko's Afrika new textures ...
« Reply #108 on: September 09, 2010, 08:33:56 AM »

Definitely can confirm that putting _Fields at the end of each TGA's name and likewise changing the textures name in the load ini works for removing unwanted trees from the desert.

Below also is a comparrison shot of the Non Indexed and Indexed versions of the textures.  First shot is the originals, taking up 109mb of memory.  Second is the same textures saved as Indexed TGS's at only 34mb.  Damned if I can tell the difference. :)


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redko

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Re: Redko's Afrika new textures ...
« Reply #109 on: September 09, 2010, 09:18:05 AM »

Definitely can confirm that putting _Fields at the end of each TGA's name and likewise changing the textures name in the load ini works for removing unwanted trees from the desert.
Below also is a comparrison shot of the Non Indexed and Indexed versions of the textures.  First shot is the originals, taking up 109mb of memory.  Second is the same textures saved as Indexed TGS's at only 34mb.  Damned if I can tell the difference. :)

Nice Bee.
I just edited the load with field for each slot  and indexed all the textures except the one for shallow water. Added also a transparent map_F on the file. I'm uploadding this right now with new install instructions.
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SAS~Malone

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Re: Redko's Afrika new textures ...
« Reply #110 on: September 09, 2010, 09:21:45 AM »

redko, could i be a pain and ask that you upload the map_F separately, as well...for those who have already fixed the other issues themselves, like me....i'd appreciate it much, mate... :)
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Avala

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Re: Redko's Afrika new textures ...
« Reply #111 on: September 09, 2010, 10:12:31 AM »

Blended (as Redko calls them) or 32.bit textures with alpha channel can be used, but they are too big for IL2. Especially for ATI cards. One solution can be also resizing textures from 1024x1024 to 512x512 without touching alpha channel, and saving them as 32.bit tgas, no indexing. So, in that way textures can "blend" better with other textures, thanks to alpha channel that will be preserved and smaller weight in Mbs.
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redko

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Re: Redko's Afrika new textures ...
« Reply #112 on: September 09, 2010, 11:19:02 AM »

Ok Avala i will test this and see what it makes.
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redko

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Re: Redko's Afrika new textures ...
« Reply #113 on: September 09, 2010, 11:40:29 AM »

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.

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


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 ;)

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redko

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Re: Redko's Afrika new textures ...
« Reply #114 on: September 09, 2010, 11:49:07 AM »

redko, could i be a pain and ask that you upload the map_F separately, as well...for those who have already fixed the other issues themselves, like me....i'd appreciate it much, mate... :)

Done, check my last post. It's an invisible layer, i works for me, but i have to say that without that file it worked too   ::). Hopefully i will learn later to make a real map_F.
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sakivano

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Re: Redko's Afrika new textures ...
« Reply #115 on: September 09, 2010, 11:58:40 AM »

A wonderful map, redko. Just two things: I don't see no shadows on the ground when planes are landing. And another question. If I make a mission, it only allows me to use twelve o`clock in the morning. I can't change the hour in the mission edit.
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redko

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Re: Redko's Afrika new textures ...
« Reply #116 on: September 09, 2010, 12:21:23 PM »

A wonderful map, redko. Just two things: I don't see no shadows on the ground when planes are landing. And another question. If I make a mission, it only allows me to use twelve o`clock in the morning. I can't change the hour in the mission edit.
::)??...never seen this before.
Try the new link above. Erase the files and DL again from the new link
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gianluca

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Re: Redko's Afrika new textures ...
« Reply #117 on: September 09, 2010, 04:36:21 PM »

hi Redko and thks again for your beautiful map!
Landing is a bit tricky, the airplane takes quite a lot of bumps! Is there any Zuti friction mod installed (as, to name one, the Vkg El Alamein map)?
Best regards, Gianluca
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SAS~Bombsaway

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Re: Redko's Afrika new textures ...
« Reply #118 on: September 09, 2010, 06:00:59 PM »

Redko, In your load.ini for water2= you have the entry as...

Water2   = redko_tex/lybia/redkolybia9cblend.tga,2

If you put a - in front of the 2 like this..


Water2   = redko_tex/lybia/redkolybia9cblend.tga,-2

It makes the shallows texture larger and will get rid of the tile effect.

,2 makes the texture smaller.

Here are some pics to show you what I mean....

this is with ,2





As you can see this has the tile effect with the lines.

Here it is with the ,-2





No lines. ;D I really like your new shallows texture. Very detailed and very good work my friend. I also love the map. Thank you.
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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #119 on: September 10, 2010, 02:28:48 AM »

i couldn't resist transplanting redko's textures into my MTO map...a straight copy/paste into the load.ini, and the result looks pretty darn good already.... :D ;D
i won't post pics just yet, i'll leave it for redko to surprise us with his... 8)

Thanx for the tip. Did the same thing but to be honest I am not that satisfied about it. Sometimes you got this dark coloured rocky textures while there is hardly any elevation. And a bit too much the tiling effect. I will wait for Redko's MTO surprise, till then I have some fun with this map. 
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