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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Sure Wrench, I'll hack at it tonight
  2. PureBlue

    God DAMN!

    Glad to be back at home, thanks to all involved in the maintenance!
  3. Fantastic looking ship there Julhelm! @WBS, looking forward to see how the SRBOC system performs.
  4. Awesome work, thank you all Viper Team members :good:
  5. Good going Coupi. Let me iterate that you don't need to find a suitable "DEM" for your map. The DEM files, contain raw geographical data. This is how I would go about the first importation. Terrain Editor (TE) only works with square maps, keep that in mind. Open up google earth or maps. Decide which part of the world you will use. I suggest a 1000x1000km for starters. Get the Long Lat of the left top corner of the area you will map. Check the Big world map on the GPO Site. Download the DEM files for the grids your map will cover. Now open TE and import the DEMS, in order. I think it was Left to Right and Top to bottom.
  6. What's the long and lat are you setting when you import? If the area covers 4 grids in the GTOPO30 map, then you'd need 4 DEM files and load them in order.
  7. which step are you stuck at ? What do you get after you import the DEM?
  8. Top notch stuff guys, thank you for the hard work. Pit looks great, love the new map on ground mode.
  9. I've been tinkering with the ODS terrain, using the newer hirez tiles. This tool absolutely makes it more fun and easier to move around tiles, insert city/farm stuff and find target areas. Thanks for another nice update gerwin
  10. Hello Wrench, basically the eastern/southeastern Anatolia can be represented with something in between what I have in my mod and and what you have in your first post. It's pretty varied in reality so with the desert/germany tilesets we have the most one can do is to use a mix of them..
  11. The Planning Map screen in a campaign mission shows waypoint information, when you hover over your waypoints on the map. In stock menus it's ok because the text area is large enough. But in the mod the area is too small to show all the text, you need scroll down to see the rest. But you can't because the mouse is over the map and scrolling only effects the zoom.. That's only quirk I found with this beautiful mod
  12. I think Anti-Ship missions are setup as they were before NA. Barring the 'Pr'mary target' bug mentioned in another thread. The shipping routes are defined in the Terrain Movement file, you list a start/end area and the coordinates of waypoints. Now with the NavalMap=TRUE, the colors in a watermap only are in effect in Single missions, which will place carriers/transport groups randomly for a Naval Strike mission. This is my understanding. Because in campaigns you already define your naval groups in the campaign_data file, their start and final objective points. As TK mentioned in a thread today, the naval group will sail at their set speed and the game will calculate their movement even when you are not flying. So he says the naval group will move as much as the whole map distance in 1 or 2 days! They take a straight course from start to finish.. That's why he kept the NA campaign so short, a few days... I hope I'm not leading you the wrong path, Jonathan might give more insight here, since he's released a few campaigns using these parameters.
  13. Every terrain has 3 planningmaps that show up in the Mission Design/Map menu in the game. They correspond to different zoom levels. They should be in Terrrain's folder, in a CAT file if stock terrain.. If I'm not mistaken all the in cockpit map shows is one of these bmp files.
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