Aegean Theater

Terrain / Theater editing

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Post by Phoenix711 » 2008-02-06 22:36:10

I tought of creating 16 different forest variation tiles, and then put them in randomly with CATE. To do this, I ll use google earth to crop some photorealistic forest areas, put them on the forest base tile, and CATE them in.

BTW, what is the eye altitude for that Digital Globe picture? Is that info available?

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Post by derStef » 2008-02-21 12:52:17

Hey Guys,
are there any news about your great project?


well, if you haven't seen it yet, Horus (the skinner) made some skins for my request!

interesting for your project:
Image


Horus made 2 different tail skins for the TuAF Viper (skin will repalce the F-16C+ skin)

download: http://user.chol.com/~xtlove/falcon/F16C+_TuAF.rar

Have fun & big thanks to horus again!


Cheers
Stef

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Post by 87th_striker » 2008-02-23 11:47:42

Phoenix711 wrote:I tought of creating 16 different forest variation tiles, and then put them in randomly with CATE. To do this, I ll use google earth to crop some photorealistic forest areas, put them on the forest base tile, and CATE them in.

BTW, what is the eye altitude for that Digital Globe picture? Is that info available?
http://www.digitalglobe.com/index.php/2 ... ery?ITEM=9

Take the picture, put it in Google Earth as an image overlay, then you will see from what altitude it fits.

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Post by Phoenix711 » 2008-02-24 22:28:35

Thank you.

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Latest Terrain

Post by Phoenix711 » 2008-03-17 12:52:55

Tiling Part almost over.


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Forrest Coasts, Coastline Coast tiles are the last to go.

Done Already by our Team:
F-16 Skins for TUAF
C-130 Skin for TUAF
F4 Skins for TUAF
F5 Skins for TUAF
(With many thanks to original skin creators, whom works are used as templates, H.Renner, Janhas)
Airport Tacan+Tower infos

Will be done:
New Local Objects and Airbases
Campaigns
Better kneemap
Better Tactical Map
BAZT Terrain if applicable
Last edited by Phoenix711 on 2009-01-14 22:52:01, edited 1 time in total.

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Post by derStef » 2008-03-17 12:58:35

Wow, great!
very good work!

maybe i can help you out with a RV campaign. just tell me...


Cheers dudes

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Post by molnibalage » 2008-03-17 13:09:13

Oh my... What terrain tiles are these!!!

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Post by Phoenix711 » 2008-03-17 14:49:31

They are all new, or edits of originals.

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Post by i_hawk » 2008-03-17 17:49:38

WOW nice work phoenix!
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Post by derStef » 2008-05-23 23:25:39

any news on this awesome project?
any further plans? because OF is dead? do you have planned to make it FF/RV compatible?


Cheers
Stef

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Aegean Theater Release Soon - No Campaign

Post by Phoenix711 » 2008-06-08 08:36:12

The theater is ready to be released. Download link soon, after last base leveling/tilings tested. No problem until now, it's about to finish.

First of all, I wan't to say there is no "beta" on this. Because development for a falcon theater never ends. There will be always something to improve, or add. But I think, starting with big thanks/applauses to all PMC staff and dudes helped me here, is the right way. Thanks a lot.

Questions...

What does the theater include?
1. One click installer / uninstaller that doesn't affect /affected by any other theaters. Falcon directory disk location not important. Manual install/uninstall instructions added.
2. All 512 pixel terrain tiles except bases. Trying to find good alternatives (maybe edits from the hires Balcan ones with permission, or re-work all). So to say, the theater has a good low altitude speed sense.
3. TuAF F-16, 30,40 and 50's skins, TuAF F-4, F-5 and C-130, HAF F-5 skin (thanks to Zsoltfireman).
4. All Turkish and Greece airports, as close as possible to original runways/headings, done. No ILS yet but correct TACAN and Tower Freq. All Tacan set to 100 miles.
5. New UI pictures, ranks and flags, only for Aegean (does not affect Korea).
6. Theater compatible to Open Falcon 4.6 unfinished files (tested online).
7. Kneemap with TACAN info and Base names.
8. Document for airport information.

Is there any optional things I can install alongside it?
1. New UI musics, mostly radio from TuAF-HAF dogfights with background music. (optional, changes Falcon musics, reverts back with uninstall)
2. Turkish menu, briefing (strings.wch) and Turkish pilot names (optional, only works with Aegean).

What is missing for this theater?
1. BAZT terrain not available. Need help on this.
2. 512 pixel tiles for bases missing.
3. No working campaign.
4. No new objects/models yet. Models ready, just having falcon DB problems.

Is multiplayer working?
We've tested the theater online. We had no problems, but while flying a heavy TE, with 12 aircraft, lots of SAM sites and AAA, (if was a FOF with 6 SAM and 1 AAA each side), we had some anomaly. I don't know if it was for korea, it would have worked normal. Not sure it is theater releated.

Where's the link?
I'll give you a link here before Thursday next week. I wrote this here early, so I force myself to finish testing and launch the link here in time. The improvements and tests never end...

And some additional questions that may raise...

I'm flying with FF. Can I use this theater?
Maybe derstef can answer that question. I don't know, since I've no FF install on my PC, which means even installation is not tested for FF.

Do the theater has any known bugs/problems?
1. Kneemap is f**** to some degree when flying at night.
2. There is some strange blankness on terrain, especially on hills while flying. But it fills when you go closer or far away. Probably a problem with X1 X2 X3 values of terrain data. This even happens with korea, but it is less.

Regards.

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Re: Aegean Theater Release Soon - No Campaign

Post by Snake Man » 2008-06-08 10:53:25

Phoenix711 wrote:What is missing for this theater?
3. No working campaign.
I can help you with TCL scripts, its dead easy to do a campaign for a theater, actually its quite fun to place squadrons in airbases. Only thing thats kind of tedious is to choose the ground unit x,y locations.

If you want to get campaign done and need some help, just ask and I'll do what I can to help.
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Post by Phoenix711 » 2008-06-08 12:54:01

Thanks a lot, I'll appreciate it. I'll contact you when the time comes.

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Post by molnibalage » 2008-06-10 15:45:52

Will be compatibile with FF or not? Stef? :)

And what about tiles. They are AMAZING! I can't wait the time to see them. I guess they can work with other theaters too.
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Post by Phoenix711 » 2008-06-10 16:57:29

Of course they can be used. The problem is, they are to be used as a pack, or there will be transition problems with other tiles.

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Some tiles re-worked

Post by Phoenix711 » 2008-07-16 20:27:17

Some of the tiles was not so realistic and changed. Hope these are better.

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Cheers.
Last edited by Phoenix711 on 2009-01-14 22:51:27, edited 1 time in total.

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Post by ccc » 2008-07-17 03:01:57

nice tiles!

hope you could help SM making new tiles for PMC theaters..like Afghanstan and Veitnam.

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Post by 87th_striker » 2008-07-19 18:46:37

You need to brake up the tile patterns. When you see a line cause by colors or patterns, other tiles are needed, or your current ones should be modified.

It's often created by making details too clear. When you add a typical tile, like a farm pattern, you often are oriented in one direction, You need to twist and break up the features and throw in a lot of these tiles to break up those unnatural patterns.


Anyway , the work looks good !

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Post by Phoenix711 » 2008-07-20 12:31:34

You are right.

There are two types of problems for me. One can be seen in the above photos. It is the long range pattern issue.

The worst is the seaming of the tiles when put side by side. There shoundn't be any in this theater.

I think I can modify the variation farm tiles, so the fields creating the pattern look are different from others.

Thansk for the heads up.

Cheers.

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Kastelli Base GE Tiled

Post by Phoenix711 » 2008-07-20 12:40:10

Thanks to Moort, we have the Kastelli base surroundings GE tiled now. Will be in the next release, costs 18 MB.

Runways will be cleared from tiles.

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Last edited by Phoenix711 on 2009-01-14 22:53:07, edited 1 time in total.

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Post by ccc » 2008-07-20 12:43:26

wow.. great ... excellent tiles!!

hope the tranistion of tiles could be improved further.

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Post by 87th_striker » 2008-07-20 18:25:57

WOW, excellent work, Moort and Phoenix !!

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Post by i_hawk » 2008-07-20 18:50:27

Amazing work Phoenix! :shock:
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Post by derStef » 2008-07-21 08:28:10

i have to say it again, the tiles look very good! excellent job mates!

i'm really interested to get this into FF and i want to help where i can. already talked with GERAKI on FFfourms about it.


BTW this theater is NOT compatible with FF for now! (i tried it out)


Cheers
Stef

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Post by i_hawk » 2008-07-21 11:42:09

Hey Stef... since there are no special campaigns yet, and the DB is using default Korea folder... it's for sure possible to "migrate" such theater (with permission,of course) to RV usage... maybe with some modifications...
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Post by Phoenix711 » 2008-07-21 16:26:31

The conversion work is going on here. Somebody managed to run it.

http://www.freefalcon.com/forum/showthr ... 634&page=2

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Post by NightFalcon » 2008-07-21 16:53:08

Super Nice!!
Jon "NightFalcon" Xedis

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Post by derStef » 2008-07-21 19:07:45

Phoenix711 wrote:The conversion work is going on here. Somebody managed to run it.

http://www.freefalcon.com/forum/showthr ... 634&page=2
Ok, who guides the ppl? as i said, i maybe can help you (with some ohter help) with campaigns, f4browse loadout edits and skins for FF version! i already told that on FF forums... just contact me if i should help...
Cheers

greets
Stef

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Post by Iceburg » 2008-07-23 01:20:19

Super nice job!
Flew it on my 4.5 install today. Really cool!
Can I use these tiles in my Florida/Cuba terrain? If so is it compatible with cate and korea files?

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Post by Phoenix711 » 2008-07-23 12:54:12

All of the tile sets found in the theater can be used in any theater, as sets or individually.

Just giving credits to the theater is enough.

Dont forget to execute Runtiles if you have a different xfartilex.pcx (means fartiles.pal) than the original Korea one, or you may have annoying fartile blending problems.

Just putting them into the texture.zip will not be enough. You will need to edit the texture.bin using Perl. All of the info can be found in the PMC manuals.

Cheers.

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Post by Epic » 2008-08-05 16:11:44

Phoenix711 wrote:All of the tile sets found in the theater can be used in any theater, as sets or individually.
Do the tile numbers match the original korea tile numbers for the tiles you have replaced or would we need to re do our CATE configs?

Amazing job BTW!!

Did you keep any original F4 tiles in the texture.zip? If you did, did you place 1 tile from every set into the xfartile.pcx or did you use a tXXXXXXX.pcx instead? I found the following link if it works it would make a much shorter process for adding new tiles to an existing texture.zip.
Runtiles can be gotten at PMC under downloads..
http://www.pmctactical.org/f4//

You'll need a copy of one of the original T tiles from the texture.zip that comes with europe (not one that has been season switched)..

Rename the T tile to xfartile.pcx

Unzip the texture.zip to a folder, and delete all the tiles that name starts with an L, M, and T.

Unzip the runtiles package to the directory with all the H tiles and the xfartile.pcx

Click on 4dos.exe, and it will bring up the command prompt, type runtiles and hit enter. It should do a bunch of stuff for a little while. Once it's done, take all the tiles you make and make a new texture.zip with them. Put that zip in your texture dir. Run SPTinstall.exe to make the fartiles.raw, then season switcher. This should fix it..
The theory being that a T tile contains all the colours of the palettes. If I used a T tile in the xfartile.pcx and then added a tile from each new set I create, I can then use that as my xfartile.pcx.

What does anyone think of that?

Epic

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Post by Phoenix711 » 2008-08-05 19:01:12

Epic wrote:Do the tile numbers match the original korea tile numbers for the tiles you have replaced or would we need to re do our CATE configs?
Some yes, some no... There are many new tiles, and many replacements.
Epic wrote:Did you keep any original F4 tiles in the texture.zip? If you did, did you place 1 tile from every set into the xfartile.pcx or did you use a tXXXXXXX.pcx instead? I found the following link if it works it would make a much shorter process for adding new tiles to an existing texture.zip.
Runtiles can be gotten at PMC under downloads..
http://www.pmctactical.org/f4//

You'll need a copy of one of the original T tiles from the texture.zip that comes with europe (not one that has been season switched)..

Rename the T tile to xfartile.pcx

Unzip the texture.zip to a folder, and delete all the tiles that name starts with an L, M, and T.

Unzip the runtiles package to the directory with all the H tiles and the xfartile.pcx

Click on 4dos.exe, and it will bring up the command prompt, type runtiles and hit enter. It should do a bunch of stuff for a little while. Once it's done, take all the tiles you make and make a new texture.zip with them. Put that zip in your texture dir. Run SPTinstall.exe to make the fartiles.raw, then season switcher. This should fix it..
In fact, my xfartilex.pcx is the same as Koreans. What does it do? When you use Runtiles.bat, xfartilex.pcx files palette is used only on T tiles. This is important. As long as you use Runtiles to create your T tiles, you can use original Koreas xfartilex (means any original Korean T tiles palette).

Of course this is my thought, if I'm wrong, somebody correct me.

Note: If you change your fartiles.pal, you have to create all of your T tiles again using Runtiles.bat.

I say, just use the standart Korean xfartilex.pcx for runtiles.bat. IT doesn't make such a differenc IMO.

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Imagery Colour

Post by Epic » 2008-08-06 16:49:02

Phoenix

Thanks, that's great news. A lot less work using a T tile.

Did you have any imagery that you needed to use that wasn't of very good colour, but wanted to use it anyways? I have a specific area that I want to tile with Sat imagery and the colouring is very poor.

What type of adjustments did you have to do to make your tiles look more realistic better in F4? For example: adding more green? Adding contrast? Anything like that would be very helpful. I don't know anything about graphics.

Thanks,

Epic

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Post by Phoenix711 » 2008-08-14 00:31:21

Google Earth images have that problem mostly.

I didn't do any modification. I just do modification if parts of the image have different color patterns (happens in GE images).

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Re: Aegean Theater

Post by ccc » 2009-04-27 09:52:41

After watching your V4 vid for several times, i can't resist checking this thread again - wow it dated back to..2007 - and probably earlier! and what Pheonix711 said in 2008..
I mostly work alone..
GEEEZ. :shock:
What is missing for this theater?
1. BAZT terrain not available. Need help on this.
2. 512 pixel tiles for bases missing.
3. No working campaign.
4. No new objects/models yet. Models ready, just having falcon DB problems
If road network checked and obj-linked.. it's about time to test the 2d ground war :mrgreen:

imho please ignore BaZT and new object/model in DB.. just use existing database files, focus on #3 first. Once #3 is proved, the mod can enter the "polishing" stage.. lots eyecandies to add.

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Re: Aegean Theater

Post by Phoenix711 » 2009-04-27 18:24:26

In fact, I'm really about hit F1 (HELP) about campaign on this. I already did actually.

1. BAZT: I cannot change the terrain any more. I've manually corrected all the coast heights. Many segments corrected for wrong river / road placements etc. A lot of passes done to the terrain already. Possibly BAZT will be a pain in the ... now. So no BAZT.
2. Thanks to Tom Wealti, 512 base tiles are in the theater. They are in v3 already.
3. Yes. It's time for campaign work. This is where I need help.
4. DB changes will be for certain since I've the Erieye, new shelters and Mirage Icons (need change with F4Browse). But that can be a later time.

Now. I need help. I want to release tihs theater for the last time, and I have a certain date in mind. Janhas is preparing skins and models and an extra installer for his models and skins already, just for Aegean.

Can you help me about the Campaign work? I can provide you any file / info about it. I need to give squadrons correct patches, all of them exists in the current patches file. What can we do? I assure you that th road network, is flawless :D Hand tiled almost all. You may be surprised if you check the THR.

All objects are on roads, mostly on junctions.

Thank you.

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Re: Aegean Theater

Post by Snake Man » 2009-04-27 18:45:58

Of course we'll help you out. Also there is no "sekret info" around in PMC Tactical, everything we discover will be on the PMC Editing Wiki when the info is polished for best readability.
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Re: Aegean Theater

Post by Phoenix711 » 2009-04-27 19:46:05

Thank you SM.

I've three scenarios in mind.

1. Iran, has advanced towards Ankara and capotured it. The war ends if Turkiye gets Ankara back, and some cities to the south of it (means Iran is backing off9, or Iran forces can advance towards west and gain some more cities.

2. Turkiye, has landed on Greece soil and advanced some. War ends if Turkish forces draw back to certain points or Greece captures some objevtices.

3. Greece has landed on Turkish soil and advanced some. War ends if Greece forces draw back to some points, or Turkish forces advance to certain cities.

What you think? I know especially Iranian scenario is somewhat very unrealistic. But it would do a good campaign I guess (good flot).

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Re: Aegean Theater

Post by ccc » 2009-04-28 01:37:37

Based on such a nicely done GROUND work, i think this mod is very promising :D

say, maybe you could pack up current V4 files( don't include new model skin files) and send to SM, hope SM can generate some quick campaigns with TCL tool and convert it into AF/OF/FF4-RV compatible installers, then more ppl can help further tweaking. :wink:
I've three scenarios in mind.
imo you may post a map( for each scenerio), marking the main combat route(s) and the mojor objectives for victory conditions, to help campaign making and TRI file editing.

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