AEthelraedUnraed Posted August 14, 2021 Posted August 14, 2021 (edited) 43 minutes ago, Deacon352nd said: Please explain how to create an airfield. Alright, I'm actually in the process of making a surface editing guide. I hadn't planned to release it so soon, but I guess I'll accelerate the process and release a 0.5 version soon. Please check back in a couple of hours Oh, and I'm also working on a "showcase" campaign that shows some surface editing and what is achievable with it (although no custom airfields, but these do appear in another campaign I'm working on). Edited August 14, 2021 by AEthelraedUnraed 1
Thad Posted August 14, 2021 Posted August 14, 2021 This sounds very promising. Would it be possible to add small towns and or villages to a map?
AEthelraedUnraed Posted August 14, 2021 Posted August 14, 2021 13 minutes ago, Thad said: This sounds very promising. Would it be possible to add small towns and or villages to a map? Yup. 1
SYN_Vander Posted August 14, 2021 Posted August 14, 2021 (edited) 5 hours ago, AEthelraedUnraed said: Airfields are possible to edit/create right now. Roads too (I think, but my tests weren't too extensive), but there is no editor or documentation (although it's a rather simple system). Vegetation is editable too, but *very* limited: you can just change the tree colour or make them look burnt. I know about the surface editor. But can you add these changes to your mission, so to the .list file ? If it's a multiplayer mission, will other clients download the necessary added files? Edited August 14, 2021 by SYN_Vander
Thad Posted August 14, 2021 Posted August 14, 2021 12 minutes ago, AEthelraedUnraed said: Yup. Outstanding. Oh the joy... the rapture. ?
AEthelraedUnraed Posted August 14, 2021 Posted August 14, 2021 10 minutes ago, SYN_Vander said: I know about the surface editor. But can you add these changes to your mission, so to the .list file ? If it's a multiplayer mission, will other clients download the necessary changed files? For singleplayer missions, you can pack these changes with your mission, yes. I'm not sure about multiplayer missions though. It should definitely be possible to load it if everyone on the server has pre-downloaded the surface files, but I'm not sure if they are downloaded along with the rest of the mission, or how to configure the game such that it does. Please let me know! Do note however that, from my experiments, it is NOT necessary to have Mods On enabled ?
SYN_Vander Posted August 14, 2021 Posted August 14, 2021 45 minutes ago, AEthelraedUnraed said: For singleplayer missions, you can pack these changes with your mission, yes. I'm not sure about multiplayer missions though. It should definitely be possible to load it if everyone on the server has pre-downloaded the surface files, but I'm not sure if they are downloaded along with the rest of the mission, or how to configure the game such that it does. Please let me know! Do note however that, from my experiments, it is NOT necessary to have Mods On enabled ? Yeah I remember from RoF that as long as you only add new stuff it's okay.
DN308 Posted August 14, 2021 Posted August 14, 2021 3 hours ago, Deacon352nd said: Please explain how to create an airfield. The simplest is to copy paste from another one somewhere else on the map or another one. You can also add some path etc
AEthelraedUnraed Posted August 14, 2021 Posted August 14, 2021 3 hours ago, AEthelraedUnraed said: Alright, I'm actually in the process of making a surface editing guide. I hadn't planned to release it so soon, but I guess I'll accelerate the process and release a 0.5 version soon. Please check back in a couple of hours Oh, and I'm also working on a "showcase" campaign that shows some surface editing and what is achievable with it (although no custom airfields, but these do appear in another campaign I'm working on). I've just released a beta version: 1 1
Hamaha15 Posted August 14, 2021 Posted August 14, 2021 (edited) Hi, a couple of airfields added to the Rheinland summer map at its southwesternmost corner. The lowest layer is a transparent 'solid tape' which makes the otherwise soggy ground firm, however, taking off and landing remain a hazard because the soil is bumpy. A tool to flatten the surface would be helpful. And a tree remover tool... These airfields didn't play a significant role in the fighting. They are intended just to set the stage. One exception: Geinsheim airfield was used by Gen. Patton's 3rd Army for assembly after crossing the River Rhine at Nierstein, just a few hundred meters to the southwest. The farm buildings at the airfield edge were in reality the station buildings in disguise. They are well peserved today and now finally serve to what they always pretended to be: an agriculteral facility - a fish farm. Making existing airfields disappear is easy and reversible: just set the Opacity value of all textures to zero in the properties dialogue. If you want to have them back reset the Opacity to 1 (except the lowest layer of solid tape). Of course I'm going to share once the work will be completed... If I switch the MOD option off the changes to the map are not visible. Maybe that's due to a different approach as I haven't tinkered with the .list files of specific missions. The additions made to the Rhineland map my way are visible in all missions created locally if the map is saved in the graphics folder. Keen to see more about the subject in AEthelreadUnread's new manual. ? Cheers Geinsheim airfield - in the background on the opposite bank of the River Rhine lies Nierstein, where Gen. Patton's 3rd US Army crossed the River hours before FM Montgomery's troops did so much farther in the North. Of course, the nasty wood in the center is not according to the prototype... Darmstadt/Griesheim airfield - home of the DFS assault glider factory Frankfurt/Main's Rebstock city airport from the 1920s on until Rhein-Main (FRA) took over in the Fifties Edited October 9, 2021 by Hamaha15 3 2
Hamaha15 Posted October 8, 2021 Posted October 8, 2021 (edited) Populating the Netherlands - WIP some WIP pictures of scenery added to the Rhineland autumn map recently. The work is in support of a future update and extension of the Operation Oyster mission. I will share all scenery groups and updated surface details after the release of the Oyster update, hopefully following immediately the release of the Mosquito. A good portion of older added scenery w/o surface details yet is available with Vander's EMG. Cheers Fliegerhorst Soesterberg and town seen in westerly direction Fliegerhorst Soesterberg and town seen in easterly direction, in the background to the left: town of Soest The city of Dordrecht with Papendrecht (right) and Zwijndrecht (left) across the River Maas Low level pass along the River Oude Maas with Dordrecht to the right, Zwijndrecht to the left and straight ahead Papendrecht, home of the Aviolanda aircraft factory Edited October 9, 2021 by Hamaha15 4 2
jollyjack Posted November 13, 2021 Posted November 13, 2021 (edited) Now you got me curious, been messing with the Dordrecht area before; quite hefty battles happened there. I stopped my editing attempts long ago because of the friggin' trees which could not be removed. FYI right there where a friend of mine's old city center-harbor area house is, with a lot of other buildings, buiit around 1600 LoL. Dordrecht, not on the Rheinland map. in 1940: Edited November 13, 2021 by jollyjack 2
Hamaha15 Posted November 13, 2021 Posted November 13, 2021 (edited) ? Imo the map is quite accurate with respect to a flight simulator. If it were not that empty... There are different types of woods: the first one, the large forests, are near 100% accurate according to the landscape of today. They allow for defining reference points to localise missing landmarks you want to add. The same applies to many of the wood patches dispersed over the countryside. However, the third type of woods, larger and smaller patches are concerned equally, appear to have been placed on purpose to fill in a void where a town or village is supposed to be. Helas... If such a 'frigging' wood interferes with a larger city, you may ignore the wood. The European city buildings in BoP stand higher than the trees. At the end, the impression seen from the air is the one of a city with a lot of green in the streets. Of course there are other inaccuracies in the map e.g. the Dordrecht Zeehaven bassin is missing, or the large railway bridge across Rotterdam harbour too, but you will hardly even note the lack unless you want to make exactly that missing detail a target. I think the overall impression is still very good. Leaving room for improvements... Edited November 13, 2021 by Hamaha15 1
Hamaha15 Posted November 28, 2021 Posted November 28, 2021 (edited) First in Bastogne – populating the hivernal Battlefield of 1944 Detail added in a 10 km radius around the Belgian town of Bastogne which saw extensive fighting in December 1944. I left the town of Bastogne untouched for the moment although it may need shrinking and the addition of a large railyard at its Southwestern boundaries. An update may follow later as time and priorities permit… Moreover, the scenery in a 5 km radius around the Baraque de Fraiture crossroads (Parker’s corner, heavy fighting on Dec 23rd, ’44) has been reviewed and completed. Please find attached below three download options to integrate the map updates into your missions over winterly Rhineland.Scenery templates containing buildings and villages ‘Bastogne_environment_v01a.group‘ ‘Fraiture_v01.group’ These files above contain the buildings and villages. ‘Bastogne_Fraiture_RoadsNew’ ‘Bastogne_Fraiture_TownsNew’ ‘Bastogne_RlwyNew’ These files contain translator icons to make the added towns, roads and railway lines visible on the GUI map. Surface details to show with all missions of the Rheinland winter map (MODs ON option required) · ‘Surface_Rhnlnd_wi_v01_ArdennesTex.txt’ · ‘Surface_Rhnlnd_wi_v01_Ardennes.dat’ Please give me your feedback about how it works or if you encounter issues with the map. Simple generic missions including updated scenery AND surface details (works in MODs OFF mode) The initial JSMGE-friendly Zip file contained two editable simple generic missions which shall serve as a base for your own creations – one aircraft and one tank mission. The scenery details from above have been imported and the surface updates are integral part of the missions subdirectory. Many thanks to members Jollyjack and DN308 for their comments and strong support in doublechecking the functionality. Have fun Cheers The latest update of the scenery can be found here: Edited June 16, 2022 by Hamaha15 7 4
jollyjack Posted November 28, 2021 Posted November 28, 2021 A new Baby Born ! Hamaha really put hours of work into this job ... 2
jollyjack Posted November 29, 2021 Posted November 29, 2021 (edited) Your Parker's Corner, is it ready for this new dance floor & the old surface data can be dumped? Edited November 29, 2021 by jollyjack
Hamaha15 Posted November 29, 2021 Posted November 29, 2021 No, not ready yet. I understand that I have to attack it very soon... I found an error in the random logic too - you may never have noted but it needs a fix. In any case I will release the update with integral landscape and MODs Off. Give me a couple of days. Cheers 1
Beebop Posted November 29, 2021 Posted November 29, 2021 1 hour ago, Hamaha15 said: I found an error in the random logic too - you may never have noted but it needs a fix. Ahhh, the mark of a true artisan.
Hamaha15 Posted December 1, 2021 Posted December 1, 2021 (edited) ? ...and as a such I would like to know about your experience with the downloads, especially if you have modified the 'LANDSCAPE_Rheinland_wi' directory. Please give me your feedback. Cheers Edited December 1, 2021 by Hamaha15
Monkie85 Posted December 10, 2021 Posted December 10, 2021 Gentlemen Hopefully you will be able to continue your work in the near future, I have a feeling the situation will be corrected and I feel for your frustration but please don't despair. Your work is greatly appreciated especially bringing some of the combat areas to life from the Battle of the Bulge. I was hoping perhaps you might eventually work towards the St. Vith area, specifically around Winterspelt where units of the 106th Infantry Division were engaged. I had family members in that area during the battle, one being KIA on Dec 16th 1944. Thank you for your efforts and hopefully you will be back to work again soon. 1 1
Hamaha15 Posted December 10, 2021 Posted December 10, 2021 Good evening, All well that ends well... I'm optimistic that we can resume the work on the battle areas soon. An update of the Rheinland winter map is pending, merging the Huerthgenwald scenery by AEthelreadUnread with the Bastogne/Fraiture scenery. Wiltz, St.-Vith and Hotton up to Dinant are 'earmarked' for further updates. Cheers 2
Monkie85 Posted December 10, 2021 Posted December 10, 2021 Sounds great, I am looking forward to all of your work in the future.
352ndOscar Posted December 20, 2021 Posted December 20, 2021 (edited) @Hamaha15 For your consideration: Edit: Link Removed - obsolete. Edited April 5, 2022 by 352ndOscar 1 1
Hamaha15 Posted December 20, 2021 Posted December 20, 2021 Noted. The to-do-list gets longer and longer... Cheers
Beebop Posted December 20, 2021 Posted December 20, 2021 34 minutes ago, Hamaha15 said: The to-do-list gets longer and longer... It's like being married.?
352ndOscar Posted December 21, 2021 Posted December 21, 2021 @Hamaha15 I’m a fledgling little bird with this Surface stuff, but I am learning and can/will help at some point. 1
Hamaha15 Posted December 23, 2021 Posted December 23, 2021 20 minutes ago, Hamaha15 said: Parker’s corner – version 4.701 update Hello, Parker’s corner mini campaign updated to work correctly after the release of version 4.701. The new weather conditions required considerable rework because the thick fog had gone with the new version although it played a significant role in the real events. Parker's Corner campaign updated to work again with the 4.701 release. Please use the following link to download the campaign files from the dropbox. https://www.dropbox.com/s/6npxfd38j05l2q5/Parkers Corner 4701.zip?dl=0 Merry Chrismas Stay safe 2 1
Hamaha15 Posted January 2, 2022 Posted January 2, 2022 Populating the Netherlands - more WIP pictures some more WIP pictures of scenery added to the Rhineland autumn map over the holidays: 's-Hertogenbosch's station quarters and nearby former Fort-Isabella. The city of 's-Hertogenbosch lies on the escape route of Wing Commander Pelly-Fry's A-20 from No 88 Sqn after the Eindhoven raid on 6th Dec. 1942. To be shared soon... Cheers 3 1 1
Beebop Posted January 2, 2022 Posted January 2, 2022 ? "Like". ❓❓❓ ('sorry there was a problem reacting to this post') ❓❓❓
AEthelraedUnraed Posted January 2, 2022 Posted January 2, 2022 1 hour ago, Hamaha15 said: Populating the Netherlands - more WIP pictures some more WIP pictures of scenery added to the Rhineland autumn map over the holidays: 's-Hertogenbosch's station quarters and nearby former Fort-Isabella. The city of 's-Hertogenbosch lies on the escape route of Wing Commander Pelly-Fry's A-20 from No 88 Sqn after the Eindhoven raid on 6th Dec. 1942. To be shared soon... Cheers Looks great, as usual! I do wonder though why you didn't simply use one of the FC1 citadelles for Fort Isabella? Seems less work than creating a star fortress outline yourself.
Hamaha15 Posted January 2, 2022 Posted January 2, 2022 (edited) ...because the use of the Arras and Lille citadelles has become inflationary... Variatio delectat* ? *could be a nice Squadron's slogan. Edited January 2, 2022 by Hamaha15
AEthelraedUnraed Posted January 2, 2022 Posted January 2, 2022 1 hour ago, Hamaha15 said: ...because the use of the Arras and Lille citadelles has become inflationary... I guess that's a very good reason. 1 hour ago, Hamaha15 said: Variatio delectat* ? *could be a nice Squadron's slogan. LOL 1
441-Baybars Posted January 6, 2022 Posted January 6, 2022 On 12/28/2020 at 5:59 AM, =SqSq=Civilprotection said: So I am almost ready to release the moving frontline system to the community. But before I do, I need to explain one or two of the basic systems that go into each individual hex. In this post I will talk about the basic logic that resides within every wall of every hex. So I'm sure you are all aware that to have a continuous frontline, a mission maker must link several icon MCUs all in the same direction. Similarly, for circles and hexagons, all of the frontlines must be linked consistently-- either clockwise or counterclockwise. However, when we start to place hexes next to one another, there starts to be an issue of direction. At every border between hexes, the arrows are pointed in counter directions. So, what is needed is a more adaptable wall. This^ is basically that more flexible wall. It is essentially a really thin diamond. the top and bottom icon MCUs are anchor points, and are always active. The two middle icon MCUs dictate the direction of the line. When the left icon is activated and the right icon is deactivated, then the line direction will be up. When the right icon is activated and the left icon is activated then the line direction will be down. And just as importantly, when both of the icons are deactivated, then no line is drawn at all. This covers the four ownership possibilities needed for the whole system to work. Team A is on the left and team B is on the right => up arrow, Team A is on the right and team team B is on the left => down arrow, team A is on the left and right => no arrow, and team B is on the left and right => no arrow. Not super hard stuff right. and of course, each wall of the hex must have this dynamic wall system. Now that you have seen the easy example, let us compare it to a wall from the actual module. *note that the anchor points are out of the frame I am hoping to have the hex fully released before the new year with usage instructions and everything. I just want to repeat that I am looking for testers to help me in multiplayer, so if anyone has the time and the inclination... I hope the above^ was an interesting read. Until next time, Cheers! Are we using these yellow circles to make demarcation lines visible on the map? When we put the yellow circles, what do we set the content of from the options? On 12/21/2020 at 12:01 AM, =SqSq=Civilprotection said: Hello all! I wanted to make a post about my Hex-based moving frontline system which I have been building on and off for many months. Everything in the video is in real time. https://drive.google.com/file/d/1Ec1_cMg5XpkxK2Raq4_2LppzmZ5baFEU/view?usp=sharing Every hex is identical, and there is no particular order in which players must capture the hexagons. The system even allows for encirclement. I think this module can open the door for so many different types of gameplay. The two I would be most excited about are tanks and paratrooper missions in multiplayer. I am continuing to work on multiplayer demos, and I run my own server from time to time. I want to repeat my request for testers if anyone is interested, or curious, or... well, mostly those two things. So DM me if you fall into one or both of the above, Cheers! please teach me this. I want border lines on my map for both sides. with a simple explanation. I'm a beginner at ME.
BlitzPig_EL Posted January 16, 2022 Posted January 16, 2022 Is there a simple "fighter patrol" group out there that can be used to place say, a four ship of fighters on a map, and then give me the ability to move the waypoints as I see fit? With 12 pages in this section of the forum going back years now, and no proper index, and a daft "search" function, I'm at a loss to find such a thing, or even if one exists. I did run a search for "shared fighter groups" and got 60 pages of not what I'm looking for.
=SqSq=Civilprotection Posted January 17, 2022 Posted January 17, 2022 On 1/6/2022 at 12:58 AM, 441-Baybars said: Are we using these yellow circles to make demarcation lines visible on the map? When we put the yellow circles, what do we set the content of from the options? please teach me this. I want border lines on my map for both sides. with a simple explanation. I'm a beginner at ME. Sorry, I haven't been on the forums for a while. Did you still need help setting up a frontline? I'll give it if you still need it, but it sounds like what you want is a simple static frontline.
SCG_Neun Posted January 18, 2022 Posted January 18, 2022 On 11/28/2021 at 9:20 AM, Hamaha15 said: First in Bastogne – populating the hivernal Battlefield of 1944 Detail added in a 10 km radius around the Belgian town of Bastogne which saw extensive fighting in December 1944. I left the town of Bastogne untouched for the moment although it may need shrinking and the addition of a large railyard at its Southwestern boundaries. An update may follow later as time and priorities permit… Moreover, the scenery in a 5 km radius around the Baraque de Fraiture crossroads (Parker’s corner, heavy fighting on Dec 23rd, ’44) has been reviewed and completed. Please find attached below three download options to integrate the map updates into your missions over winterly Rhineland.Scenery templates containing buildings and villagesBastogne_Fraiture_blocks_templates.zip 15.25 kB · 23 downloads · ‘Bastogne_environment_v01a.group‘ · ‘Fraiture_v01.group’ These files above contain the buildings and villages. Bastogne_Fraiture_map-updates_templates.zip 85.62 kB · 19 downloads · ‘Bastogne_Fraiture_RoadsNew’ · ‘Bastogne_Fraiture_TownsNew’ · ‘Bastogne_RlwyNew’ These files contain translator icons to make the added towns, roads and railway lines visible on the GUI map. Save all five files in your template folder and import them into your mission as you need. These templates can be used for all seasons. This option is the most simple one as it doesn't interfere with game settings. It alone is already effective as you will see the structures from a distance. Surface details to show with all missions of the Rheinland winter map (MODs ON option required) Ardennes_surface_dat_tex.zip 2.3 MB · 22 downloads · ‘Surface_Rhnlnd_wi_v01_ArdennesTex.txt’ · ‘Surface_Rhnlnd_wi_v01_Ardennes.dat’ To make the files work please proceed in the following way: 1. Create a backup file of the initial 'graphics\LANDSCAPE_Rheinland_wi' subfolder in the data/graphics/... directory e.g. by adding a suffix '_backup'. 2. Copy the ‘Surface_Rhnlnd_wi_v01_Ardennes.dat’ and ‘Surface_Rhnlnd_wi_v01_ArdennesTex.txt' into the 'graphics\LANDSCAPE_Rheinland_wi' folder and delete the ‘_Rhnlnd_wi_v01_Ardennes’ sequence of each file. If the '...Rheinland_wi' folder already contains a Surface.dat and a SurfaceTex.txt file - delete them prior to renaming the newly added files. The ROADS subfolder remains untouched. 3. Switch on the MODs option when starting the game next time. This operation requires a restart of the game. Once after the restart, any mission over the Rhineland winter map will show the added surface detail, no matter whether you have imported the scenery templates or not. This option may be interesting e.g. if you use SYN_Vanders Easy Mission Generator. Please give me your feedback about how it works or if you encounter issues with the map. Simple generic missions including updated scenery AND surface details (works in MODs OFF mode) https://www.dropbox.com/s/8usofo6ro3c8pz1/Ardennes_Scouting_generic_Tank_Plane_v01_Nov2021.zip?dl=0 The JSMGE-friendly Zip file contains two editable simple generic missions which shall serve as a base for your own creations – one aircraft and one tank mission. The scenery details from above have been imported and the surface updates are integral part of the missions subdirectory. Many thanks to members Jollyjack and DN308 for their comments and strong support in doublechecking the functionality. You can change the plane or vehicle type, the coalition, you can move the player flight or platoon to any place of the map and add as many AI as your processor supports. You can rename the mission as you like. In any case the mission created that way must be saved to the 'Ardennes' subdirectory. Otherwise the added surface detail won't show. Works in MODs Off mode. Have fun Cheers This is just top notched! Thank you for your work on this!
Oyster_KAI Posted March 14, 2022 Posted March 14, 2022 Have these good works entered the official update schedule?
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