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Developer blog #357: Spitfire IXc news, new mission editor features


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Posted

So with this new map editor we can finally make a north africa map yaaaaay 

 

 

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Posted
1 hour ago, deathmisser said:

So with this new map editor we can finally make a north africa map yaaaaay 

 

 


 

Keep us posted on your progress.

  • Haha 4
354thFG_Drewm3i-VR
Posted (edited)
11 minutes ago, Gambit21 said:


 

Keep us posted on your progress.

Funny, but when did you become the forum heckler? ?

 

Edited by =DW=_Drewm3i-VR
Posted

I want to modify an existing map to make a desert map, not that I expect a releasable result, I just want to try it.  A game within the game, so to speak.

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Posted
1 hour ago, =DW=_Drewm3i-VR said:

Funny, but when did you become the forum heckler? ?

 


I just wanted to support him is his efforts. ? It’s a long road.

Jaegermeister
Posted
On 2/9/2024 at 5:11 AM, Sandmarken said:

This was always possible. The hard part was making the ground texture match. But some of the campaignmakers masterd the editor and made it work. If you try the campaigen called Hürtgen forest or the forum version of wild mustang they both make use of custom towns and texture ? 

 

I am fairly sure that there will be more of those enhanced textures in Scripted Campaigns in the future. It is possible to combine the texture work of different people into the same file and the Developers are willing to discuss permanent map upgrades and enhancements if community members are willing to take the time to make them. I am guessing these tools are being released to make it easier to do more of that. I am looking forward to seeing this used for some significant map scenery upgrades on the Rhineland map relatively soon.

 

There is also a lot of opportunity to customize the Normandy map for specific time periods by removing airfields that did not exist yet or adding only a few crude ones for the days and weeks right after D-Day. The most practical use of the mission editor enhancements for me is going to be the ability to edit trees. Taking them out of areas that could be forward airfields and then adding new surface textures will completely change how we can place airfields on the map. Particularly for the German side, hidden forward airfields were very important and the trees were used as the overhead cover next to ungraded grass landing strips. Also city textures are frequently limited by where the trees are since you don't generally want them sprouting through the rooftops and train stations.

 

The question of how to add those textures to missions has already been answered here on the forum and is no secret. AethelraedUnraed has posted a thorough manual on the subject which works for offline Campaigns and missions and may work for other uses too. 

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Posted
2 hours ago, Jaegermeister said:

 

I am fairly sure that there will be more of those enhanced textures in Scripted Campaigns in the future. It is possible to combine the texture work of different people into the same file and the Developers are willing to discuss permanent map upgrades and enhancements if community members are willing to take the time to make them. I am guessing these tools are being released to make it easier to do more of that. I am looking forward to seeing this used for some significant map scenery upgrades on the Rhineland map relatively soon.

 

There is also a lot of opportunity to customize the Normandy map for specific time periods by removing airfields that did not exist yet or adding only a few crude ones for the days and weeks right after D-Day. The most practical use of the mission editor enhancements for me is going to be the ability to edit trees. Taking them out of areas that could be forward airfields and then adding new surface textures will completely change how we can place airfields on the map. Particularly for the German side, hidden forward airfields were very important and the trees were used as the overhead cover next to ungraded grass landing strips. Also city textures are frequently limited by where the trees are since you don't generally want them sprouting through the rooftops and train stations.

 

The question of how to add those textures to missions has already been answered here on the forum and is no secret. AethelraedUnraed has posted a thorough manual on the subject which works for offline Campaigns and missions and may work for other uses too. 

I hope so too. 

In my Dora 9 campaign i have borrowed the populated rheinland mod. It is very impressive and makes the area around Bastonge come alive with custom towns, cities roads and more. The devs shoud have a look at this mod and maybe consider implement it into the game! 

  • Upvote 2
Posted
7 hours ago, deathmisser said:

So with this new map editor we can finally make a north africa map yaaaaay

I don't think the height editing options will be really suitable for creating a completely new map. They are mostly intended for making small adjustments to existing maps. If you want to create a new map I guess you still have to create the height map from elevation data like ASTER or SRTM and convert it into the games format.

Posted
15 hours ago, deathmisser said:

So with this new map editor we can finally make a north africa map yaaaaay 

 

or sicily+ malta ?

 

but good starting point should be use normandy map to make it fit 1942 or 43 timelines, or make some late war east front map 44-45 area, because textures exist in game buildings can be reused and so on... small effort for expanding existing plansets areas to fight over

 

thanks for free spit9c

Posted
12 hours ago, Gambit21 said:


I just wanted to support him is his efforts. ? It’s a long road.

Who says I'm atcually going to make one lol

 

But I hope someone does as then desert skins will have a purpose. 

8 hours ago, Juri_JS said:

I don't think the height editing options will be really suitable for creating a completely new map. They are mostly intended for making small adjustments to existing maps. If you want to create a new map I guess you still have to create the height map from elevation data like ASTER or SRTM and convert it into the games format.

Would be nice if they add a default blank map for people who want to create a totally new map. 

Posted

I am extremely happy about this map editing possibility indeed requested so many years ago. I applaud that. Thanks for the efforts to make this available,

I am not sure if I will be able to do what I would like to but here it is:

 

When populating an existing map,  installing hangars, artillery pieces etc. on a surface you have the tall grass that goes through everything as if objects were nonexistent.

I hope that I can eliminate the grass and have bare ground surface to put up my objects. 

Sure if I want to do this in the forest maybe I can clear a space from trees and have bare ground to put in my objects.

 

I would really know if this is possible.

  • Upvote 3
Jaegermeister
Posted
6 hours ago, IckyATLAS said:

I hope that I can eliminate the grass and have bare ground surface to put up my objects. 

Sure if I want to do this in the forest maybe I can clear a space from trees and have bare ground to put in my objects.

 

I would really know if this is possible.

 

Yes, it is possible. All you have to do is put a ground texture area and leave the opacity at 1. The lower the opacity the more grass that shows through, at about .6 IIRC. You have always been able to do that.

Jaegermeister
Posted
On 2/10/2024 at 8:19 PM, deathmisser said:

So with this new map editor we can finally make a north africa map yaaaaay 

 

Yes, when you say "we" I would suggest you put together a team because I believe "they" have been working on the new Karelia map for 2 or 3 years now and its not done yet. Not trying to be negative, but textures for 1 small village takes about half a day to place. Having the tools is awesome, finding the time would be even better. 

Posted

For what I want to do I will have to remove things... Many things.

Posted
7 hours ago, BlitzPig_EL said:

For what I want to do I will have to remove things... Many things.


Not sure we want to know, but I hope the recovery goes well.

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Posted (edited)

Ok.

Soon we will have Spitfire IXc

My skin suggestion  is

 

 

 

 

SZG.png

Edited by Sobilak
  • Upvote 1
Posted (edited)

Map tool looks amazing.. Remainds me, when IL2-1946  maptools were "released".. We made many maps for Finnish fronts with Acracier. This mission editor tool looks easierto use. Ive been waiting this.. Even my mission making skills are  none. I quess it is time to learn.  

Edited by Kapteeni
Posted

This week per chance?

giphy.gif

Posted

They said two weeks until the new update drops.

AEthelraedUnraed
Posted
On 2/11/2024 at 2:19 AM, deathmisser said:

So with this new map editor we can finally make a north africa map yaaaaay

 

14 hours ago, Jaegermeister said:

Yes, when you say "we" I would suggest you put together a team because I believe "they" have been working on the new Karelia map for 2 or 3 years now and its not done yet. Not trying to be negative, but textures for 1 small village takes about half a day to place. Having the tools is awesome, finding the time would be even better. 

To add to what Jaegermeister says, the tools are not suitable for building a new map from the ground up. For that, you generally start with mapping data (elevation map, forest map, water etc.) and then convert those to the game format. The tools for that have been available for years; yet besides the Finnish guys I haven't seen any maps being created. I think that's a testament to the enormous amount of work involved. Drawing forests, water and hills on the map manually as you can see in the DD screenshots would take even more work, for less accuracy.

 

However, the tools as they are presented are perfect for "fine-tuning" maps. You want some kind of forward airfield? Just remove the trees and flatten the ground, and there you go.

 

Great news, these tools, but I don't think we'll suddenly see lots more maps being created ;)

  • Upvote 1
Posted
57 minutes ago, parkerc341 said:

They said two weeks until the new update drops.


 You DO know the inside-joke "two weeks, be sure"? ?

Posted
3 minutes ago, Hanu said:


 You DO know the inside-joke "two weeks, be sure"? ?

in all honestly i forgot

my bad 

  • Like 1
Posted

maybe the frontlines on the WW1 maps can moved a bit :)

  • Upvote 2
Posted

Making  a new map is not possible in mission editor. But i quess we can edit maps that we have now. It should be fun. 2 weeks..like in old times..

Jaegermeister
Posted
2 hours ago, Martin077 said:

maybe the frontlines on the WW1 maps can moved a bit :)


There is still no feature to turn off the random explosions in No-man’s land. It’s coded into the map

Posted
3 hours ago, AEthelraedUnraed said:

However, the tools as they are presented are perfect for "fine-tuning" maps. You want some kind of forward airfield? Just remove the trees and flatten the ground, and there you go.

Or the Ruhrgebiet industries on the Rhineland map. Just a little more work:biggrin:

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AEthelraedUnraed
Posted
On 2/12/2024 at 9:23 PM, Jaegermeister said:

There is still no feature to turn off the random explosions in No-man’s land. It’s coded into the map

Yup, in Woods.wds to be precise, which you can edit using the "ROF Tools" that are available somewhere, should anyone desire so.

 

Any black pixels in the source bitmap will have burned trees and explosions.

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Posted

Could - by talented people - a winter Normandy be made? Or towns brushed up a little?

 

For example.

AEthelraedUnraed
Posted
Just now, EAF19_Marsh said:

Could - by talented people - a winter Normandy be made?

Kinda. It's easy to change both the base ground textures and those referenced in surface.dat. However, there are a two major problems:

- There are additional ground textures referenced in nature.mesh and cities.mesh. These are basically compressed and simplified "surface.dat" files, but there is no way to go back to a .dat file from a .mesh file. Meaning one would need to acquire the source .dat file from the Devs.

- The cliffs and British buildings don't have winter textures, meaning those won't be covered in snow even if the surrounding countryside is.

 

9 minutes ago, EAF19_Marsh said:

Or towns brushed up a little?

Absolutely :)

1PL-Husar-1Esk
Posted (edited)
On 2/12/2024 at 3:28 AM, Jaegermeister said:

 

Yes, it is possible. All you have to do is put a ground texture area and leave the opacity at 1. The lower the opacity the more grass that shows through, at about .6 IIRC. You have always been able to do that.

But that grass changes will not be saved in game mission file but into a new map , which can be played only in mods mode , so  flipping the switch in options  and restart the game from normal every day usage of multiplayer guy. I see this good for content creator where they can provide mission and modified map, but for me the immersion killer grass can't be erased for multiplayer purposes because we all play on mods mode off and all transfers are mission files, not a map and to see moded map in game server browser I need to switch mode and restart the game.

Edited by 1PL-Husar-1Esk
AEthelraedUnraed
Posted
1 hour ago, 1PL-Husar-1Esk said:

which can be played only in mods mode

Not true.

 

Look at my Battle of the Hürtgenwald campaign for an example of modified ground textures without requiring Mods On. Apparently it's possible in Multiplayer as well.

1PL-Husar-1Esk
Posted (edited)
10 minutes ago, AEthelraedUnraed said:

Not true.

 

Look at my Battle of the Hürtgenwald campaign for an example of modified ground textures without requiring Mods On. Apparently it's possible in Multiplayer as well.

Grass can be removed and land textures near objects replaced ( better would be paint current tile)and saved in mission file?  Check that, if yes , why mission builders do not use that and place objects without ground preparation in multiplayer mod off mode?

Edited by 1PL-Husar-1Esk
AEthelraedUnraed
Posted
1 minute ago, 1PL-Husar-1Esk said:

Grass can be removed and land textures near objects removed and saved in mission file?

Yes.

 

2 minutes ago, 1PL-Husar-1Esk said:

why mission builders do not use that and place objects without ground preparation?

Some do. Besides myself, I know at least Jaegermeister has done so for the "unofficial" version of his "Wild Mustangs" campaign.

 

The reason it's not done more often is probably twofold. Most importantly, it takes a *lot* of work/time. Secondly, I think many mission builders are still unaware this is possible or are loath to invest the time to learn how to do it.

  • Upvote 1
1PL-Husar-1Esk
Posted
1 minute ago, AEthelraedUnraed said:

Yes.

 

Some do. Besides myself, I know at least Jaegermeister has done so for the "unofficial" version of his "Wild Mustangs" campaign.

 

The reason it's not done more often is probably twofold. Most importantly, it takes a *lot* of work/time. Secondly, I think many mission builders are still unaware this is possible or are loath to invest the time to learn how to do it.

I hope easy painting on existing textures in editor and use that in multiplayer would also be implemented.

Posted
1 hour ago, AEthelraedUnraed said:

Yes.

 

Some do. Besides myself, I know at least Jaegermeister has done so for the "unofficial" version of his "Wild Mustangs" campaign.

 

The reason it's not done more often is probably twofold. Most importantly, it takes a *lot* of work/time. Secondly, I think many mission builders are still unaware this is possible or are loath to invest the time to learn how to do it.


Is it possible to copy and paste the work that has been done once it’s complete?

Jaegermeister
Posted
2 hours ago, 1PL-Husar-1Esk said:

I hope easy painting on existing textures in editor and use that in multiplayer would also be implemented.

 

I wouldn't call it "easy painting" but I seem to recall it can be used in multiplayer if everyone in the mission downloads the edited texture file and then joins the mission. I doubt most people will go through that process but you never know.

 

37 minutes ago, 357th_KW said:


Is it possible to copy and paste the work that has been done once it’s complete?

 

You can import texture edits from one file to another but they do not always fully import, so you have to go back and check them carefully.

 

In the end I think the new editing features will either be used by community groups and combined into official map upgrades as has been discussed for the Rhineland map and will improve both single and multiplayer missions, or used by individuals to enhance offline single missions or scripted campaigns.

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Posted
1 hour ago, Jaegermeister said:

 

In the end I think the new editing features will either be used by community groups and combined into official map upgrades as has been discussed for the Rhineland map and will improve both single and multiplayer missions, or used by individuals to enhance offline single missions or scripted campaigns.

 

I'd love to see this - I know some of you guys have put a ton of work into Rhineland improvements and it would be great to see them published for everyone to enjoy.

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1PL-Husar-1Esk
Posted
48 minutes ago, 357th_KW said:

 

I'd love to see this - I know some of you guys have put a ton of work into Rhineland improvements and it would be great to see them published for everyone to enjoy.

 

Maybe autobahn at last :)

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Posted
12 hours ago, Jaegermeister said:

In the end I think the new editing features will either be used by community groups and combined into official map upgrades as has been discussed for the Rhineland map and will improve both single and multiplayer missions, or used by individuals to enhance offline single missions or scripted campaigns.

I really hope the improvements for the Rhineland map will be officially added to the game. If I remember correctly, something similar happened in the past for the RoF map. My main problem with using mods that add towns, villages and roads is, that they currently don't appear on the flight map, which is causing some navigation issues for me.

354thFG_Drewm3i-VR
Posted
2 hours ago, Juri_JS said:

I really hope the improvements for the Rhineland map will be officially added to the game. If I remember correctly, something similar happened in the past for the RoF map. My main problem with using mods that add towns, villages and roads is, that they currently don't appear on the flight map, which is causing some navigation issues for me.

It's still underway I think. Maybe @LukeFF can comment?

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