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Author Topic: Dnepropetrovsk - screenshot  (Read 19957 times)

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mandrill

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Re: Dnepropetrovsk - screenshot
« Reply #12 on: July 02, 2012, 06:45:20 AM »

Without seeing the mod I can't say for sure but if you have the mat files to go with the bridge tga files you should be able to open the mat file in notepad and change the "visibledistancefar" value to whatever you like in metres.  So if you want it to be visible for 5 kms you'd need to change the value to 5000

If you use my visibility mod you could make the bridge visible from even further away - 15 kms for example by changing the mat file to 15000.

Well, I have the TGA files. I also have some files w no file ending that i cannot open. Are these the mat files? If so, how do I get Windows to let me open them in notepad?
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lowfighter

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Re: Dnepropetrovsk - screenshot
« Reply #13 on: July 02, 2012, 07:12:33 AM »

Uzin, you say that it is not a normal il2 bridge but rather a bridge assembled with bridge segments from the objects menu?
Why not using the normal il2 bridges, you are above zero level altitude? You'll have good visibility range by default. With objects from objects menu visibilty is controlled by several files (.mat and especially .msh files) in several files+ some hardcode. Is also what you show in the actors.static or objects are set in a mission file?
If it's actors.static, do following: place a plate (say invisible) close to the start of the bridge. save new actors.static and if you go and play visibility should be given by the numbers in the bridge .msh, usually tose are anyway set to about 10000 meter (that is because there's some hardcode which limits objects visibility to 3000 meters if these objects are from objects menu. However placing a plate close to object in the map's actors.static restores the visibility given by the msh and mat files).To change the pop-up distance of objects you need to get a prog to open the .msh files and convert to readable, there you can change pop-up distance...
Sorry for the bad explanations etc, not much time..
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shyrsio

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Re: Dnepropetrovsk - screenshot
« Reply #14 on: July 02, 2012, 08:15:47 AM »

Off Topic: i challenge you guys to say the name of the  city 5 times in a row correctly: Dneporpre...%$^*^(&
DAMNIT!
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mandrill

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Re: Dnepropetrovsk - screenshot
« Reply #15 on: July 02, 2012, 09:07:19 AM »

Uzin, you say that it is not a normal il2 bridge but rather a bridge assembled with bridge segments from the objects menu?
Why not using the normal il2 bridges, you are above zero level altitude? You'll have good visibility range by default. With objects from objects menu visibilty is controlled by several files (.mat and especially .msh files) in several files+ some hardcode. Is also what you show in the actors.static or objects are set in a mission file?
If it's actors.static, do following: place a plate (say invisible) close to the start of the bridge. save new actors.static and if you go and play visibility should be given by the numbers in the bridge .msh, usually tose are anyway set to about 10000 meter (that is because there's some hardcode which limits objects visibility to 3000 meters if these objects are from objects menu. However placing a plate close to object in the map's actors.static restores the visibility given by the msh and mat files).To change the pop-up distance of objects you need to get a prog to open the .msh files and convert to readable, there you can change pop-up distance...
Sorry for the bad explanations etc, not much time..

Well, it's me, not Uzin. I used the object bridges because the bridge exits directly into the city with the main station very close by. I needed to place the bridge precisely and then immediately increase the # of tracks to an appropriate amount for a major station. The stock bridge was too clumsy to use. I also needed to run a road bridge right alongside the RR bridge and the stock game would have placed 1 right on top of the other.

I'll mull the rest of your post and Boomer's and try and figure out the visibility issues over the next couple of days.
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Uufflakke

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Re: Dnepropetrovsk - screenshot
« Reply #16 on: July 02, 2012, 01:32:05 PM »


Well, I have the TGA files. I also have some files w no file ending that i cannot open. Are these the mat files? If so, how do I get Windows to let me open them in notepad?

In Windows XP I do it like this:

Start Menu -> Select Notepad -> In Notepad select File -> Open -> Search for the folder and if the .mat file isn't visible yet select "All Files" in the File Types bar.
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mandrill

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Re: Dnepropetrovsk - screenshot
« Reply #17 on: July 02, 2012, 01:46:13 PM »


Well, I have the TGA files. I also have some files w no file ending that i cannot open. Are these the mat files? If so, how do I get Windows to let me open them in notepad?

In Windows XP I do it like this:

Start Menu -> Select Notepad -> In Notepad select File -> Open -> Search for the folder and if the .mat file isn't visible yet select "All Files" in the File Types bar.

Thanks. I will give it a shot!
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mandrill

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Re: Dnepropetrovsk - screenshot
« Reply #18 on: July 08, 2012, 08:31:31 PM »

Still haven't gotten around to working on the sightline issue with the bridge mod. But have been populating. This is a close up of the cute seaside town of Ochakov.

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Cracken

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Re: Dnepropetrovsk - screenshot
« Reply #19 on: August 14, 2012, 02:59:40 PM »

How is this project going? I would find use for this map soon. Even a beta map would be very welcomed.
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BT~wasted

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Re: Dnepropetrovsk - screenshot
« Reply #20 on: August 14, 2012, 03:05:26 PM »

Very nice! Really looking like Ukraine to me  :) Thank you! Are you plan to add Poltava town to your map? LOL
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Airbourne

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Re: Dnepropetrovsk - screenshot
« Reply #21 on: September 07, 2012, 03:32:36 AM »

I hope this map is coming along satisfactorily - I am awaiting it eagerly. Incidentally, I hope it will be usable in 4.09.
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mandrill

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Re: Dnepropetrovsk - screenshot
« Reply #22 on: September 07, 2012, 05:24:10 AM »

The map is a couple of months away, as I am populating from templates instead of autopop. I will post some more screenshots.
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mandrill

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Re: Dnepropetrovsk - screenshot
« Reply #23 on: September 07, 2012, 04:26:04 PM »



Approaching Krivoy Rog from the south.
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