Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 16 [17] 18 19 20 ... 47   Go Down

Author Topic: Redko's Afrika new textures ...  (Read 176416 times)

0 Members and 4 Guests are viewing this topic.

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #192 on: September 21, 2010, 12:45:48 PM »

As far as i can remember, Phil_k told me once he was adapting some of his campains to my repainted maps. It was before he crashed his pc. Maybe he could update a little his campain to the new desert maps.
Logged

Boelcke

  • member
  • Offline Offline
  • Posts: 1370
Re: Redko's Afrika new textures ...
« Reply #193 on: September 21, 2010, 01:10:17 PM »

Redko if it's not too much to ask, as there are around many campaigns already done, for the Sands of Time map can you respect the original coastline?



it´s easy done, make a folder called SandsOfTime in the maps folder and copy only the load.ini from redkos pack into it and all is like before - with the new textures, look above the pic i´ve posted
Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #194 on: September 21, 2010, 01:41:15 PM »

@Boelcke

Indeed it's another solution.
He will not have all the new objects by that method. And the new cities and fields textures are made to work together with the new objects, those from Lejo and other packs. That's why i think that if you remade a map, do it frankly, mission will need to adapted a little. It's part of the update. Things must change, not only the textures. The only thing i won't do is deplace completly cities or airfields, this could be bad for your Dgen campains/missions.
Logged

Blond

  • member
  • Offline Offline
  • Posts: 95
Re: Redko's Afrika new textures ...
« Reply #195 on: September 21, 2010, 08:15:47 PM »

Redko,
We were all good chidren last few days... so we deserved a few more screens on Wednesday afternoon...?
 ;)
Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #196 on: September 25, 2010, 02:04:34 PM »

Redko,
We were all good chidren last few days... so we deserved a few more screens on Wednesday afternoon...?
 ;)

Mmm...didn't worked on the map since monday too busy. There is a little chance i could finish this tomorrow but not shure. If not it will be for next week. Map is done at 90 %. Just added BumpH files this morning. The next thing is to remade the little village in the north and texture the crated impact.

There will be 2 load.ini, one with airfield desert tarmac object, the other just texture only like desert online map.






















Logged

Blond

  • member
  • Offline Offline
  • Posts: 95
Re: Redko's Afrika new textures ...
« Reply #197 on: September 25, 2010, 06:54:37 PM »

There will be 2 load.ini, one with airfield desert tarmac object, the other just texture only like desert online map.
Would be great to have a natural desert airfield... :) Take your time maestro!
Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #198 on: September 26, 2010, 10:45:38 AM »

To finish the map i'm redoing the little village in the north. I found a nice texture for it. I have to finish the borders and find the good colour setting. But's allready going nice so here are some pics:





I created a "local" market on the middle of the town:







Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #199 on: September 26, 2010, 03:56:08 PM »

Looks great!
I have not really noticed any frame rate hits with the new desert buildings either, so this should be really cool!

Me too. No fps problems in SandsofTime so i guess it's going to be ok for all the people. Lejo used some Canon objects when he repainted it in desert style, there is no shadows so it helps for a better fps.

Ok. Before going to bed and sleep, cause tomorrow will be a shitty day at work ( :( ) the last pics. I added an harbor in the north of the new town, and desert field texture. Maybe i'm going to used a tree texture to simulate a little bit the agriculture...

The town and the harbor in the far + desert agriculture textures:











Ground details :





Logged

Solo

  • member
  • Offline Offline
  • Posts: 22
Re: Redko's Afrika new textures ...
« Reply #200 on: September 27, 2010, 02:58:42 AM »

make a folder called SandsOfTime in the maps folder and copy only the load.ini from redkos pack into it and all is like before


First, a great thanks to Redko for this amazing job.

I do a similar thing, but for some personnal reasons, want to keep the original SandsOfTime map.

Here is what i've done:
 
Created a MODS\Mapmod\Map\SandsOfTime folder
Copyed the Redko's Load.ini in the new folder
renamed it in load_Redko.ini
And finally in MODS\Mapmod\Map\all.ini file, added the line Redko_SandsOfTime  SandsOfTime/load_Redko.ini

The problem with the SandOfTime map in the big number of texture repetition, so this map can't be so nice than Redko's desert map, but it looks better than the original one.
Logged

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5455
Re: Redko's Afrika new textures ...
« Reply #201 on: September 27, 2010, 08:01:10 AM »


... in order to celebrate redko's imminent SandsOfTime revamped map here is a new set of desert 109 skins that I downloaded yesterday (sorry Malone about your bandwidth monthly limit...  :D)

Only 20 Mb zipped


http://www.megaupload.com/?d=VJ84ZI9A

Here is also my very first Frankenplane mod, especially designed for redko's desert maps, the WirbelFiat, little bit heavy at take-off, but a real daisy cutter once airborne ...  ;D


Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #202 on: September 27, 2010, 11:26:21 AM »

The problem with the SandOfTime map in the big number of texture repetition, so this map can't be so nice than Redko's desert map, but it looks better than the original one.

You point the big aspect of the problem. Repaint a map is not just a matter of playing with the load.ini and use some existing textures, or creating your own ones. 

Make the texture is the first step, then you have to be shure all goes together. The BIG part is to paint it...ALL the map. Some are using a random method using the map_t i guess, others paint all with the hands. It's my case. It's the only method i found to avoid repetition pattern. But it's a long process, cause you have to paint km by km.

Repaint a map is like to make a plane skin but in a much larger way. That also why the new Sands of time i'm doing is not just a copy of Desert_online load.ini. There new textures and they are applicated in natural (i try) way on the map, as it would be the consequence of geological process.

It's hard, long...but fun. Just ask to guys like Agracier or Kapteeni, make a map is certainly one the most fun things to do in mods  :)
Logged

redko

  • member
  • Offline Offline
  • Posts: 530
Re: Redko's Afrika new textures ...
« Reply #203 on: September 27, 2010, 11:32:01 AM »

Here is also my very first Frankenplane mod, especially designed for redko's desert maps, the WirbelFiat, little bit heavy at take-off, but a real daisy cutter once airborne ...  ;D

Loool...wouldn't like to the pilot of that......monster  ;D
Logged
Pages: 1 ... 14 15 16 [17] 18 19 20 ... 47   Go Up
 

Page created in 0.036 seconds with 27 queries.