It might be time to look into a Vietnam theater again
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Ok, Here’s my last post for the night. Dave, I incorporated Revientor’s UI artwork along with my theatre selection screen artwork. Mike, I made the changes to the select labels as you suggested. Here are some screen shots. If everybody thinks they look good, I will incorporate them into a single download of the Alpha theatre. Dave, I know you are very busy, so, when you have built/delegated the building of a UI map can you post the image here? Once I have it, I will pm Revientor about incorporating it into the artwork files as well as creating the necessary Intel, Campaign selection screen map and etc. Now for the pictures. Have a good night folks and enjoy the eye candy:
Well done my friend Gavin, a nice start really ;)!
I will follow you with a small gift, so if you will include this nice to the theater Alpha version, pm me to send it to you in order to include it also.
Nikos. -
Hi guys.
Well in order to help you to taste this Alpha version of Vietnam theater, i created the NavAids for these 4 airports: DA NANG INTL, NOI BAI INTL, PHU BAI INTL and UDON THANI.
I corrected their names to real ones, i did runway leveling to them and for DA NANG INTL and UDON THANI i fixed the issue that the aircraft exploded over runway.
Now all these 4 airports are fully functional and have the real NavAids.
Below you can see a preview of the NavAids list:
And here is the DA NANG INTL with leveled runway and without problems to taxi to RWYs:
You can download the “Vietnam_NavAids.rar” file (3.41 MB) from here (Installation instructions included):
https://mega.nz/#!d5RTnRab!LjTu8UqOXHzXKIIL_i3-AxHUNtRAgfcfbxAiLlXXt5sI hope to like them and to enjoy them.
With my regards,
Nikos.P.S. Dave, i have now only 191 airports to work to :rofl:
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Good work Nikos!!!..…BUT you now have only 48 airbases to work with based on Toonces OOB. We are getting ahead of ourselves a wee bit…you see??? Not being critical…but we need some further terrain development done i.e. the tile’s, B4 we start leveling\elevating things in the .L2
As it is now the tile maker, whoever that is going to be, has two different .L2 files to contend with…not good this early on. Lets slow down a bit and wait until that aspect of the build is done Though I don’t think the Chart work would change, the Air Base type might…@Gavin…Good work on the UI you guy’s keep at it!!! Caution though, if this moves towards a MP release there are some things that have to be changed to somewhat prevent abuse…sigh
@Toonces “Here’s your cat’s, now herd them”…:rofl:
Dave
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Need seems like a new sweet Phantom models…
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@611-eagle:
Need seems like a new sweet Phantom models…
That is very true Cemil. A new F-105 model along with three colour camouflage as well as polished aluminum/metal skin would also benefit the theatre.
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Good work Nikos!!!..…BUT you now have only 48 airbases to work with based on Toonces OOB. We are getting ahead of ourselves a wee bit…you see??? Not being critical…but we need some further terrain development done i.e. the tile’s, B4 we start leveling\elevating things in the .L2
As it is now the tile maker, whoever that is going to be, has two different .L2 files to contend with…not good this early on. Lets slow down a bit and wait until that aspect of the build is done Though I don’t think the Chart work would change, the Air Base type might…Dave
O.k. my good friend.
Well about this work from me, i just wanted to can all the Vietnam fans taste it, nothing more.
And i know that all you said are correct, so of course i will waiting you and Mike to finish the basic job and then when you tell me start my part of work.
Also sounds great to me that we will have 48 airports. Means less work for me (instead of 195 airports) :p.
And it is a must to changed the type of airports, because at this stage ALL are 05/23 L/R. It isn’t nice that.
When you want the type of each airport, please let me know. I can help you in that sending the nearest type of the real world.
See you mate.
Nikos. -
Finer points:
1. The tiles were built in TerrainView, just to give [……] an idea as to how the Coast is situated… There is a BLANK texture folder included to build on if you wish.I see that tiles in NAMALPHA are just generic and without any transitions.
Should we not use standard Korea texture.bin for the purpose of having informations regarding transitions? I can provide also with new Korea texture.bin (not quite finished yet) but having many more sets than original. This is the most work speedwise I can do ATM.
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That is very true Cemil. A new F-105 model along with three colour camouflage as well as polished aluminum/metal skin would also benefit the theatre.
F-105 is baby toy… I’m on D and F models…
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Ted,
I recommend using Korea stuff; you can put your new tiles in there if you’d like.@Nikos,
I think in my OOB there are only about 12 airbases that are really used. Let’s stick to the basics first.Let’s let Ted take a look and work a little magic and then we can start talking details.
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I see that tiles in NAMALPHA are just generic and without any transitions.
Should we not use standard Korea texture.bin for the purpose of having informations regarding transitions? I can provide also with new Korea texture.bin (not quite finished yet) but having many more sets than original. This is the most work speedwise I can do ATM.
Whichever you feel comfortable with. If it were I tiling it, I would agree that the standard texture.bin would be the way to go for speed. Just due to the fact of using it for over a decade
Also it would allow the Head tiler to farm out the tile work to others, as you did in GUAM ALPHA. That way we keep one .L2 and one texture.bin cohesive throughout the process. That may be the faster way to go……DUNNO?
Your thought’s???Dave
BTW…my friend, this new “expanded” texture.bin is intriguing!!! Any estimate when you may complete???..HEHHEHE
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Mike,
I have trimmed the AB’s for TE_new to ~48 which would give the Mission Builder User some leeway in designing TE’s. I have also started a Save0.cam TEMPLATE for you which only includes those AB’s you stated in your OOB post. Though there is no “Connie” in the BMS DataBase I have taken over another unused carrier objective for you
Also, I have not looked into the refuel problem that has been reported for the F4 AI. We may have to increase the AB’s objectives as Alternates so they fly the mission’s. Don’t know yet
Let me know what you are thinking.Dave
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Gentlemen, here is Dave’s original NAM alpha campaign with my UI work as well as Nikos’ navaids. I called it Vietnam Alpha1a. I was thinking it would we be best if we all used this version in order to prevent duplication of our combined effort.
http://www.mediafire.com/?qxhs4tvbej25x5u
My UI work is incomplete. When I get back from my vacation and when I have a receive a thatre map, I will return to the UI and complete my work. Kudos to Revientor for helping me with the template art files that this UI work originally came from.
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@Nikos,
I think in my OOB there are only about 12 airbases that are really used. Let’s stick to the basics first.Let’s let Ted take a look and work a little magic and then we can start talking details.
Mike,
I have trimmed the AB’s for TE_new to ~48 which would give the Mission Builder User some leeway in designing TE’s. I have also started a Save0.cam TEMPLATE for you which only includes those AB’s you stated in your OOB post. Though there is no “Connie” in the BMS DataBase I have taken over another unused carrier objective for you
Also, I have not looked into the refuel problem that has been reported for the F4 AI. We may have to increase the AB’s objectives as Alternates so they fly the mission’s. Don’t know yet
Let me know what you are thinking.Dave
Gentlemen Mike and Dave,
When you agree in the number of the airports, pass me your “te_new.tac” file in order to study and prepare the work for them.
Then i can provide you with the nearest airport type for each one from real world ;).
Nikos. -
If it were I tiling it, I would agree that the standard texture.bin would be the way to go for speed.
And perhaps this is how we should do it.
However, it would be maybe worth taking some time to recognize, that precisely this is the point in the theater making process where whatever effort is put into it would (or will not) result in how the theater be looking and feeling. Most agree that tiling by hand is out of the question, so it seems logical that CATE (or Autotile in Terrainview) is the only 2 tools in town for this stage. To establish shorelines are important, but no more than having rivers, roads, towns and cities ploted and their location established and coordinated with height data.
Many tiles suitable for NAM theater in fact are ready and painted. Tiles can be easy adopted or made anew at the moment notice if someone wishes to. That extended BIN I was talking about consists additional sets of variations and those what we call “supervariations” to tiles already made. They can be quickly edited in into NAM , but only after the basic elements like land use, roads, rivers and cites are established.
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Gentlemen, here is Dave’s original NAM alpha campaign with my UI work as well as Nikos’ navaids. I called it Vietnam Alpha1a. I was thinking it would we be best if we all used this version in order to prevent duplication of our combined effort.
http://www.mediafire.com/?dh2t774mmyu5do5
My UI work is incomplete. When I get back from my vacation and when I have a receive a thatre map, I will return to the UI and complete my work. Kudos to Revientor for helping me with the template art files that this UI work originally came from.
Due to a wrong place of 2 folders inside the rar file from my friend Gavin, i have re-pack all the mentioned new files as described by him (Chuckles) and
you can download the version Alpha 1a of Vietnam from here (106 MB - Installation instructions inside rar file):https://www.box.com/s/97zwbn8vrg8crfh81l21
With my regards,
Nikos. -
Here’s a new upload of Vietnam Alpha 1.0a. Inside, the misplaced files have been relocated to their appropriate directory. Thank you Nikos for pointing out the error.
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Good and usefull information about SEA region is rather scarce. Perhaps we need to pool our resources and share whatever we may find for SEA. I think we should be looking for good landuse charts of which I could so far come with this (not without need of editing) :
http://www.mekong-protected-areas.org/mekong/maps/landuse.gif -
I think the road’s and river’s should be done per the real GU objective’s in the proposed campaign scenario. I have seen too many time’s in Falcon theater’s where every (10K) road\river\bridge path was mapped\linked\parented. This does not work for the Falcon GroundTaskingManager (GTM)……trust me she just get’s confused. Confused is an analogy.
As far as the SEA, I’m missing something there in your post. ???
Dave
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SEA-South East Asia
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I think the road’s and river’s should be done per the real GU objective’s in the proposed campaign scenario. I have seen too many time’s in Falcon theater’s where every (10K) road\river\bridge path was mapped\linked\parented. This does not work for the Falcon GroundTaskingManager (GTM)……trust me she just get’s confused. Confused is an analogy.
Dave
I agree with this. Perhaps the best way to tackle this is for me to spend some time fleshing out the specifics of the campaign on paper. I’m going to do some research on this and I’ll post something up that hopefully more clearly defines my vision for this theater.
Although using stuff from Korea (tiles, .bin, etc) might be a bit boring, what I want to avoid is going down a route where we feature-add to the point where we end up with a two-year development project. We have enough of those. What I’d prefer, as I’ve repeatedly stated, is to use stuff that we know works and prove the concept.
You’ve given me some stuff to think about. Give me a little bit of time to flesh this out some more.