Jaegermeister Posted March 14, 2022 Posted March 14, 2022 On 1/16/2022 at 12:15 PM, BlitzPig_EL said: I did run a search for "shared fighter groups" and got 60 pages of not what I'm looking for. I know it's been a while, but... P51 Flight.zip 6 hours ago, Oyster_KAI said: Have these good works entered the official update schedule? Which ones?
BlitzPig_EL Posted March 14, 2022 Posted March 14, 2022 Thanks Jaegermeister! I can always use more tools in my mission builder tool box. I am becoming more proficient with it now. I have AFVs, truck convoys, etc running around on the ground, naval assets doing their thing, AIs in the air, and in general am keeping the BlitzPigs happy and entertained with the missions I have put together. Still a lot more to learn, but I have a foundation to build on now.
Hamaha15 Posted March 16, 2022 Posted March 16, 2022 (edited) Winterspelt - initiating the Ardennes offensive, WIP pictures Hello, more gaps to be filled in on the Ardennes map. The next topic to be shared 'as soon as possible' will be the villages and farmsteads along the road from Winterspelt in Germany to St-Vith in Belgium. One of the starting points of the German offensive in Dec 1944 and scene of the novel 'Winterspelt' by German author Alfred Andersch and the 1976 movie. Winterspelt The Belgian-German border about 3 km Northeast of Winterspelt With the new update the colours of the winterly landscape are much more pleasant to look at indeed as you can see by comparing the two pictures of Winterspelt (post-patch) and Urb (pre-patch). Cheers Edited March 16, 2022 by Hamaha15 1 1 4
352ndOscar Posted March 16, 2022 Posted March 16, 2022 So, you’re going to add in the area for the 106ID Front?
Hamaha15 Posted March 16, 2022 Posted March 16, 2022 In progress is adding detail in 3+ km radius around Winterspelt and St-Vith plus the immediate vicinity of the road running between them. I'm not an expert in the Ardennes battle. I understood that the 106ID defended St-Vith and delayed the German advance considerably there. Their sector should be covered thus. Do you suggest specific villages or places to consider?
352ndOscar Posted March 16, 2022 Posted March 16, 2022 16 minutes ago, Hamaha15 said: In progress is adding detail in 3+ km radius around Winterspelt and St-Vith plus the immediate vicinity of the road running between them. I'm not an expert in the Ardennes battle. I understood that the 106ID defended St-Vith and delayed the German advance considerably there. Their sector should be covered thus. Do you suggest specific villages or places to consider? Along a line Winterspelt-Schoenberg-Manderfeld through a line St Vith-Ambleve. This would cover 14Cav, 106ID, 7AD and 9AD and 18VGD, 62VGD, 116PD and Fuhrer Begleit Brigade.
Hamaha15 Posted March 16, 2022 Posted March 16, 2022 (edited) Amblève/Amel will be included as an isolated spot with the next step. @Jaegermeister has created and shared the model. I intended to add Vielsalm in the same way to fill the void between Manhay and St-Vith. I think I'll invest a little more time to further add Schoenberg and Manderfeld acc. to your suggestions then. Edited March 16, 2022 by Hamaha15 1
Hamaha15 Posted March 20, 2022 Posted March 20, 2022 Battle of the Bulge - 106ID sector Et voilà... Schoenberg Manderfeld (foreground) with Losheim (background) Manderfeld 6 1 1
Deacon352nd Posted March 21, 2022 Posted March 21, 2022 Hamaha, when will you release this? It looks fantastic !
Hamaha15 Posted March 21, 2022 Posted March 21, 2022 (edited) Give me a couple of days more, please. It started by 'just' adding @AEthelraedUnraed's Huerthgenwald to the Bastogne scenery plus creating the surroundings of St-Vith and Winterspelt. The To-Do-List became longer and longer in the process... Edited March 21, 2022 by Hamaha15
JG7_X-Man Posted March 21, 2022 Posted March 21, 2022 Wouldn't it be awesome if the developers could work out a deal with these guys that add objects to barren section of maps. 2 2
Jaegermeister Posted March 21, 2022 Posted March 21, 2022 On 3/16/2022 at 7:17 PM, Hamaha15 said: Amblève/Amel will be included as an isolated spot with the next step. @Jaegermeister has created and shared the model. I intended to add Vielsalm in the same way to fill the void between Manhay and St-Vith. I think I'll invest a little more time to further add Schoenberg and Manderfeld acc. to your suggestions then. Hopefully you can use it.
Jaegermeister Posted March 21, 2022 Posted March 21, 2022 I would like to see these new textures added to the official release version map too. Maybe there will be an opportunity to discuss how that might happen in the future.
Hamaha15 Posted March 30, 2022 Posted March 30, 2022 (edited) St-Vith - WIP Something new in the West: the model of St-Vith with its important railway facilities in final shape. All tracks have gone by today. St-Vith's railway depot featured an eye-catching roundhouse. Unfortunately, the roundhouse from the Velikie-Luki map didn't fit. I count another week to complete the area between St-Vith - Winterspelt - Manderfeld - Amblève, the sector of the 106ID. Vielsalm, Losheim and other places of historical interest must wait... Cheers Edited June 14, 2022 by Hamaha15 4 1
352ndOscar Posted March 31, 2022 Posted March 31, 2022 (edited) Can’t wait to roll up into town with a bunch of FB Panthers and VGD and duke it out with the 9th and 7th AD Shermans…..or vise versa….. Edited March 31, 2022 by 352ndOscar
d3rt13n Posted April 6, 2022 Posted April 6, 2022 This is absolutely necessary. Just for shits and giggles, I was going to fly around the area I live in, and It seems even Mechelen is not on the map. It simply does not exist. It is not a small town. Are you planning to do Belgium as well? Can't wait to fly around with your addon. Great work.
Deacon352nd Posted April 6, 2022 Posted April 6, 2022 Will there be a way to have all these towns and villages along with your textures on any other seasonal Rheinland map in addition to the winter version?
Hamaha15 Posted June 16, 2022 Posted June 16, 2022 (edited) The Golden Lion – the 106ID’s sector and the St-Vith battle grounds plus some more... The next step towards an integral animated battlefield including the work of other members is ready to share, a couple of weeks behind schedule… Main features of the update are the towns and villages inside and around the Winterspelt – St-Vith – Amblève – Manderfeld square and the large Hürtgenwald battleground provided by @AEthelraedUnraed. Furthermore, I added the city of Dinant on the river Maas and the environment of the Belgian As and Florennes airfields. The missing La Belle Haie farm has been added to the Manhay – Fraiture area. The town of Amblève has been provided by @Jaegermeister and finally the city of Kelmis/La Calamine has been created and shared by @VAG_Sevy. The updates are available for the winter and the autumn maps, the two relevant seasons to reproduce the battles of the Hürtgenwald and the Ardennes. You have three options to integrate the map updates into your missions over autumnal and winterly Rhineland: Scenery templates containing buildings and villages NWE_blocks_templates_v02.zip Bastogne_environment_v02.group Fraiture_v02.group Ac_update_v01.group Amblève_v01.group Dinant_v01.group Huertgenwald-v01.group (by AEthelraedUnraed) Juzaine_v01.group LaCalamine_v01.group (by VAG_Sevy) LosheimerGraben_v01.group Manderfeld_v01.group Schoenberg_v01.group St-Vith_v01.group Winterspelt_v01.group These files above contain the buildings and villages. NWE_GUI_map-updates_templates_v02 https://forum.il2sturmovik.com/applications/core/interface/file/attachment.php?id=172223&key=6434b116489a1f04c7cef2a95b7d29d8 NWE_RoadsNew_v02 NWE_TownsNew_v02 NWE_RlwyNew_v02 NWE_MWNew_v01 These four files above contain the icons to make the added towns, roads and railway lines visible on the GUI map. You'll find the download button of the slighty reviewed icons template file at the bottom of this text or you can use the attachment link above. Save all these seventeen files in your template folder and import them into your mission as you need. These templates can be used for all seasons. Surface details to show with all missions over the Rheinland winter or autumn map (MODs ON option required) https://www.dropbox.com/s/zbhtpt5ab9vb46j/NWE_au_surface_dat_tex_v02.zip?dl=0 https://www.dropbox.com/s/jlyyfv18qcmxyuw/NWE_wi_surface_dat_tex_v02.zip?dl=0 Surface_Rhnlnd_au_v02_Ardennes.dat Surface_Rhnlnd_au_v02_ArdennesTex.txt Surface_Rhnlnd_wi_v02_Ardennes.dat Surface_Rhnlnd_wi_v02_ArdennesTex.txt To make the files work please proceed in the following way. Proceed with the autumn map accordingly: 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_v02_Ardennes.dat’ and ‘Surface_Rhnlnd_wi_v02_ArdennesTex.txt' into the 'graphics\LANDSCAPE_Rheinland_wi' folder and delete the ‘_Rhnlnd_wi_v02_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 and/or autumn map will show the added surface detail, no matter whether you have imported the scenery templates or not. Simple generic missions including updated scenery AND surface details (works in MODs OFF mode) https://www.dropbox.com/s/bco57eazbjl9qal/Ardennes_Scouting_generic_Tank_Plane_v02_Jun2022.zip?dl=0 Ardennes_Scouting_Plane_generic_au_v02_Jun2022.zip Ardennes_Scouting_Plane_generic_wi_v02_Jun2022.zip Ardennes_Scouting_Tank_generic_au_v02_Jun2022.zip Ardennes_Scouting_Tank_generic_wi_v02_Jun2022.zip The JSMGE-friendly Zip file contains four editable simple generic missions which shall serve as a base for your own creations – one aircraft and one tank mission per season. The scenery details from above have been imported and the surface updates are integral part of the Missions subdirectory. 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 be visible. Works in MODs Off mode. Please don't hesitate to contact me in case you encounter any issues using these files. Cheers NWE_GUI_map-updates_templates_v02.zip Edited December 13, 2022 by Hamaha15 3 6 2
352ndOscar Posted June 30, 2022 Posted June 30, 2022 Quick Question: Do the surface files above include “ALL” the changes/additions you’ve made to the Rhineland map, or, just as they apply to this composite mod?
Hamaha15 Posted July 1, 2022 Posted July 1, 2022 (edited) The short answer is: No. The surface and the scenery files of the 'composite mod' above are meant to detail the Huertgenwald and Ardennes battlefields of Nov '44 through Feb '45 only. In more detail: I'm still working on the Rhineland autumn map to add more detail to the Netherlands and parts of Belgium to support scenarios of other important battles e.g. in the Scheldt and Arnhem areas West of the Ardennes. Once these surface files are ready I will combine all autumn '44 scenarios into one big 'integral map'. However, even the 'integral map' won't cover the whole Rhineland, leaving open much fly-over-country due to the sheer size of the task. It's like trying to eat an elephant... Transferring surface details from one season map to another is a challenge of its own as it needs to be done manually, requiring considerable tweaking. As a consequence the 'integral winter map' will not be a copy of the autumn map but its further detail will extend rather to the East - following the frontline. Cheers Edited July 2, 2022 by Hamaha15 1 5
352ndOscar Posted July 2, 2022 Posted July 2, 2022 Gorgeous piece of work! Beginning to put it to use next week! Thanks guys!!!
Billsponge1972 Posted July 2, 2022 Posted July 2, 2022 Worked like a charm! You guys are amazing. Thanks for all the time and effort. Quick question- I have the Hurtgen campaign and am wondering if I need to modify anything in that folder to still play it? It has a "tex" folder in there.
Hamaha15 Posted July 2, 2022 Posted July 2, 2022 (edited) The Huertgen campaign works independently from the Ardennes missions within their specific subdirectory. No alteration required to keep it running. Cheers Edited July 2, 2022 by Hamaha15
Billsponge1972 Posted July 2, 2022 Posted July 2, 2022 39 minutes ago, Hamaha15 said: The Huertgen campaign works independently from the Ardennes missions within their specific subdirectory. No alteration required to keep it running. Cheers Excellent! Thanks, now, if I just had the skills to make some cool missions. ?
Hamaha15 Posted July 4, 2022 Posted July 4, 2022 (edited) Populating the Netherlands - more WIP pictures The city and beach of Scheveningen with its pier and Kurhaus... ...and Mosquito B Mk IV with a fake glazed nose by @Taurus... ...to support the update of the Operation Oyster mission. Edited July 4, 2022 by Hamaha15 5 1 3
Imperator_TFD Posted July 7, 2022 Posted July 7, 2022 On 7/2/2022 at 2:53 AM, Hamaha15 said: The short answer is: No. The surface and the scenery files of the 'composite mod' above are meant to detail the Huertgenwald and Ardennes battlefields of Nov '44 through Feb '45 only. In more detail: I'm still working on the Rhineland autumn map to add more detail to the Netherlands and parts of Belgium to support scenarios of other important battles e.g. in the Scheldt and Arnhem areas West of the Ardennes. Once these surface files are ready I will combine all autumn '44 scenarios into one big 'integral map'. However, even the 'integral map' won't cover the whole Rhineland, leaving open much fly-over-country due to the sheer size of the task. It's like trying to eat an elephant... Transferring surface details from one season map to another is a challenge of its own as it needs to be done manually, requiring considerable tweaking. As a consequence the 'integral winter map' will not be a copy of the autumn map but its further detail will extend rather to the East - following the frontline. Cheers I have to admit I love the fact that someone is working on populating the Sheldt area. I'm dying to make missions in that area but because it's so barren I've not bothered yet. 1
BlitzPig_EL Posted November 25, 2022 Posted November 25, 2022 Has anyone made dedicated World War One anti aircraft artillery groups? Thought I would ask before trying to replicate work that may already be done.
Picchio Posted December 9, 2022 Posted December 9, 2022 @Hamaha15I have a rather obvious question: as the Developers seems to be opening the possibility for adopting third-party works, has there been any contact between you and them for an official integration of your map improvements? Say yes, please... ? 3
352ndOscar Posted December 13, 2022 Posted December 13, 2022 @Hamaha15 Reference template group “NWE_TownsNew_v02”, corrected “Alfst” to “Afst”. 1
Hamaha15 Posted December 13, 2022 Posted December 13, 2022 Thanks for your help. I fixed the template files and updated the link above. These old topographic maps are sometimes difficult to read - or the thick thump has struck when typing the names of the places... Cheers 1
Picchio Posted December 14, 2022 Posted December 14, 2022 @Hamaha15 please do get in touch with @Wardog5711, at least for letting the team know about your work.
354thFG_Drewm3i-VR Posted December 14, 2022 Posted December 14, 2022 20 minutes ago, Picchio said: @Hamaha15 please do get in touch with @Wardog5711, at least for letting the team know about your work. We're on it. ?
Hamaha15 Posted December 15, 2022 Posted December 15, 2022 (edited) On the way. I imagine an incremental approach which would allow for continuous add-ons from several sources if the devs agree to proceed that way and incorporate the updates. A good portion of the Rhineland updates discussed are quite ready, however, before sharing or integrating I need to make a final pass over the map to remove some of the excess woods where they are really disturbing - or add a couple of trees where they are missing right now. Edited December 15, 2022 by Hamaha15 2 2
ht-57 Posted December 27, 2022 Posted December 27, 2022 @Hamaha15, I may be a bit late to this party, But what you have done and are doing is Awesome!! Thank you for providing this St Vith battle ground, albeit my wife doesn't appreciate it so much as I'm spending way to many hours with your mod! The dev's need to incorporate your efforts in to the base map as this is what it should be IMHO! 1
AEthelraedUnraed Posted December 28, 2022 Posted December 28, 2022 (edited) A small teaser. I've spent the last few days studying how forests work, and I've created four new forest types to suit various parts of the map (images taken in the editor, so in-game it should look even better): So far only the autumn map is done. Once finished, it should make the Rheinland forests a bit more varied. Edited December 28, 2022 by AEthelraedUnraed 4 3 6
dbuile Posted January 21, 2023 Posted January 21, 2023 (edited) On 8/14/2021 at 11:01 AM, Hamaha15 said: a couple of airfields added to the Rheinland summer map at its southwesternmost corner Your images helped inspire me to add on to Butzweilerhof. My work doesn't yet have the fine touches I see in your work and on others' images. I plop down buildings and town blocks where they should be, but not much finesse on ground decals to make them look lived in. One view with Longerich's St. Dionysius steeple in background. http://www.koelner-luftfahrt.de/1930/Flughafen_36/Architektur/Orientierung_Butzweilerhof_Empfangshalle.jpg Edited January 21, 2023 by dbuile 2 1
FoxbatRU Posted January 22, 2023 Posted January 22, 2023 16.06.2022 в 19:00, Hamaha15 сказал: The Golden Lion – the 106ID’s sector and the St-Vith battle grounds plus some more... I wonder if there is a way to introduce these objects into an official career?
Hamaha15 Posted January 27, 2023 Posted January 27, 2023 (edited) Belgian Map updates underway - WIP pictures Rework of the already known Ardennes & Huertgenwald map updates underway: more newly available detail added e.g. the Northern Belgian coalmines carried over from the Western Front map, many woods corrected and the motorways completed - a stretch of Dutch motorways South of Utrecht was still missing. Much effort - and more time - goes into removing the alley trees along the motorways to make them look real in a low level pass too - and to offer Sherman tankers a possibility to advance quickly into Germany... To add new value to the updates, the relevant parts the Eifel region will be filled with life around the V1 launch sites which were operated against Brussels, Mons and Antwerp from October 1944 on. On 1/22/2023 at 8:13 PM, FoxbatRU said: I wonder if there is a way to introduce these objects into an official career? In their latest posts the devs have signalled their interest indeed to include updates of this kind into the stock game. I stay vigilant for their announcements... Ophoven Airfield (Y-32) in the background, Waterschei (close right) and Zwartberg (distant left) collieries with their distinctive earth heaps. Looks quite different than before, doesn't it? I understood that we will get a winter version of the Westernfront map that would include snow covered 'slag heaps'... Taking off from Florennes airfield (Y-78) past the hamlet of Juzaine Entering the landing pattern of Florennes airfield. Two of Florennes' four railway stations are plainly visible now. A new area discovered: flying over the Eifel mountains. The 'Eifelschreck' (Eifel terror) will be back soon... Cheers Edited January 28, 2023 by Hamaha15 3 3 1
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