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Author Topic: Cape Gloucester Map  (Read 27833 times)

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BravoFxTrt

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Re: Cape Gloucester Map
« Reply #36 on: August 12, 2013, 05:01:40 PM »

You are very good at editing them, Keep up the good work MR_G!
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MR_G

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Re: Cape Gloucester Map
« Reply #37 on: August 12, 2013, 05:50:50 PM »

I'm learning as I go along. It took me forever to learn how to flatten areas in a reasonable amount of time. I still have no clues how to actually make a map. All I do is copy and paste. I'll copy an airfield from one map, and stick it on another. Same for cities.
.
.
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BravoFxTrt

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Re: Cape Gloucester Map
« Reply #38 on: August 12, 2013, 09:43:14 PM »

Its cool man.

Here's the real Cape Gloucester


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MR_G

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Re: Cape Gloucester Map
« Reply #39 on: August 12, 2013, 10:22:42 PM »

The Green Inferno.
.
.
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MR_G

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Re: Cape Gloucester Map
« Reply #40 on: August 13, 2013, 05:00:20 PM »

I made a little mistake on my last actors static patch that blocked a taxiway. I also noticed a tree growing out of a building. This actors static patch should clear things up.
.
.
https://www.mediafire.com/?ggd6q7jbmbamdgm


Sorry, rookie mistake.
.
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BravoFxTrt

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Re: Cape Gloucester Map
« Reply #41 on: August 13, 2013, 05:12:41 PM »

Thanks MR G, Got it.
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SAS~Poltava

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Re: Cape Gloucester Map
« Reply #42 on: August 14, 2013, 12:05:29 AM »

FYI, my next project is to finish working on the unfinished Upper Burma map.

I can't make maps, but I am becoming fair at editing them .

Great news for us all!  :) There are a lot of maps around - some of them pretty half-finished - that need some tender and loving care!
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Motörhead

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Re: Cape Gloucester Map
« Reply #43 on: June 01, 2014, 06:39:43 AM »

Cape Gloucester is very beautiful map, and nice place for airwar. I use it in my new campaign, thanks Agracier. But i don't undestand, why there's only Lae airfield on New Guinea. For october 1943 - january 1944 battles need Nadzab airfield complex. Lae runway too short, B-25 flight with bombs take-off from it very hardly.
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tbauchot

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Cape Gloucester Map Textures Problems
« Reply #44 on: May 17, 2015, 08:05:40 AM »

Hi all,

This map is to my taste very nice, very exotic,
but I am a bit frustrated with some  textures problems.

In fact as you can see in the pictures below, I have connections problems
with different textures in the mountains, rivers, costlines and sea !

Have you encountered such problems with this map, and if so,
would you have some solutions to propose to me ?

Code: [Select]
[17.05.2015 13:54:30] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 580/PCIe/SSE2
  Version: 4.3.0
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE4)
[x] 3D (SSE4)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/MidAir.mat'
WARNING: object '3DO/Effects/TEXTURES/MidAir.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/CarFire.mat'
WARNING: object 'Effects/Materials/CarFire.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file 'Effects/Materials/Ground_Blend.mat'
WARNING: object 'Effects/Materials/Ground_Blend.mat' of class 'TMaterial' not loaded
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1

Loaded camouflage: PACIFIC
Month = 0 , Hour = 12
Temperature -     0m = 33.0 .
Temperature -  1000m = 26.51001 .
Temperature -  2000m = 20.019989 .
Temperature -  3000m = 13.529999 .
Temperature -  4000m = 7.0400085 .
Temperature -  5000m = 0.5499878 .
Temperature -  6000m = -5.9400024 .
Temperature -  7000m = -12.429993 .
Temperature -  8000m = -18.919998 .
Temperature -  9000m = -25.410004 .
Temperature - 10000m = -31.899994 .
Temperature - 11000m = -38.39 .
Temperature - 12000m = -44.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 4096x4096 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *266465312*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV5X Optimized!
*** Loading: [fpWaterSunLight] -> NV5X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV5X Optimized!
*** Loading: [fpCoastBump] -> NV5X Optimized!
*** Loading: [fpCoastFoam] -> NV5X Optimized!
*** Loading: [fpCoastFoamFast] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV5X Optimized!
*** Loading: [fpCausticSimple] -> NV5X Optimized!
*** Loading: [fpCaustic] -> NV5X Optimized!
*** Loading: [fpSprites] -> NV5X Optimized!
*** Loading: [fpObjectsL0] -> NV5X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV5X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV5X Optimized!
*** Loading: [fpFarLandFog] -> NV5X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV5X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV5X Optimized!
*** Loading: [fpWaterFarDM] -> NV5X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV5X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV5X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV5X Optimized!
*** Loading: [fpNearNoBlend] -> NV5X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV5X Optimized!
*** Loading: [fpNearBlend] -> NV5X Optimized!
*** Loading: [fpNearBlendNoise] -> NV5X Optimized!
*** Loading: [fpFarBlend] -> NV5X Optimized!
*** Loading: [fpForestPlane] -> NV5X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV5X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV5X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV5X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+016 -> 1e+006 (delta = -1e+016) to Range 0..1e+006
[17.05.2015 13:55:36] -------------- END log session -------------


Thank you very much in advance, Thierry.

















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Uufflakke

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Re: Cape Gloucester Map
« Reply #45 on: May 17, 2015, 08:49:34 AM »

@tbauchot:
Never flew the map and checked it quickly in my CUP/WAW 4.12 install and same as you experienced.
Textures not seamless on land and sea.
Besides that colours of textures not harmonized, some parts of textures not erased, missing bridges for instance.
More a kind of WIP map actually.

On your last screenshot I see a dock with jetties and cranes on land which should be close to waterline.
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tbauchot

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Re: Cape Gloucester Map
« Reply #46 on: May 17, 2015, 12:03:50 PM »

Thank you for your response Uufflakke, This reinforces my first opinion !
Hoping that the work continues on this map which is very promising !  ;)
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Bee

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Re: Cape Gloucester Map
« Reply #47 on: May 21, 2015, 05:34:20 AM »

I have the same appearance with the map too.  I guess it is still a work in progress.  Coincidentally, I've been experimenting with making all new custom textures for it in this thread:

https://www.sas1946.com/main/index.php/topic,45963.0.html

The coastlines are beyond my meagre skillset though, so I'd need someone else to come to the rescue there before I could make a proper go of things.



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