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Author Topic: Methods for making airfields  (Read 23675 times)

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Uzin

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Methods for making airfields
« on: October 22, 2010, 10:16:12 AM »

Blank plate method, or ZUTI-AirfieldsFriction method ? Which do you prefer and when ? Open the discussion here, map makers, please.
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agracier

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Re: Methods for making airfields
« Reply #1 on: October 24, 2010, 02:30:09 AM »

I've never really understood Zuti's friction method to begin with ...

So, that doesn't leave much choice in choosing methods ...
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Uzin

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Re: Methods for making airfields
« Reply #2 on: October 24, 2010, 09:59:46 AM »

The use of ZUTI's friction mod might be useful when creating the map having large number of airfields, I suppose. But not only in that case, it is really simpler than the BlankPlate method. Here is a short overview of the use of ZUTI's mod so far:

Map                          No. of airfields    grass friction factor

NTL_Darwin_1942_43     2                1.50
vkg_El_Alamein              16                2.25
ZUTI_Slovenia                45                2.22
WWI_Somme                 47                1.90
WWI_EnglishChannel      4                1.90
352nd_Cross_Channel  76                1.50 *)

At the Alamein map, there are two possibilities of usage: with and without ZUTI's mod, the latter version having substantially smaller actors.static file.

*)edited
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agracier

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Re: Methods for making airfields
« Reply #3 on: October 24, 2010, 10:07:14 AM »

What happens with a map, when the player hasn't installed the friction mod? Can player land on airfield?
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Uzin

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Re: Methods for making airfields
« Reply #4 on: October 24, 2010, 10:33:08 AM »

What happens with a map, when the player hasn't installed the friction mod? Can player land on airfield?
I did not test it yet, but I think that without the mod you cannot land safely. But bear in mind that it is sufficient to have mod in yours mods folder only once, and it works for all the maps you have there , which have the section at the end of  load.ini file such as in example which  follows :

[AIRFIELDS]
  Airfield_001 = 7670.24 142854.34 9298.31 141907.3 2.25

Here the coordinate of the left upper corner of the rectangle is in red, that of right lower one in blue and the friction factor in green.
Btw, I am not mods adman   ;), only seeking the most effective way of populating the map with large number of airfields, not sacrificing its playability too much.
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boogabooga

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Re: Methods for making airfields
« Reply #5 on: October 24, 2010, 08:33:29 PM »

I'm not a map maker (yet), but is the friction mod  included in UP, HSFX, etc.?  And is it known to conflict with anything? Because if it has to be installed seperatly and has conflicts, the chances that people will have problems with your map go up.
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Uzin

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Re: Methods for making airfields
« Reply #6 on: October 25, 2010, 03:44:06 AM »

... if it has to be installed seperatly and has conflicts, the chances that people will have problems with your map go up.
Nevertheless, I think people will have less troubles in this case than in that where several new objects are involved in _tex folder. Be avare that the friction mod may be put in Mods folder just once for several maps, while objects are frequently of many types. Just my 2pence.
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agracier

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Re: Methods for making airfields
« Reply #7 on: October 25, 2010, 05:55:53 AM »

I've been looking around for a download link to the friction mod, but can't seem to find one ... anyone know where I can find this and give it a try?
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Uzin

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Re: Methods for making airfields
« Reply #8 on: October 25, 2010, 06:11:48 AM »

I've been looking around for a download link to the friction mod, but can't seem to find one ... anyone know where I can find this and give it a try?
http://ultrapack.tuttovola.org/index.php/topic,247.0.html
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agracier

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Re: Methods for making airfields
« Reply #9 on: October 25, 2010, 08:05:29 AM »

Thanks for the link.

I downloaded and saved and extracted the mod. But there does seem to be a dearth of explanation on how to use the mod. There isn't really much of an explanation how to go about applying it to a particular map. Maybe that is the reason why it isn't used all that much, though it does sound like a very useful tool.

It reminds me of the auto-pop tool in a way. Certain to be absolutely time-saving and useful, but almost impossible to figure out how to use.

Isn't there any kind of explanation on how to use it? I tried out a few things with mis files and such, but right now I haven't a clue. I aved and read the accompanying notes and those of the link as well.

For instance, the basic point would be, I think, how does one indicate where an airfield is supposed to be on a map that doesn't have airfields yet?

I know that programmers who write such tools find it all self-explanatory, but I can't figure it out.
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|ZUTI|

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Re: Methods for making airfields
« Reply #10 on: October 25, 2010, 08:13:41 AM »

http://ultrapack.tuttovola.org/index.php/topic,3089.0.html and Friction Manual pdf.

This might be useful to read and understand how it is used.

Main conflicts were with CTO map. For other I never heard about. So there are two versions. One that works without CTO and one that is CTO compatible. And it's part of MDS, naturally.

Cheers.
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agracier

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Re: Methods for making airfields
« Reply #11 on: October 25, 2010, 08:57:02 AM »

Thanks for the link to the manual. The manual seems to be very straightforward and easy to understand ... just what I need to get started ...

Thanks again.
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