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Author Topic: 352nd cross channel building submod wip  (Read 57428 times)

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Kelso

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Re: 352nd cross channel building submod wip
« Reply #276 on: January 11, 2022, 06:39:50 AM »

This map, when completed, will be great for sightseeing flights. Tiger Moth seems to be perfect here. We are waiting ...
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stanislao

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Re: 352nd cross channel building submod wip
« Reply #277 on: January 12, 2022, 03:53:13 AM »


 :D    Really an impressive qualitative leap, in the realism of the territory, compared to the old Canon maps!


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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #278 on: January 12, 2022, 06:01:33 AM »

Thanks guys!
Yesterday I took off from Manston in my yellow Tiger Moth, the first mission of Monty's Bat Bob missions, and did a tour of Kent, the most interesting area of the mapmod. Most of these missions have to be edited to accommodate the new airfield placements. Monty added a lot of extra blast pens that have to be removed from his mission files for this mapmod.
Some of his missions take off from Lympne which requires a fair amount of editing to get the individual aircraft taxi routes and take-offs working properly on my airfield rework. A chance for me to  learn more about mission editing.

My next project is to add Kitcherner's camp next to Stonar lake in the Sandwich area, Kent. The camp housed refugees fleeing from persecution in Europe.


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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #279 on: January 13, 2022, 06:08:50 AM »

I decided to squeeze in a 3d rework of Margate beachfront before starting on camp Kitchener.





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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #280 on: January 13, 2022, 06:42:06 AM »

I like these reworks of the coastal towns, you make them distinctive with beaches as is how they are, our normal maps and those for other games
have ugly coastlines where other textures merge into each other creating a scene that is neither town, country or coast. 8)

I tried to make a distinctive edge to rivers and coast in the Vietnam map, unfortunately the division between textures is a jagged one that in most
case could only be blurred by trees and maybe roads as coastal textures do not give a smooth division, everything encroaches on each other in a un-
realistic way.

Trouble is for you it means placing many objects to create that border if you will but it looks great. ;)

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 #281 on: January 13, 2022, 07:31:48 AM »

Thanks Pete! :)

Sometimes free flight mode is preferable to combat flight and it's nice to have some eye candy.
It would have been nice to have finer control of texture tiling and terrain mesh, but  unfortunately this is what we are stuck with, we have to get creative. ;)
Portland island harbour will be the last harbour rework for the UK.
Edit: Oh! and the London dock area.




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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #282 on: January 13, 2022, 08:15:49 AM »


Edit: Oh! and the London dock area.



Good luck with that, you sure are a glutton for punishment. :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 #283 on: January 13, 2022, 11:54:13 AM »

 :)) Avoiding London like the plague at the moment. Any requests? Perhaps a telephone booth in Porton?. ;D
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #284 on: January 21, 2022, 11:06:58 AM »

It has been an interesting week. I made modifications to Thorney Island  and Lee on Solent airfields after which my FMB would not save any further objects. I re-installed the game and mod, but could not access the 352nd map in my unlocked Fmb. On returning to my original install I enabled expert mode in the SAS selector and changed the ram from 1024 to 2048 which gave me a red ram error message on the selector.  I ran it anyway as I have 8 gig of ram and I am using the 4gig patch.

 I am able to now save objects again and I can copy London objects from Cannon's maps to use as templates, something I was unable to do before because of the lower ram setting in the selector. Today I managed to place plensch objects in London. :)

The 352nd map seems to be twice the scale of Cannons map if not more which results in a huge London area.
I will look at the docks area after I have placed all residential buildings.









I have purposefully left my reworked joe's suburbs texture more saturated until I have completed London placements.



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stanislao

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Re: 352nd cross channel building submod wip
« Reply #285 on: January 21, 2022, 12:53:16 PM »


 ;D    Good boy ! I always keep an eye on you!    ;)

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #286 on: January 21, 2022, 12:55:48 PM »

 :)) ]thumbsup[
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Kelso

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Re: 352nd cross channel building submod wip
« Reply #287 on: January 21, 2022, 02:04:14 PM »

You created a monster!
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