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  #311  
Old 01-09-2014, 07:03 PM
Asheshouse Asheshouse is offline
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Using modern SRTM data provides an excellent and fairly quick start. Having done that its fairly easy to overlay historical maps in photoshop to adjust coastlines and river lines.

Getting the position of road and rail and urban boundaries right is not so easy due to the limitations of the game engine. The best you can aim for is just to get the right feel.

The biggest contribution to the appeal of a great map is probably the production of new artwork for ground textures and the inclusion of bump maps.

This is part of the Rabaul map by Bee. (still WIP)


Last edited by Asheshouse; 01-09-2014 at 07:18 PM.
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  #312  
Old 01-09-2014, 11:12 PM
IceFire IceFire is offline
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Looks good Asheshouse! Is that from the Team Pacific N-G map?

The thing that 4.13 and beyond really need are some great new maps. I see lots of stuff in development that go into Mod packs but I really wish they would make sure they were ready to go (no copyrighted textures, etc.) and offer them up for inclusion in an official map.

We need stuff for online dogfights, offline campaigns, online campaigns, etc. We have a good selection but there are, of course, more out there.
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  #313  
Old 01-10-2014, 09:13 AM
_1SMV_Gitano _1SMV_Gitano is offline
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Asheshouse is right about SRTM data. A map could be built quickly from them. The difficult, or better say, time-consuming part is what follows. In particular, detailed maps with historical airfields and dedicated buildings and textures (e.g. Slovakia) may take a many-people team years of research and work.

On the other hand, I guess that adding another generic-looking map with textures and buildings from the current stock game will rise lots of eyebrows to say the least.

My (personal) two cents.
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  #314  
Old 01-12-2014, 11:04 AM
shelby shelby is offline
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Hope to see soon new development update
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  #315  
Old 01-12-2014, 11:33 AM
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Feathered_IV Feathered_IV is offline
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Quote:
Originally Posted by IceFire View Post
Looks good Asheshouse! Is that from the Team Pacific N-G map?

The image above is from the Rabaul map I'm working on. I haven't seen anything from the PNG group for some years.

The above map was originally an abandoned early alpha from a Japanese group. It's accuracy was very poor and I've been working to get it right,
down to the individual named streets in the township. Using period maps, strike photos and topographical information I've also been able to reproduce
the damage to airfields and installations, to represent how the area looked in 1944 when it was under seige.
It's strictly a mods-on prject though, and utilises techniques and resources outside the default game.

Some more pics from various stages in the map's development if you're interested.














Last edited by Feathered_IV; 01-12-2014 at 11:59 AM.
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  #316  
Old 01-12-2014, 12:31 PM
IceFire IceFire is offline
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I'm disappointed to hear its a MOD only product... but it certainly looks stunning.
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  #317  
Old 01-12-2014, 12:33 PM
AG-51_Razor AG-51_Razor is offline
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That looks AWESOME Feathered IV!!! Can't wait to see it in game.
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  #318  
Old 01-12-2014, 02:04 PM
ECV56_Guevara ECV56_Guevara is offline
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Quote:
Originally Posted by IceFire View Post
I'm disappointed to hear its a MOD only product... but it certainly looks stunning.
If I understand correctly, Feathered is offering his beatifull map:

Quote:
Originally Posted by Feathered_IV View Post
Some more pics from various stages in the map's development if you're interested.
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  #319  
Old 01-12-2014, 02:24 PM
Asheshouse Asheshouse is offline
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Feathered_IV -- can you say what the copyright status is of the ground textures which you are using. I understand that you are generally not using stock textures. Are they original artwork?

I guess the build relies on "modded" objects, or re-skinned stock objects? -- but I guess that need not be a major problem.

The curved roads which appear in some of the images will not permit automatic route tracking in FMB, but they do look much better than the stock linear roads.

Last edited by Asheshouse; 01-12-2014 at 02:29 PM.
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  #320  
Old 01-12-2014, 09:57 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Asheshouse View Post
The curved roads which appear in some of the images will not permit automatic route tracking in FMB, but they do look much better than the stock linear roads.
For a map like Rabaul, the inability to get vehicle columns to track properly isn't that much an issue, since the main targets of Allied strikes on Rabaul were Japanese airfields/aircraft and shipping.
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