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Author Topic: Concrete airfields to grass  (Read 3411 times)

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David Prosser

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Concrete airfields to grass
« on: February 06, 2014, 06:10:59 AM »

In the latest mods for DBW1916, there are four files relating to Grass Airfields. I opened one in Adobe Photoshop. It looks like a grass airfield with nothing on it. It was called TARGA AirPrtGrnd_32. I presume that it's a grass airfield template of a particular size. There are thee others. If I wanted to mod a map that only had concrete airfields, could I just add these files to the appropriate place, and delete those pertaining to concrete airfields?

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David

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Re: Concrete airfields to grass
« Reply #1 on: February 06, 2014, 06:27:23 AM »

Its a little more "fun" than that. :) It can be a pain in the butt but it all depends on how much you want to mod the map. You need to open the map in Unlocked FMB, find the airfield you want, wihout deleting the taxi and runway points, remove ALL concrete plates there then piece by piece add the grass runway plates you want. Or, you can add blank runway plates and just use any ground texture you want.

To be able to see the blank plates as you place them and get them where you want, look in your static.ini and find "BlankPlate" then look for this...

[buildings.Plate$BlankParking]
Title           Parking
Mesh            3do/airfield/Blank/Parking/mono.sim



Where it says ... 3do/airfield/Blank/Parking/mono.sim

Change the "Blank" to ... "Pac_Sand".   When you lay the plates now all over the airfield so planes can ride on the ground, you will be able to see the plates as you lay them. When done with your airfield just change the "Pac_Sand" back to "blank" and they wont show anymore.
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vpmedia

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Re: Concrete airfields to grass
« Reply #2 on: February 06, 2014, 06:35:03 AM »

You can replace the concrete runway texture with the grass runway texture but it will have gaps because the sides of the grass texture are masked. For the perfect result you would have to rebuild each airfield in the fmb/map builder mode. You can also make them invisible by filling their alpha channel with black color. Or you could edit the static ini and replace the concrete plate entries with the grass or blank version.

David Prosser

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Re: Concrete airfields to grass
« Reply #3 on: February 06, 2014, 07:14:26 AM »



Thanks, editing the static ini seems like the ideal lazy man's way to proceed. That path would suit me perfectly.

cheers

David

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Re: Concrete airfields to grass
« Reply #4 on: February 06, 2014, 07:25:22 AM »

test this, makes concrete plates invisible
http://ulozto.cz/xcT7uGU8/noconcrete-7z

you can add a new texture to that map airfield slots and then it will look nice, like the airfields on the Somme maps

KiwiBiggles

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Re: Concrete airfields to grass
« Reply #5 on: February 06, 2014, 12:24:30 PM »

Hi David,

Zuti's 'friction mod' is a great way to make grass airfields too.  A whole area can be 'reduced' in friction so that aircraft can land, taxi, and take-off.  The friction level can be set to whatever level of 'bumpiness' is preferred.

http://ultrapack.tuttovola.org/index.php/topic,247.0.html

Blank plates are still useful, even with the friction mod, to prevent auto-pop trees spawning in the middle of the field.

Here's a very basic example:





















The 'sand' runway plates are there to align the runway, taxi, and parking waypoints - then turned 'invisible' later.  They are handy to have there in case I want to add more waypoints later or just move them around, and while they're invisible they help prevent trees as mentioned .  There are about a dozen other invisible plates around the field to keep trees away too.  It's a lot less plates than would be required to cover the whole airfield otherwise.

Lots more info here too:

https://www.sas1946.com/main/index.php/topic,14115.0.html

Just thought you might find it interesting
All the best,
Kiwi  :)
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David Prosser

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Re: Concrete airfields to grass
« Reply #6 on: February 06, 2014, 03:30:03 PM »



Thanks, I just downloaded it.

David Prosser

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Re: Concrete airfields to grass
« Reply #7 on: February 06, 2014, 03:33:47 PM »

Thanks KiwiBiggles. Are you still in NZ? I'm in Gumi Korea teaching English.


cheers

David

KiwiBiggles

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Re: Concrete airfields to grass
« Reply #8 on: February 06, 2014, 04:43:42 PM »

Hi David,

In Auckland, at work in the city.  :'(

Waitangi Day yesterday, so half the city has taken today off too (Friday) - feeling very sorry for myself.  At least the traffic is good!  ;D

NZ is doing a job on India at the moment, at Eden Park - thank god for http://www.espncricinfo.com/

Google-mapped Gumi - looks like an interesting place.  Been spending some time recently over Mig Alley on Capt. Dixie's map, in my trusty ol' F-86A.  :)
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Re: Concrete airfields to grass
« Reply #9 on: February 06, 2014, 06:36:04 PM »

I have never used Zuti's mod maybe because if I remember correctly that it used to conflict with some mods but I cant remember though. I guess I just learned on way and stuck to it. :)
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KiwiBiggles

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Re: Concrete airfields to grass
« Reply #10 on: February 06, 2014, 08:33:58 PM »

I have never used Zuti's mod maybe because if I remember correctly that it used to conflict with some mods but I cant remember though. I guess I just learned on way and stuck to it. :)

I think the main conflict is with the Carrier Takeoff Mod (which is built into Jet War and so on nowadays AFAIK).  There were versions of Friction Mod to suit 4.09 and 4.10, with and without CTO.  I haven't tried it myself on 4.11 or 4.12 -  so can't say for sure if its compatible.  Since the CTO mod is mainly about high-performance piston fighters and jets flying off carriers, and the Friction Mod is mainly about grass and dirt airfields, it probably wouldn't be a bad idea to keep them on separate installs anyways, if it causes a conflict.

I think if anyone is planning to use Friction Mod, they should give it a quick trial run first, on their intended install, before investing a lot of time designing airfield layouts... or just keep an old install or two around to enjoy legacy mods.
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