Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 28 29 30 [31] 32 33 34 ... 42   Go Down

Author Topic: 352nd cross channel building submod wip  (Read 57421 times)

0 Members and 2 Guests are viewing this topic.

rogeroger

  • Missioneer
  • member
  • Offline Offline
  • Posts: 473
Re: 352nd cross channel building submod wip
« Reply #360 on: May 26, 2022, 05:19:54 AM »

Last Train Home  The link wasn't working in your post Gerhard.


Guitar effect is very sitar like. :)
Logged

Uzin

  • Modder
  • member
  • Offline Offline
  • Posts: 2816
  • On lifetime holidays
Re: 352nd cross channel building submod wip
« Reply #361 on: May 26, 2022, 07:36:59 AM »

Map still not released ?  :(
Logged

rogeroger

  • Missioneer
  • member
  • Offline Offline
  • Posts: 473
Re: 352nd cross channel building submod wip
« Reply #362 on: May 26, 2022, 09:04:36 AM »

Nope! :) st Omer airfield is to be completed, canal section placements, general cleanup and some missions converted from the channel map. The map is useless without at least some missions.
Logged

Mixx

  • member
  • Offline Offline
  • Posts: 419
Re: 352nd cross channel building submod wip
« Reply #363 on: May 27, 2022, 03:54:15 AM »

G'day Rogeroger,

Thanks for the new screens and list of objects for the map. You make it very beautiful.
The chalk cliffs are very harmoniously set. The connection with the main hills is almost invisible. The citadel of Dover and other fortifications were very successfully installed.

Another thing I liked: - this is a detailed design of the harbor of Dover itself.
Berths, harbor facilities, wave barriers, etc.
Very good work! Visually it looks very nice.
Just an architectural piece of history.

I'm glad you're setting up your objects for this map.

Confuses only the size of the Boomer packaging. I study it again.
Logged

rogeroger

  • Missioneer
  • member
  • Offline Offline
  • Posts: 473
Re: 352nd cross channel building submod wip
« Reply #364 on: May 27, 2022, 10:50:16 AM »

Thanks Mixx. :)The cliffs gave me nightmares initially, but it now has a draw distance of 20000 metres if I'm correct with the unit. It did pave the way for the 3d harbour models creation which have the same draw distances. It ruins immersion when harbour objects disappear at such short distances. I will release this soon. At the moment there are small things to do, mostly cleaning up stray objects wherever I find them and a few missions to convert.
Logged

rogeroger

  • Missioneer
  • member
  • Offline Offline
  • Posts: 473
Re: 352nd cross channel building submod wip
« Reply #365 on: June 09, 2022, 07:32:32 AM »

Cleanup continues apace!
I can't believe I almost missed this, The Tilbury fort at Gravesend.








Canal and harbour bank sections come in handy:




Fence around the palace.





Removing mystery placements(lots of these around the place)




You will get this if you are a Star Wars fan. If you're not... WTF MATE ! ;D





Logged

rogeroger

  • Missioneer
  • member
  • Offline Offline
  • Posts: 473
Re: 352nd cross channel building submod wip
« Reply #366 on: June 11, 2022, 06:31:55 AM »

These are quite possibly my last placements, Grain fort and other fortifications opposite Sheerness.
I will now convert some missions from The Canon channel maps which will be a good test of the airfield placements and framerates over populated areas.





Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6696
  • In memory of my beloved hero: Saburo SAKAI!
Re: 352nd cross channel building submod wip
« Reply #367 on: June 11, 2022, 07:47:28 AM »

Great shoots and great work mate!
Logged

Kelso

  • member
  • Offline Offline
  • Posts: 497
Re: 352nd cross channel building submod wip
« Reply #368 on: June 11, 2022, 09:20:26 AM »

I admire and wait ... My personal Tiger Moth is freshly reconditioned, ready to explore.
Logged

Mixx

  • member
  • Offline Offline
  • Posts: 419
Re: 352nd cross channel building submod wip
« Reply #369 on: June 11, 2022, 01:34:49 PM »

Britain looks very realistic. Harbors, ports, fortifications are very good.
Well carved channels.
Buildings, bridges, roads in London look very nice.
The author pays a lot of attention to historical details.
Great job!
Logged

rogeroger

  • Missioneer
  • member
  • Offline Offline
  • Posts: 473
Re: 352nd cross channel building submod wip
« Reply #370 on: June 22, 2022, 09:02:31 AM »

I was ill for a couple of days, old age is a bugger, and my neighbour caught some suspicious characters trespassing on my property and probably prevented a nasty incident, but anyway I'm running on all cylinders now and back with the project. Still cleaning up and removing trees and buildings obscuring roads in showcase areas. Going back to old models and checking for missing collision boxes and replacing missing collision boxes and shadows on my  pier models. I discovered that the harbour 'mountain' object models like Dover, Manston harbours ..etc and fort Nothe collision boxes are not working. If I convert them to house objects in the static.ini then the collision boxes work. Mountain object mt Suribatchi collision boxes work, so I don't the fek know what is going on there. After release hopefully one of the SAS boffins can check it out.
I suppose this is what happens when you start out as a FMB and modeling novice and slowly gain experience as you progress. You have to check on work that you did at the beginning.

Also backed up my latest work on my external hdd this morning so as to not tempt Murphy's law with my recent run of bad karma.

 Maybe I should stop checking for problems, then I wont find any. :)
Now back to the missions.





Spent quite a bit of time in Portsmouth replacing some half submerged buildings with raised objects and I'm still finding buildings blocking roads



Increased the scale of the victory, it looked too small when compared to photos.


The French chalk cliffs were black in colour, so I edited the texture to get this nice chalk cliff texture. Did this a few weeks back.


I was replacing my volumetric trees with the opengl row of trees 1 objects. This fort is my favourite 3d object, unfortunately you will probably never see it in missions.




 I forgot to place trees around Warmwell, so thats done now.

Logged

Kelso

  • member
  • Offline Offline
  • Posts: 497
Re: 352nd cross channel building submod wip
« Reply #371 on: June 22, 2022, 09:36:12 AM »

I am very impressed with your work. As for bugs - the best test is to publish the mod as a beta. Users will surely see this and that for improvement.
Logged
Pages: 1 ... 28 29 30 [31] 32 33 34 ... 42   Go Up
 

Page created in 0.058 seconds with 24 queries.