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Author Topic: A New Wood Revetment  (Read 8590 times)

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WxTech

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A New Wood Revetment
« on: March 08, 2022, 04:23:22 PM »

UPDATE, Jun 14, 2023: The full archive has been updated to include the addition of a 15m revetment with thin (single log width) walls.


Aug 16, 2022 ADDED 2 NEW REVETMENTS, AND NOW INCLUDE THE EARTH BLAST PEN. This completely replaces the second release, although the d/l link remains the same. By request for a shorter wall height wood revetment of 16m bay size, I bracketed that by making a 15m and 17m object of the same 2.23m wall height as for the 13m revetment. This retains a neatly stepped size range to select from.

Here's a screenie showing a Hurri inside the 15m shelter and a Vengeance inside the 17m one.





UPDATED AND EXPANDED, Mar 25, 2022. This completely replaces the first release, although the d/l remains the same.

Since the first crack at the new wood revetment released Mar 8, 2022, which comprised just a single object, I've added more objects, as will be seen below. If you installed the first revetment, this replaces it. Hence you should delete that old one and its static.ini entry.

[NOTE: In the screenshots below you will see how the individual palm trees and the 40m palm plantation block all have the same hue and tone among their fronds. If you find that your individual pacific palm fronds are a darker and more intense green, go to this thread to download the set of 6 textures that will make for a more uniform appearance:

https://www.sas1946.com/main/index.php/topic,68659.0.html  ]



All 10 new objects are shown here. Note that the two camo nets are completely separate objects, but shown here placed over revetments as an example of their use.



Here we have the simpler camo net, which does not have hanging sides. It and the other net have 2.8m long corner lines, for attachment to trees or other objects. Here we use 4 single palm trees, which do double duty by improving camouflage.



The other camo net has three hanging sides for better coverage from lower sighting angles, but they stop well short of the ground.





Get the 12 new revetment, wall and net objects here:

https://www.mediafire.com/file/zmphssomxw6qwza/New_Wood_Revetment.7z/file


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From the included "!_Readme Wood Revetment.txt" file:

This small pack of 13 new objects contains:

- Log revetment, 13m bay, single-thickness walls, 2.23m tall
- Log revetment, 13m bay, double-thickness walls, 2.23m tall
- Log revetment, 15m bay, single-thickness walls, 2.23m tall
- Log revetment, 15m bay, double-thickness walls, 2.23m tall
- Log revetment, 17m bay, single-thickness walls, 2.92m tall (taller than its double-thickness cousin)
- Log revetment, 17m bay, double-thickness walls, 2.92m tall (scaled up from its 13m cousin)
- Log revetment, 17m bay, double-thickness walls, 2.23m tall
- Log wall, single-thickness, 8 x 2m
- Log wall, single-thickness, 12 x 3m
- Log wall, single-thickness, 16 x 4m
- Hanging camouflage net, 20m square, roof only, 2.8m long corner lines
- Hanging camouflage net, 20m square, with 3 sides not reaching ground, 2.8m long corner lines
- Dirt blast pen, dark earth color (suitable for medium bombers)


These objects are most suitable for Pacific scenarios. In particular, they look very nice on 'darker' maps such as New Guinea-New Britain (NGNB, as first appeared in DT's 4.13) and Green Hell. The log revetments/walls are reminiscent of protection built from downed coconut trees. The hanging netting looks great when the four corner lines are attached to coconut trees (singletons or in groups) suitably positioned. And the trees add additional camouflage, too.

The walls permit to create custom pens as circumstances dictate. For the detail-oriented scenario builder, this is advantageous in that one can impart a more ad hoc irregularity commonly found in hastily cobbled together constructs. To add to that, the next step is to make textures having more irregularity in the logs.

I've not created damaged versions of the log revetments or walls. But they should be able to be 'destroyed' and emit fire and smoke. Perhaps in future I might get round to addressing this.

The dirt blast pen is simply copied from an existing grass pen, with my chosen earth texture applied.

The camo netting has a very small collision box at one corner. This is to ensure that even the smallest bullets will pass through, without first requiring the net be destroyed. It looks silly to either have small calibre bullets ping away against a net, shielding whatever is underneath until the net is destroyed, or to have the net be destroyed at the first bullet impacts. Now the chance of a strafing run destroying the net is small, but a nearby small bomb burst will immediately do so. An additional benefit of the corner collision box is that if a plane should have its propellor arc touch the net there will be no plane damage incurred.

I supply a lighter and darker set of textures for the log revetments/walls (all 7 objects use the same three textures.) The lighter set are S1.tga, S2.tga and S3.tga. The darker set have the same names, but with "_dark" appended. I have set the darker set to be in effect. If you want to use the lighter set, then simply open the files SkinHi.mat, SkinMid.mat and SkinLo.mat with Notepad, and delete the "_dark" part of the specified TextureName so that only S1, S2 and S3 remain.



This work is made available for use by any and all, for any purpose, without restriction.


WxTech,
Mar 25, 2022
Aug 16, 2022 (added two new revetments, by request)
Jun 10, 2023 (added the 15m thin-walled revetment, by request)

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From the included "Add to static.ini.txt" file (Note that the first entry is the old one to be deleted; the following 10 entries are the new ones):

IMPORTANT!!!!

UPDATE, Jun 10, 2023: Have added a 15m thin-walled revetment.



If you installed these objects previously (or if they're present already in your installation), the new addition, as requested, is a 15m revetment, thin-walled, 2.23m tall. It's included in the full list for all objects in this pack, reproduced farther below.

If you already have all the other objects, you need only these two new files:
  Live_15m_thin.sim
  Live_15m_thin.msh


The static.ini entry for it:

[buildings.House$Revetment_Wood_15m_thin]
Title           Revetment_Wood_15m_thin
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_15m_thin.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.15


==========================================================================

The new static.ini entries for ALL objects included in this pack:


[buildings.House$Revetment_Wood_13m]
Title           Revetment_Wood_13m
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_13m.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.2

[buildings.House$Revetment_Wood_13m_thin]
Title           Revetment_Wood_13m_thin
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_13m_thin.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.1

[buildings.House$Revetment_Wood_15m]
Title           Revetment_Wood_15m
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_15m.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.25

[buildings.House$Revetment_Wood_15m_thin]
Title           Revetment_Wood_15m_thin
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_15m_thin.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.15

[buildings.House$Revetment_Wood_17m]
Title           Revetment_Wood_17m
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_17m.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.25

[buildings.House$Revetment_Wood_17m_thin]
Title           Revetment_Wood_17m_thin
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_17m_thin.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.15

[buildings.House$Revetment_Wood_17m_2m_tall]
Title           Revetment_Wood_17m_2m_tall
MeshLive        3do/Buildings/Pacific/Revetment_Wood/live_17m_2m_tall.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.25

[buildings.House$RevetWall_8x2m]
Title           RevetWall_8x2m
MeshLive        3do/Buildings/Pacific/Revetment_Wood/RevetWall_8x2m.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.08

[buildings.House$RevetWall_12x3m]
Title           RevetWall_12x3m
MeshLive        3do/Buildings/Pacific/Revetment_Wood/RevetWall_12x3m.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.1

[buildings.House$RevetWall_16x4m]
Title           RevetWall_16x4m
MeshLive        3do/Buildings/Pacific/Revetment_Wood/RevetWall_16x4m.sim
MeshDead       
AlignToLand     0
Body            WoodSmall
Panzer          0.12

[buildings.House$BlastPen_Earth_Small]
Title           BlastPen_Earth_Small
MeshLive        3do/Buildings/Pacific/BlastPen_Earth_Small/live.sim
MeshDead        3do/Buildings/Pacific/BlastPen_Earth_Small/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          3.0

[buildings.House$MaskingNet_roof_20m]
Title           MaskingNet_roof_20m
MeshLive        3do/Buildings/Airdrome/MaskingNet_roof_20m/live.sim
MeshDead        3do/Buildings/Airdrome/MaskingNet_roof_20m/dead.sim
AlignToLand     0
Body            WoodSmall
Panzer          0.001

[buildings.House$MaskingNet_roof_sides_20m]
Title           MaskingNet_roof_sides_20m
MeshLive        3do/Buildings/Airdrome/MaskingNet_roof_20m/live_sides.sim
MeshDead        3do/Buildings/Airdrome/MaskingNet_roof_20m/dead.sim
AlignToLand     0
Body            WoodSmall
Panzer          0.001
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stanislao

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Re: A New Wood Revetment
« Reply #1 on: March 09, 2022, 05:39:09 AM »


 :D   Excellent addition! It could be palm tree trunks! Very suitable for a scenery in the Pacific area !

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waterenjoyer1994

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Re: A New Wood Revetment
« Reply #2 on: March 09, 2022, 06:41:09 PM »

Very nice, i like this stuff  :D
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Mick

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Re: A New Wood Revetment
« Reply #3 on: March 10, 2022, 12:46:20 AM »

Many THX for this very useful addition ...!  8)
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raf1659

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Re: A New Wood Revetment
« Reply #4 on: March 10, 2022, 08:49:20 AM »

THX !  :)
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Dandolo513

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Re: A New Wood Revetment
« Reply #5 on: March 10, 2022, 12:04:56 PM »

Hallo,
Very beautiful.
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genXgamer

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Re: A New Wood Revetment
« Reply #6 on: March 13, 2022, 08:17:21 PM »

G'day WxTech

Any chance of making a "L" shaped version.
By placing two L's together we will get a larger revetment for bombers.
Also overlapping them you can adjust the size to suit the fighter/bomber.



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WxTech

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Re: A New Wood Revetment
« Reply #7 on: March 16, 2022, 01:36:52 AM »

Shane,
Been distracted of late with ship and effects stuff...

Such a larger pen suitable for bombers should have a concomitantly increased depth. It looks kind of silly having a bomber's nose poking out beyond the pen sides, being thus more exposed.   ;)  Furthermore, a larger plane could do with higher walls. All this argues for making a proper and complete pen.

Wouldn't an existing one do, there being a good number to choose from? I suppose that something looking more like earth would be most appropriate. Indeed, for larger jungle revetments, bulldozing earthen walls would be the most expedient means of making one. I should look at what's available, and perhaps tweak one to have walls of more of curved cross section, like piled up dirt, and give it a brownish dirt texture...
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WxTech

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Re: A New Wood Revetment
« Reply #8 on: March 16, 2022, 02:39:11 AM »

I based this on an existing blast pen object, giving it an earthen texture. This fairly dark hue is good for such maps as Green Hell and NGNB (New Guinea New Britain), but might be too dark for some others. This one here is the 'small' variation, suitable for at least some medium bombers. There's a larger pen I could use and treat similarly, which will accommodate large bombers.


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genXgamer

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Re: A New Wood Revetment
« Reply #9 on: March 16, 2022, 02:58:57 PM »

Hi WxTech

I guess I'm looking at it through a mission builders perspective, I'm used to using objects that I have available to me and cobbling something up to give a general representation.

Your revetment looks great and I'll gladly have it in my game.

The problem I have is regarding Milne Bay, 1000's of palm trees were cleared and these were used for everything roads, wharves and revetments.
I have read many times splinter proof revetments being made from the logs.

I don't know how you would build a revetment from mud or how it would hold up to excessive rain, up to 13 inches in 2 days.

I think I might try a single section 3 or 4 layers high and like LEGO I can build a revetment any size.

P.S.     Your revetment shows that the current in-game ones could do with a face lift.
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WxTech

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Re: A New Wood Revetment
« Reply #10 on: March 16, 2022, 10:27:10 PM »

In response to Shane's (genXgamer) entreaties, I've started cooking up a simple masking net to be hung from external supports like trees.

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WxTech

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Re: A New Wood Revetment
« Reply #11 on: March 17, 2022, 06:25:42 PM »

I've made a second version of the hanging camo netting, this one having draping sides so as to provide better obscuration from less steep angles of observation. The simpler one is on the right, this new one having the sides is on the left.

Additionally, I darkened and somewhat reduced the color saturation for the texture on the new wooden revetment. One can choose between the original, lighter texture or this new darker one, by simply altering the texture name in the 3 .mat files via Notepad.

I may investigate the possibility of adding to these nets an additional 'shadow' surface, just inside of the net face. This would be a transparent darkness to suggest a light shadowing. It would go to reducing the visibility of brighter objects for which the net shadow cannot actually be cast upon. (The shadow can be cast only upon the ground and ground plates.)

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