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Author Topic: 352nd cross channel building submod wip  (Read 57220 times)

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #132 on: August 20, 2021, 11:38:25 AM »

Thanks Kelso  :)
I have a GTX760 4GB card and use 1600x900 resolution.
I have flown Bat their finest hour missions that I modified for my partial TFM4.12 setup and have experienced a slight stutter when enemy aircraft spawn in missions, though this happens on all maps. I have not checked Fps, but have not experienced any bad lagging or stutters over cities when flying missions or free flight. I must still  place objects in London and I will more or less copy the city size and object density used in the Canon channel maps.

 I'll create missions over the areas where I have worked and will decrease city sizes where there are Fps issues.
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #133 on: August 22, 2021, 02:57:33 AM »

Quote
The mt. Suribachi model has a mountain class file that it uses to extend the mountains draw distance. I've tried to use the class file with my cliffs model without success so far. The class file does not seem work with both the mountain and cliffs in a session. I will spend more time experimenting further on this later and hopefully will come up with a solution.
For now I have replaced Suribachi's mesh file and textures with those of my cliff model. which means that the suribachi model cannot be used until you swap the original Suribachi folder back, a small inconvenience.

Cracked this, this morning. ]idea[ I found out how the mountain class file selects an object to use it's extended draw distance code. The mountain class can be set up to use multiple objects and increase their draw distance, so I don't have to interfere with the mt Suribachi object. ;D

Using the Mountain class file I can now create  low poly harbour models that will render at a far distance and will use less polygons than the multiple jetty object harbour builds that I am now using.

I want to do this with Ramsgate, Dover and possibly Southhampton and Portsmouth.

Dover 'Cliff' object screenie taken this morning:



And opened the Fmb and took this screenie of the undisturbed mt Suribachi in the same session:



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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #134 on: August 22, 2021, 06:21:25 AM »

Good to know you sorted things out Glen. 8)

This game is certainly a complicated piece of software, makes you wonder how they slept at night during its development. :D


Take care and be safe.


Wishing you all the very best, Pete. ;D
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #135 on: August 22, 2021, 08:00:48 AM »

Thanks Pete! ;D it's been a good day.
Started work on a Dover Harbour model today. :)
I'ts a solid low poly model that should render from a far distance.


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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #136 on: August 26, 2021, 04:23:50 AM »

This is my completed Dover harbour blender model. It's modeled on Google earth images and altered to reflect the 1940's harbour shape.
I used edited google earth images for the texture, removing a ton of buses. It's part of the mountain class so like the cliffs it has a far rendering distance.










google earth harbour present day

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Kelso

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Re: 352nd cross channel building submod wip
« Reply #137 on: August 26, 2021, 04:49:04 AM »

Beautifully! I like tourist flying on interesting maps. Yours promises to be exceptionally attractive.
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WxTech

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Re: 352nd cross channel building submod wip
« Reply #138 on: August 26, 2021, 05:20:45 AM »

Good stuff, and speedily done! Looking at the discolored shallows in the photo should perhaps inspire to add a shallows texture if the map doesn't already utilize one.

I wish I had a tool like Blender, or some such, to do my 3D tasks with. Mine is what I call the poor man's 3D application--a spreadsheet.
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SAS~tsisqua

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Re: 352nd cross channel building submod wip
« Reply #139 on: August 26, 2021, 05:27:32 AM »

Wow! This is amazing! Thank you for sharing all of this work.
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #140 on: August 26, 2021, 05:54:09 AM »

Thanks guys, for the positive comments(criticism is also welcome of course).  :)

Quote
Good stuff, and speedily done! Looking at the discolored shallows in the photo should perhaps inspire to add a shallows texture if the map doesn't already utilize one.
Very observant! I didn't pick up on that, a shallows texture would add to immersion big time.

Glenn, Blender is completely free and is regularly updated .
https://www.blender.org/download/

 I recommend version 2.79 for editing and 2.76 for importing and exporting msh textures, it uses a brilliant msh plugin for that. You do get weird shading issues caused by blender which you'll  find on Dover castle and some other Boomer objects, though this can be easily fixed by splitting the affected edges.


I want to add Folkestone and Ramsgate  models next. These like the cliffs can be ported over to Canons maps with a bit of height and coastline editing.

 I'm kind of regretting not initially adding these objects to Cannons maps instead of the 352nd map, but this map was an open canvas and I've gotten a bit carried away with it. ;D
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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #141 on: August 26, 2021, 09:18:27 AM »

Excellent work Glen, the project adds so much more to the map to enhance the immersion. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
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Flying H

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Re: 352nd cross channel building submod wip
« Reply #142 on: August 26, 2021, 12:56:01 PM »

Very impressive!
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And you can fly, high as a kite, if you want to.........

rogeroger

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Re: 352nd cross channel building submod wip
« Reply #143 on: August 26, 2021, 02:12:20 PM »

Thank's Pete and Flying H!  :)
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