Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 6   Go Down

Author Topic: A New Wood Revetment  (Read 8593 times)

0 Members and 3 Guests are viewing this topic.

Hans-Joachim Marseille

  • member
  • Offline Offline
  • Posts: 540
Re: A New Wood Revetment
« Reply #24 on: March 25, 2022, 01:51:18 AM »

Nice work once more, Glenn. :)  You guys all say "wood" a lot though. These legend folks of better days are like:

Logged
"United we stand against Evil." #FCKPTN. #SlavaUkraini

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: A New Wood Revetment
« Reply #25 on: March 25, 2022, 02:25:57 AM »

And if instead of "wood" I used "log", thoughts would naturally have drifted to the scatological, right?  😀
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Hans-Joachim Marseille

  • member
  • Offline Offline
  • Posts: 540
Re: A New Wood Revetment
« Reply #26 on: March 25, 2022, 05:38:35 AM »

...and I just LOGged-in encore une fois for thus response:  ;)

Logged
"United we stand against Evil." #FCKPTN. #SlavaUkraini

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: A New Wood Revetment
« Reply #27 on: March 25, 2022, 07:45:06 PM »

Updated mod released, which now includes 10 objects. This replaces the original. The same download link in the top post applies.

Note that the old object, and its static.ini entry, are to be deleted. The included static.ini entry list reproduces the old object entry to be deleted, to ensure correctly identifying it.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

genXgamer

  • member
  • Offline Offline
  • Posts: 1332
Re: A New Wood Revetment
« Reply #28 on: March 25, 2022, 08:14:17 PM »

Who would of thought my screenshots of what I wanted done to the Bunker 8 and masking net objects would morph into a ten object pack.

Thanks for all the work put in and hope we see these in future New Guinea and Solomon Islands missions.

Screenshots to come.
Logged
Go in quickly - Punch hard - Get out!

Mick

  • Modder
  • member
  • Offline Offline
  • Posts: 5454
Re: A New Wood Revetment
« Reply #29 on: March 26, 2022, 02:20:54 AM »

... many THX for your work and dedication to detail ..!  8)
Logged

ljmagnum

  • member
  • Offline Offline
  • Posts: 180
Re: A New Wood Revetment
« Reply #30 on: March 28, 2022, 02:49:41 PM »

Hi WXTECH

I am not shure but i hope ur can need this in ur pacific szenario
its a bambus schutting
not idea where the orginal modder is they create the object for netherland map
maybe its allowed or not i am only make a new texture
i would ask the orginal modder from this Schutting but i dont no who it is



https://www.mediafire.com/folder/1h3byf9g6kcmt/schutting01
https://www.mediafire.com/file/2f744etq3zfw12w/static_ini.txt/file
Logged

genXgamer

  • member
  • Offline Offline
  • Posts: 1332
Re: A New Wood Revetment
« Reply #31 on: March 29, 2022, 02:46:41 PM »

G'day WxTech

Any thoughts on sliding this textures colour more towards green to better blend with tree foliage?





Logged
Go in quickly - Punch hard - Get out!

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: A New Wood Revetment
« Reply #32 on: March 29, 2022, 04:39:01 PM »

I did play with the color for a while, starting with a rather more prominent (and lighter) green. But I kept converging to a tone that was less saturated and darkish, as it worked better at both breaking up a lighter object underneath and blending with the ground upon which it sits.

You can obtain a fully legal, free version of Photoshop from Adobe, with which to manipulate TGAs having alpha channels. This would be very useful for tweaking textures to taste. The two common commands you would use would be CTRL-U or CTRL-B. I often change the color balance (hue) with CTRL-B, then use CTRL-U to adjust saturation and lightness.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: A New Wood Revetment
« Reply #33 on: March 29, 2022, 04:49:50 PM »

I forgot for the moment that in the object's folder are two sets of textures. In the readme file I provide instructions on making use of the other set. The dark set is what is in use upon installation. Using Notepad, open the three .mat files (SkinHi, SkinMid and SkinLo), and remove the "_dark" portion of the texture's name in each. This will utilize the lighter set, which also is a bit more green.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: A New Wood Revetment
« Reply #34 on: March 29, 2022, 04:55:47 PM »

Hi WXTECH

I am not shure but i hope ur can need this in ur pacific szenario
its a bambus schutting
not idea where the orginal modder is they create the object for netherland map
maybe its allowed or not i am only make a new texture
i would ask the orginal modder from this Schutting but i dont no who it is

https://www.mediafire.com/folder/1h3byf9g6kcmt/schutting01
https://www.mediafire.com/file/2f744etq3zfw12w/static_ini.txt/file


I tried to download, but get only an annoying dialog asking me to upgrade to premium service. Cannot this folder be made available as a single, compressed file, in the manner commonly used for the distribution of mods?


Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

ljmagnum

  • member
  • Offline Offline
  • Posts: 180
Re: A New Wood Revetment
« Reply #35 on: March 29, 2022, 05:14:48 PM »

  dear wxtech 

will try to make compressed file

i am not so familare with upload files
Logged
Pages: 1 2 [3] 4 5 6   Go Up
 

Page created in 0.033 seconds with 24 queries.