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Baltika

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Everything posted by Baltika

  1. Thanks for these Monty
  2. The new map has been scaled by pulling and stretching the heightmap .bmp in gimp to give as close as possible to "real" distances in-game. Bear in mind the projection limitations discussed a couple of posts above. The UK looks even more stretched than in the older build, but as you will see, it should not only be stretched like that but also rotated about 20-30 degress clockwise. I am not saying you can fly by instruments from Lossiemouth to Moscow, but the overall distances are about right. I am wondering if I can create a huge map to cover all of the above plus Iceland, then stretch and squeeze the whole thing in gimp to get an approximation of a correct projection. Just a thought for now.
  3. Hi pureblue, My new build of this terrain looks like this:- When you compare it to the Google Earth projection, you see the problem I am having. It is a known artefact of TE that it compresses the north/south distances, especially the closer you get to the poles. It's not the fault of TE, I suspect it has to do with the trajectory of the satellite that scans the DEM data. I can cure north/south compression by exporting the heightmap and editing the scale of the image in gimp. And, sure, I can cut and paste my Iceland map into the northwest corner of this map. But the basic problem is that distances across the whole map are messed up because of the projection issue with the DEM data. That's why Iceland doesn't appear in my new terrain build at all. I know google earth has a "terrain" setting which means the altitudes of any given point are available. What I am hoping to do is convert the google earth image into a DEM data file that TE can read, or, find a DEM file which reflects the projection I can get of the region in google earth. Just a thought
  4. Anybody know how I can get DEM data for an accurate projection of northern europe, like so: The downloadable DEM data I am using has the northern latitudes "stretched" in such a way that I cannot get Iceland to appear on this map, no matter how hard I try. The good news is, that Baltic Sea map is benefitting from work done on NZ map, so it is all coming together. All suggestions gratefully accepted. Slainthe, Baltika
  5. Excellent work, Thanks very much
  6. The sheep are not forgotten. . . Should be easy enough to replace the cow .tga with a sheep .tga, although I may need to add a lot more sheep to the terrain Having driven (and flown) round NZ, I know what you mean. There are a lot of sheep. . .
  7. Let me add my thanks to Brain32 & Stary for their custom tileset work. I, for one, would certainly appreciate a tile creation tutorial. As you know I am working up a tileset for Iceland terrain, but it is slow, slow work. Thanks guys, Baltika
  8. Progress update: Airfield placement is going well, albeit slowly. About 1/3 done, that's 16 airbases placed, tiled, flattened, test-driven to make sure the AI can land between the mountain peaks. Picton and Wanaka were a lot of fun. Another 30-odd to go. Plus a stack of little Aerodromes if I can find the time. . . Having fun flying this terrain:- @brndl, no problem, already dialled in: Tuuta Airfield egress: Picton outbound: On the plate at Wanaka: @Nightshift82, this is being developed in WoE Oct 08, but I see no reason why it shouldn't work in SF2 series. Will keep you posted. Cheers all, Baltika
  9. Ostfront is not dead But, anyone got a good source for Red Air OOB? My research has turned up a good unit-level breakdown, but without specifics of which unit flew what, from where. My Luftwaffe OOB is extremely detailed, no probs there. Any help would be greatly appreciated. Cheers, Baltika
  10. Baltika

    Light Sabers

    I got three :yes: All Force FX, all "TOS" 1x Luke Skywalker, 2x Darth Vader. I also have a couple of spare tubes for when those "sabre parties" get out of hand and they get shattered. But this was where it was really at, I think. The shipping costs to the UK made it prohibitive:- http://www.ultrasabers.com/ These guys do the lights, the sounds, and you can whack them off your mate's head whilst three sheets to the wind, without damage - well, at least to the sabre. Anyone round here try out an Ultrasaber?
  11. Oh yeah, On a more general note: If anyone has a particular WW2 campaign they would like to see implemented, but think they can't help because they can't "mod," they can do a lot to make it happen by taking a leaf out of MKSheppard's book, and doing a little bit of research. I can't say how much that helps, and how much time it can save from the campaign file creation process. Unit names, equipment, any upgrades, base locations, and even any info about notable aces, is all extremely useful, and not necessarily easy to find in one place, or at least not without trawling through a lot of more general material. Thanks agin, MK.
  12. Excellent. You have just saved me a ton of work. Researching OOBs can often be tricky, unless you come across a good textbook where some kind historian has done all the research. Or, you can spend a while digging around on the internet. Comprehensive, unit-level lists are not always easy to find. With that list, I can move straight to compiling the campaign data.ini file. Thanks again Baltika
  13. @Wrench, thanks for the updates. @MKSheppard, great research materials, thanks very much. Exactly the sort of thing that makes campaign building easier. Cheers for now
  14. Hi there, You are not alone in having some performance issues, and, yes, TW sims are pretty CPU intensive. Help is at hand: http://forum.combatace.com/index.php?showtopic=43231 Current hot topic on this issue. Cheers, Baltika
  15. Sounds great, although I know what you mean about having too many projects on the go I certainly wasn't expecting an upgrade of your upgrade for Okinawa If it helps prioritise, my Operation Watchtower campaign file is more or less completed, along with Mareth Line, while Olympic/Ketsugo is still in the research/planning stages. Have a good vacation :yes:
  16. Lookin' Goood
  17. Well, I have been looking thru some of these old WW2 threads and this has caught my eye. Sorry to say my proposed Japan map has not advanced much since the basic terrain build pictured above, and will probably have to go back into the shop for the same reasons as Malaysia. That's not going to happen anytime soon. But, I have been doing some reading on the subject, and the proposed Operation Downfall invasion of Japan was split into two parts, the initial invasion of Kyushu in Nov 45, to be followed by the invasion of Honshu in '46. The Japanese defence plan, Operation Ketsugo, committed the bulk of the available Imperial forces to an all-out defence of Kyushu, with little left in reserve. So... It seems that Edward's Okinawa map would cover the initial phase no problem - as it was probably designed to. And it would be a shame not to take advantage of Wrench's Okinawa upgrade :yes: The end result - Operation Olympic IS GO (Watch this space for progress reports)
  18. Cricket grounds, no problem Meanwhile, Saruman has been busy. . . More to come. Cheers, Baltika
  19. 533rd Uruk-Hai Fighter Squadron on the prowl. . . The armies of Barad-dur are rising. . .
  20. Great work Wrench - really looking forward to this one Stringbag Did I hear you say Stringbag Oh, yes please :yes:
  21. OK, looks like I'll go for reworking the stock WOE campaigns to feature China, NZ, AUS, and RAF. My WIP modern campaign can be the War of the Ring Resurrection campaign. Tile texture work is finished. Next up is airfield flattening, always a hairy moment in TE. Target placement will be of the cut & paste variety, although Auckland, Wellington and Invercargill will get some special treatment.
  22. Scenery is glorious hereabouts :yes: As for the textures, they are Deuces' old Germany_CE repaint, plus a few additional coastal transition tiles I have knocked together by merging his tiles and creating new .tgas. As for Minas Tirith, I am no 3d modeller, but there are relics of the Old World to be found lurking in the mountains. . .
  23. Yes, it's a wild area for terrain building. As for new tricks, general familiarisation with the idiosyncracies of TE means that the more you use it, the better a "feel" you get for it. The stock texturelists are baseline building blocks, but for rugged coastlines there are not enough transition tiles to cover every eventuality. So the coastline gets a bit funny, transition textures don't cover it properly, and you get frustrated. Germany_CE is a worse offender than Vietnam_SEA for that. The Germany texturelist has the bare minimum of city/coast transition tiles to make the germany map work. For my UK map I added new transition tiles to that list. There will be even more when I release NZ map. The Malaysia rebuild became necessary because I had been exporting/importing the .bmp file without a full understanding of how TE translated the different colours into heights, so I was getting chopped off mountain peaks. Also, I hadn't used the heightfield % setting to best effect to get a fun, playable map. It was all rather flat. So that had to be fixed. Finally, I realised I wanted to open the theatre up a bit, after reading Volume One of "Bloody Shambles." Hence the inclusion of the Philippines in the new build. So no real new insights, just getting better at working with TE. Cheers, Baltika Oh yeah, there are a couple of typos in the stock TW texturelists which mean some land tiles are treated as water tiles. That means the engine looks for a .tga for that tile, can't find one and you get randomly switching tile textures appearing in game. Wrench, that may be the problem you had with SoCal map having the odd strange flashing texture tile.
  24. Hi Bandy, glad to hear from you. Good point re squadron replacements, I will take a look at it for v0.61.
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