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Author Topic: 352nd cross channel building submod wip  (Read 57206 times)

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jpten

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Re: 352nd cross channel building submod wip
« Reply #492 on: February 03, 2024, 06:11:42 PM »

You can manually raise the level of the objects in fmb and if it is really needed in the static.ini

  You mean F4+Right Click ?  Tried that.  The object seems to fight being moved.  Smoke and fires can be raised or lowered but objects are uncooperative.
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jpten

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Re: 352nd cross channel building submod wip
« Reply #493 on: February 03, 2024, 06:23:58 PM »

If you are talking about mission template then you will have to manually select and move the static objects to their new correct location.

Here's me transferring one of my missions to Glen's map, quite a bit of work as the two are different scale.




  In a way...I once took the CAN/tbauchot SE England map an put greebo targets in almost every location based on 1930's "Britain from Above" aerial photographs and a few Luftwaffe recon pics I found on something called the 'Internet'.  Monty used them for his BOB campaign missions.  The idea was, anytime I wanted to make a BOB mission I would load the template mission and I could delete everywhere too far away for that mission plan and my mission/combat area was already loaded with ground stuff and equipped airfields.  I thought it was particularly helpful not only in saving time but because since all the locations had stuff in them any bomber that 'dumped' their load and aborted could still hit something even if it wasn't their target town.   I once bailed out over Dover and my plane crashed the Dover Gasworks and I lost points since it was a friendly 'red' designated target.
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #494 on: February 05, 2024, 01:04:30 AM »

Nice to see some activity here. If you do create content for this map it would be great if it was made available to us non-BAT users as well.

I would still be busy on this project if it was not for the static.ini file limitations. There are tools that enable one to  split up the static.ini, enabling more objects to be added, unfortunately they were not compiled to recognize mountain class objects like cliffs and harbours.

I'm currently working on a similar project for CFS3 Bob install. It will not be as detailed as this one due to CFS3 height and coastline editing limitations, though there are already a ton of missions  scripted for the map, not to mention Ankor's brilliant cockpit and terrain shadows. Still a ways to go as it was started recently.


CFS3 RAMSGATE




AND OF COURSE MY CUSTOMARY CLASSICAL CLIP. ;D GOOD ONE THIS.


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ssn637

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Re: 352nd cross channel building submod wip
« Reply #495 on: March 09, 2024, 03:42:56 AM »

I really love this update to the 352nd Cross Channel map, thank you so much!

However, my system simply can't handle the load, and I am often greeted with the dreaded parachute pop-up whenever trying to load missions, even when only a single aircraft is included.  So I replaced the Actors.static file with its original, which is about 1/3 the size of that included with rogeroger's creation, and was at least able to enjoy the cliffs of Dover in all their new glory!
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PO_MAK_249RIP

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Re: 352nd cross channel building submod wip
« Reply #496 on: March 11, 2024, 04:59:11 AM »

So glad this is still alive rogerroger. Any update due soon?
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #497 on: March 19, 2024, 07:23:17 AM »

I'm not working on this at the moment due to the static.ini object limitations, and there is a lack of missions for the map, though maybe some time in the future I may scale down the objects to make it easier on frame rates. In hindsight I should have reworked a version of the Canon channel map with its abundance of existing missions.
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