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Author Topic: 352nd cross channel building submod wip  (Read 57446 times)

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #204 on: November 09, 2021, 06:45:08 PM »

Thanks for the kind words guys!
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Now that is what I call a beach scene, just short of the deck chairs Glen. 8)

There were deck chairs. ;D I had to edit out a lot of stuff like at least a 100 beachgoers, cars and some buildings on the breakwater section that did not exist back then. :)

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You'll have to model a small Nigel Farage figure if you're recreating Thanet

As a non Brit and a bit ignorant of current Uk politics I had to google Nigel Farage, interesting character I must say. ;D



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PO_MAK_249RIP

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Re: 352nd cross channel building submod wip
« Reply #205 on: November 10, 2021, 04:13:34 AM »

Wow this is amazing stuff cant wait for the release!! Any chance of a Xmas present???
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marcost

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Re: 352nd cross channel building submod wip
« Reply #206 on: November 10, 2021, 06:33:15 AM »

Agreed & we need some talented mission/campaign makers to take up the challenge for this map as well! I don't think there are many at all for the map and they are probably for HSFX, unsurprisingly.

I think there was a big pack of Battle of Britain missions released, around the time of the map.


I also found this that you might want to include in your map, if it's not there?

https://www.mission4today.com/index.php?name=Downloads3&file=details&id=2946

Regards,

M

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #207 on: November 10, 2021, 05:38:39 PM »

Thanks PO_MAK_249RIP :)
Unfortunately I can't predict when the Uk will be finished as I rework old areas that I have already done like Gravesend and possibly Weymouth  and Portland harbours. There's also Rochester, quite a large area before I get stuck into London. I'm currently placing general building objects in small town areas around Cantebury which I completed yesterday. It still requires a cathedral model though.
There are also some landmark models like Deal fort to be created.

I've thought about releasing what I have done so far, but currently I just can't get myself to do it without London completed. If it draws out for too long or real life issues require it,  I may release it unfinished, who knows?


I know what it feels like to want a mod to be released. I'm currently very impatiently awaiting the release for IL2Clod trueSky and the channel map improvements.

Thanks for the link marcost though this is probably a 1945 addition and my mod is aimed at the Bob period.

There is a Bat Bob campaign that I had to modify to get it to work on my non-Bat install, though there seems to still be some minor compatibility issues.


   
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #208 on: November 12, 2021, 06:40:55 PM »

This beautiful Cantebury cathedral model was imported from Bobwov2. I scaled and adjusted it for my mapmod. It was originally created by the Bdg team.
Cantebury is currently a wip.

This was after the first scaling down so that I could actually see the model in the FMB. I used Chichester cathedral as a  size guide.







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marcost

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Re: 352nd cross channel building submod wip
« Reply #209 on: November 13, 2021, 02:30:17 AM »

Wow, looks as impressive as it should do!
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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #210 on: November 13, 2021, 02:39:02 AM »

Awesome. 8)


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 #211 on: November 13, 2021, 07:01:45 PM »

I will provide 2 terrain options for the mod which means the city and cliff textures will have to be changed depending on which terrain you select. The default terrain will probably be my modded version of the 352nd terrain, though I currently prefer Martins England fields, as depending on the textures you allocate to the 'load.ini' slots it looks superb with it's large amount of trees and photoreal textures.

 I have removed some of the photoreal towns from some of the textures.

A while back I was puzzled when using Martins England field terrain,  because in certain areas the tree mask and terrain don't match and it looks a mess. The 352nd map is riddled with these mismatches and it will affect whatever terrain set you use. This issue is also evident in one of the updated Canon channel maps.

 When building a map, 'map_t.tga' is used to lay terrain textures and when changing a field terrain texture with a tree mask in a specific map area,  changes should only be made to the 'map_t.tga' file and not in the unlocked FMB.

 When you change the field terrain in the FMB, the new terrain's tree mask file is not recognized and this causes a terrain tree mask mismatch.

To rectify this I would have to reverse the changes made, in the unlocked FMB, and then make any new terrain editing changes to the map_t.tga file, and then the tree mask will match the newly changed terrain. This of course only affects terrain images with tree masks.

Changes are usually made in the unlocked FMB to fix repetitive tiling which looks crappy at altitude .


In the past this area of  terrain was changed from LowLand3 to MidLand0 in the unlocked FMB but the new tree mask is not recognised.



Here I have restored the Lowland3 terrain in the FMB and the tree mask and terrain are matched again.




If I want to change the terrain to fix repetitive tiling and still have the tree mask and terrain texture matching, I have to do it here.



This is the map_t.tga file. Every grayscale colour value is a terrain slot. It's a pain in the arse but every terrain field  change with a tree mask has to be made here using the colour picker to acurately choose the correct terrain value and then  make the changes using  paintbrush. Some of the grayscale colour variations cannot be seen by the naked eye and the colour picker is the only way to identify what terrain is allocated to some of the darker areas.

If there is a better way I would love to know of it.




Cantebury area was badly affected by this tree mask issue and it is now mostly corrected. In the past I fixed Thanet and Dover areas, though there are more of these problem areas spread over  the map.




As for repetitive tiling issues, I have already fixed  the problem in some of the coastal areas, making the changes on the 'map_t.tga' file


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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #212 on: November 15, 2021, 07:41:30 PM »

This is the current barrageballon model that seems to be used in most Bob missions.




I have changed the model to this which seems more suitable for the Bob era. I used the observballoon model, removing the obervers and their basket and remapped the texture to the Cfs3 barrage balloon texture.







I tried to add it to the stationary and tecnics.ini files as barrageballoonuk_600m ect without success.
For now I have to add it to the 3do file as a replacement for barrageballon , backing up the original.



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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #213 on: November 15, 2021, 07:48:57 PM »

Ooooo! I just spotted some repetitve tiling in the above screenshots, must fix that. ;D
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #214 on: November 16, 2021, 04:08:57 AM »

Bob missions that use the old barrage balloon will display the updated versin.











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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #215 on: November 18, 2021, 02:33:43 AM »

This is the English barrage balloon download for those who enjoy Bob missions.
Place the 3d0 file in the Mapmods folder. If you have an existing  barrage balloon folder in '3d0/aeronautics', back it up
It will replace the current version. All Bob missions with barrage balloons will now display the English version.

You will find it under stationary objects in the FMB.

 To replace the default barrage balloon model just delete the Barrageballoon folder in '3d0/aeronautics', or replace it with your backup.

Get it here:https://www.mediafire.com/file/qxxf7ke360oilx3/english+barrage+balloon.7z/file




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