Arras sector 1917
Re: Arras sector 1917
#26Il me semble que j'avais vu ça dans ma doc. Si je retrouve ça, je te poste ça.
Re: Arras sector 1917
#27De ce que j'ai pu en lire, il s'agissait principalement de draps blanc étendu au sol afin de représenter des formes géométrique.
L'idée serait effectivement intéressante à mettre en oeuvre dans ROF.
Il me semble aussi en avoir vue dans un de mes bouquins. Je vérifierais en fin de semaine.
L'idée serait effectivement intéressante à mettre en oeuvre dans ROF.
Il me semble aussi en avoir vue dans un de mes bouquins. Je vérifierais en fin de semaine.
"Il faut préférer la modestie de ceux qui s'associent pour combattre au triomphe passager de celui qui s'isole."
Cdt De Rose
CCG: https://escadrilleccg.forumactif.com/
Re: Arras sector 1917
#28Des infos trouvées sur le site des As Oubliés,
http://www.asoublies1418.fr/default.asp ... 5336233DE6
et
http://www.asoublies1418.fr/default.asp ... 5336233DE6
Le dernier donne des liens sur des fiches d'instructions (de 1915) qui donne les schémas (avec les dimensions) de différents codes. Probablement que ce code a du évoluer par la suite, mais ça peut servir.
http://www.asoublies1418.fr/default.asp ... 5336233DE6
et
http://www.asoublies1418.fr/default.asp ... 5336233DE6
Le dernier donne des liens sur des fiches d'instructions (de 1915) qui donne les schémas (avec les dimensions) de différents codes. Probablement que ce code a du évoluer par la suite, mais ça peut servir.
Re: Arras sector 1917
#30Salut, je recherche la manip à faire dans les fichiers du mod Arras pour éviter les rof.exe en pleine partie.
Il me semble que c'était sur le forum c6 me je ne la retrouve pas...
D'avance merci.
Il me semble que c'était sur le forum c6 me je ne la retrouve pas...
D'avance merci.
Re: Arras sector 1917
#32Ca y est, j'ai réussi à faire deux autres versions du mod pour la carte hiver et la carte automne.
Deux points cependant:
1) Il faudra obligatoirement activer avant le landscape mod, sinon il y a un bug avec les textures de foret.
2) Par contre on perd les textures haute qualité faites par Paf sur les villes et bases retravaillées (comme Lens, Roeux, Boistrancourt, Brayelles, Vert Galand,...)
Sinon pour tout le reste ça rend bien!
Deux points cependant:
1) Il faudra obligatoirement activer avant le landscape mod, sinon il y a un bug avec les textures de foret.
2) Par contre on perd les textures haute qualité faites par Paf sur les villes et bases retravaillées (comme Lens, Roeux, Boistrancourt, Brayelles, Vert Galand,...)
Sinon pour tout le reste ça rend bien!
Re: Arras sector 1917
#33Bonsoir!
I need your help. I had some good progress on the new map and now I am working on the watermap. I am at a point where I am declined to paint the rivers, lakes canals from scratch and more detailed than the mainmap. But my biggest problem is to get large-format-hydrographiemap for the area. I see IGN has a nice hydrographie overlay. But if I use this with taking screenshots at the correct resolution I have to compile around 100 screenshots. The watermap has a resolution of 12800px *11520px corresponding 128Km*115,2km. So its 1pixel = 10meters.
I need your help. I had some good progress on the new map and now I am working on the watermap. I am at a point where I am declined to paint the rivers, lakes canals from scratch and more detailed than the mainmap. But my biggest problem is to get large-format-hydrographiemap for the area. I see IGN has a nice hydrographie overlay. But if I use this with taking screenshots at the correct resolution I have to compile around 100 screenshots. The watermap has a resolution of 12800px *11520px corresponding 128Km*115,2km. So its 1pixel = 10meters.
Re: Arras sector 1917
#34Hi Genius,
yes, that is the map I already found and its very useful with the water-layer! The problem is, I can only use small area via screenshot. Maybe there is a way to get a larger file of that layer?
yes, that is the map I already found and its very useful with the water-layer! The problem is, I can only use small area via screenshot. Maybe there is a way to get a larger file of that layer?
Re: Arras sector 1917
#35Pafe, you should conatct Rama on the official forum. I think he could help you.
http://riseofflight.com/Forum/memberlis ... file&u=548
http://riseofflight.com/Forum/memberlis ... file&u=548
Re: Arras sector 1917
#36I was about to give the same advice, Rama worked (and still working I guess) with 777/1CGS on several maps they made.
I think he is more active on BoS official forum.
I think he is more active on BoS official forum.
Re: Arras sector 1917
#37Yes Genius,
but I need the more detailed resolution´. Its approx. * 100
Thank you all, I am in contact with Rama now.
It seems if I want to achieve what I want it will take quite some time ....
but I need the more detailed resolution´. Its approx. * 100
Thank you all, I am in contact with Rama now.
It seems if I want to achieve what I want it will take quite some time ....
Re: Arras sector 1917
#38Thanks for the tip, its very interesting! But I still have some problems setting it upcorrectly. It seems I am missing something with all the french words :D
I did a test with the available map today and draw canal and rivers in almost correct size. Problem: The ROF engine is drawing the water in little tiles which is ok on big rivers but smaller ones get interrupted. You see, I made a comparison with original water around St.Omer, redrawn one and actual sat-photo.
What do you think?
I did a test with the available map today and draw canal and rivers in almost correct size. Problem: The ROF engine is drawing the water in little tiles which is ok on big rivers but smaller ones get interrupted. You see, I made a comparison with original water around St.Omer, redrawn one and actual sat-photo.
What do you think?
Re: Arras sector 1917
#40Ah Genius, thank you, will try again!
And yes, thats the problem with the water! As I am drawing the water from scratch I don't have the problem with decreasing quality, but I maybe have to draw the rivers wider to make them look more smooth. On the other hand I want to keep sizes most realistic. I willshow you a screenie from near to show the effect later.
And yes, thats the problem with the water! As I am drawing the water from scratch I don't have the problem with decreasing quality, but I maybe have to draw the rivers wider to make them look more smooth. On the other hand I want to keep sizes most realistic. I willshow you a screenie from near to show the effect later.
Re: Arras sector 1917
#41By the way, is anyone here interested in helping to build some missing cities?
Main ones missing are St.Omer and Valenciennes. Job would be to place the ingame objects according to historical maps/photos on the map.
Its abit of a puzzlegame, not that difficult, but timeconsuming.
Main ones missing are St.Omer and Valenciennes. Job would be to place the ingame objects according to historical maps/photos on the map.
Its abit of a puzzlegame, not that difficult, but timeconsuming.
Re: Arras sector 1917
#42I could help on that!Main ones missing are St.Omer and Valenciennes. Job would be to place the ingame objects according to historical maps/photos on the map.
Its abit of a puzzlegame, not that difficult, but timeconsuming.
I have found this about St-Omer.
Do you have one about Valenciennes?
Re: Arras sector 1917
#43I don't have many time, but if you don't find any help, i will when i can.
Re: Arras sector 1917
#44Thanks for the replies.
A helping hand would speed things up abit
Actionjoe, thats a nice photo of St.Omer. About Valenciennes I have some good detailed trenchmaps.
If nothing bad happens I will have a map with the basic things working soon. The water is still a large amount of work. The rest is work in progress too, but it will be possible to start work on some cities in the editor.
I will send a PM then.
A helping hand would speed things up abit
Actionjoe, thats a nice photo of St.Omer. About Valenciennes I have some good detailed trenchmaps.
If nothing bad happens I will have a map with the basic things working soon. The water is still a large amount of work. The rest is work in progress too, but it will be possible to start work on some cities in the editor.
I will send a PM then.
Re: Arras sector 1917
#45Ok Pafe. I hope that i'll have finish with Bos which is my priority at that moment because i said ok to 777.
Re: Arras sector 1917
#46Ok, Pafe!
J'ai raté quelque chose?I hope that i'll have finish with Bos which is my priority at that moment because i said ok to 777.
Re: Arras sector 1917
#47Non, mais comme je me suis engagé auprés de 777 pour la close beta (pas l'early), je leur donne la priorité, ce qui me semble normal. Et comme, c'est la dernière ligne droite avant la sortie, normalement, il y a du boulot.
Aprés la sortie, ça devrait se calmer un peu, ce qui me laissera du temps pour autre chose, hormis voler avec les potos.
Aprés la sortie, ça devrait se calmer un peu, ce qui me laissera du temps pour autre chose, hormis voler avec les potos.
Re: Arras sector 1917
#48Sorry actionjoe, didn't forget you.
But after some talk to AnKor I am in the process to switch the map to the Channelmap basis. So we can have nice trees even in default villages and along roads and maybe more.
Still have to check about the negative consequences...
I
But after some talk to AnKor I am in the process to switch the map to the Channelmap basis. So we can have nice trees even in default villages and along roads and maybe more.
Still have to check about the negative consequences...
I
Re: Arras sector 1917
#49Does anyone know how to suppress trees in RoF standard map ?
I want to prove that reverse landing (to hangar) is possible, in order to allow puwind takeoff & landings.
So I an writing a mission builder to test all airfields.
But I already found that Tool has trees lined up with default landing way. So I want to know f there is a way to remove them
I want to prove that reverse landing (to hangar) is possible, in order to allow puwind takeoff & landings.
So I an writing a mission builder to test all airfields.
But I already found that Tool has trees lined up with default landing way. So I want to know f there is a way to remove them
Re: Arras sector 1917
#50Lefuneste,
there are a few ways . It depends what kind of trees are in the way.... (tied to the landscape texture, global forest etc.)
If you don't want to mess with these files you have to alter the forest_cut.wtr file, you need special tool for this.
I don't have enough time to explain now, I try later
there are a few ways . It depends what kind of trees are in the way.... (tied to the landscape texture, global forest etc.)
If you don't want to mess with these files you have to alter the forest_cut.wtr file, you need special tool for this.
I don't have enough time to explain now, I try later