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Author Topic: 352nd cross channel building submod wip  (Read 57436 times)

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #264 on: December 31, 2021, 04:24:21 AM »

 ;D ;D Thanks stanislao! A happy new year to you and your family.
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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #265 on: December 31, 2021, 11:35:57 AM »

Superb so far Glen, glad to see you enjoying your work. 8)

Take care and be safe.

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

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Re: 352nd cross channel building submod wip
« Reply #266 on: December 31, 2021, 12:29:01 PM »

Always! ;D
Likewise, best wishes for the New Year. Despite the covid madness I think it will be a good'un.
I'm currently tripping on this:https://youtu.be/jJEeu7r6GwA?t=83
The third movement is awesome!
Haydn was extremely popular in Britain, and wrote some of his best work there.
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #267 on: January 02, 2022, 06:37:02 AM »

I'm experimenting wit the SK_ highway texture. The existing texture looks rather dark to me and gets lost in the terrain colour. the rail and highway textures are very similar in colour and it's sometimes hard to distinguish between the two. In Googlearth images the roads and highways look much lighter in colour to me as well.  I have lightened the sk_highway textures and ground plates with the following results. Hopefully it is an improvement.

OLD




NEW (the y-intersection texture must still be lightened.)










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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #268 on: January 03, 2022, 01:54:01 AM »

A white line road texture.
I created a similar mod for Bob2 and was concerned as to whether white lines were used back then and the following post was an affirmation.


Quote
ShadowShooter
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Re: Subscriber Modifications

    22 Apr 2020, 21:26

Hi rogeroger.

The line markings are fine according to Wikipedia:

'In the UK, the first "white line" road markings appeared on a number of dangerous bends on the London-Folkestone road at Ashford, Kent, in 1914, and during the 1920s the rise of painted lines on UK roads grew dramatically. In 1926 official guidelines were issued by the Ministry of Transport that defined where and how white lines on roads should be used: A broken white line in the direction of travel, where the gaps are longer than the painted lines, indicates the centre of the road and that there are no hazards specific to the design and layout of the road, i.e. no turnings, sharp bends ahead etc. A broken white line in which the gaps are shorter than the painted lines indicates an upcoming hazard.'

https://en.wikipedia.org/wiki/Road_surf ... ed_Kingdom


I darkened the modded sk_highway texture slightly, it was a bit too light.




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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #269 on: January 03, 2022, 05:42:57 AM »

Nice one Glen, I like the road markings. 8)

Now I will know which side of road I am on when in the jeep mod, not that it will improve my driving any. :D

One aspect of the Cannon maps I did not like was the weird lighting from the taxi ways, great as it was to have something that at least resembled
the actual airfields it sort of spoiled things, looks like you got that one sorted with your 352nd map. ;)

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 #270 on: January 03, 2022, 07:23:49 AM »

Thanks Pete! :)
There are two ways to place roads,(1) by mouse positioning them in the unlocked FMB which is good for placing long stretches, and (2)placing smaller 3do road objects which are good for fine placement on airfields. I have provided white line textures for the former. I will name this texture uk_highway, and it will be selected for use in the load.ini for any map where it is required.

Canon used  a series of large ground plates for accurate airfield designs. I think this does save on fps because it uses a small amount of huge ground plates of one polygon, but the textures end up being low res close up,hence the weird muddy looking effect, whereas the other way is to use many small stock ground plates which presents higher res effect but more individual polygons. When the Canon maps where created pc's were less powerful than today.

edit: meticulously placing many individual ground plates is also time consuming.
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Flying H

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Re: 352nd cross channel building submod wip
« Reply #271 on: January 04, 2022, 06:08:13 AM »

"edit: meticulously placing many individual ground plates is also time consuming." Still you´re doing a fantastic job! THX a lot!
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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 #272 on: January 04, 2022, 10:58:24 AM »

Thanks mate!  :) Lots of airfield work to do still.

Something funny in retrospect is that after completing most of Hawkinge airfield, about three hours of work, I took a screenshot in the unlocked FMB mode which caused a ctd and I had to start all over again. You get so caught up in the work that you forget to save regularly. Same thing happened this morning after an hour. I think I have finally learnt my lesson though. ;D I was distracted by a rather interesting podcast in my defence. I suppose there's still time to squeeze in another new years resolution : FOCUS... FOCUS... FOCUS. ;D
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Flying H

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Re: 352nd cross channel building submod wip
« Reply #273 on: January 04, 2022, 11:52:16 AM »

That´s no defence  ;) :D that´s an explenation! (my math teacher always told me when I screwed up)
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #274 on: January 04, 2022, 12:37:52 PM »

 ;D ;D ]thumbsup[
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #275 on: January 11, 2022, 06:28:27 AM »

Three more airfields now complete.
HAWKINGE Also the village moved to it's proper position.





LYMPNE Also the village and a slapped together Lympne castle in their proper positions.






MANSTON






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