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Author Topic: 352nd cross channel building submod wip  (Read 57420 times)

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Uzin

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Re: 352nd cross channel building submod wip
« Reply #312 on: April 18, 2022, 08:38:43 AM »


 ;D  Great chisel work!  A doubt is growing, what kind of video card will be able to bear the load of such a complex map?  After the depressing experience with the NGNB map of WxTech with the vertical drop of frames and the game freezing... I'm worried.    :-|


Is anywhere any release of the map for betatesters ?
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #313 on: April 18, 2022, 08:43:56 PM »

Quote
;D  Great chisel work!  A doubt is growing, what kind of video card will be able to bear the load of such a complex map?  After the depressing experience with the NGNB map of WxTech with the vertical drop of frames and the game freezing... I'm worried.    :-|

  My install is a partial TFM412 with just the eto aircraft, ships and vehicles so I have no idea how this mod will perform with megapacks like BAT. My system is a cheapo AMD RYZEN3 quad core with a Geforce GTX760, and I don't experience stutters in missions. The actors static currently stands at 2.39mb for this map whereas CAN_EnglishChannel is at 4.15mb.

Beta testing is something that I am considering as the release date gets closer. :)
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victor639514

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Re: 352nd cross channel building submod wip
« Reply #314 on: April 18, 2022, 08:47:24 PM »

Roger, I haven't said my bit on this project in a hot minute, but as I see the progress grow bigger and more ambitious, I can surely say what you've done lately is nothing short of SPECTACULAR! 🤩

You truly keep outdoing yourself in breathing new life to this map!
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Hey, get that inertia started!

rogeroger

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Re: 352nd cross channel building submod wip
« Reply #315 on: April 21, 2022, 07:46:45 PM »

When improved ways of doing things are discovered , a lot of old work needs to be updated across the map. I've also increased the lod distances of static object bridges.




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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #316 on: April 28, 2022, 11:45:13 AM »

My representation of Dunkirk 1940





















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bomberkiller

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Re: 352nd cross channel building submod wip
« Reply #317 on: April 28, 2022, 11:51:28 AM »

Quote
Beta testing is something that I am considering as the release date gets closer.

Ah, in two weeks.  ;)


Hello roger,

Your works looking wonderful!

Best regards

 ]cheers[

Gerhard
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FAC N° 9 ...cheers mein Schatz

Andy H

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Re: 352nd cross channel building submod wip
« Reply #318 on: April 28, 2022, 12:40:56 PM »


Great progress, as ever.  8)
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #319 on: April 28, 2022, 12:59:41 PM »

Thanks Gerhard and Andy!
Andy! I was in your neck of the woods today updating the prison and Portland harbour. As you can see I'm halfway through the harbour update. :)





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Andy H

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Re: 352nd cross channel building submod wip
« Reply #320 on: April 28, 2022, 02:23:51 PM »

 8) 8) 8) 8) 8) ;D
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #321 on: May 03, 2022, 08:07:53 AM »

Since I started this mod over a year ago I have been flummoxed by the row of trees object's invisibility on this particular map when forest was set to 3 in the config file.
I resorted to creating a volumetric tree object as a replacement, though I've always preferred the sims volumetric high quality trees. Through some jiggery pokery I've managed to get the row of trees object to be visible in game.

Row of Tree1 placements made today at Lympne and Hawkinge airfields, replacing my tree objects.





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stanislao

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Re: 352nd cross channel building submod wip
« Reply #322 on: May 03, 2022, 09:08:44 AM »

 ;D  To see them in the images they look very satisfying! One of the difficulties on our maps has always been that of not being able to insert enough trees, especially in urban suburbs which therefore always seem a bit unnatural.

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #323 on: May 03, 2022, 09:21:45 AM »

It depends on the city/suburbs textures you are using. With some textures the trees get lost in the green of the texture even at low altitude, then it's not worth placing them. I use some tree sprites on suburban textures that are low poly and seem to look ok. I'm using the high quality row of trees treeline mostly on airfields where you will see them close up on take off and landing. :)
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