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Author Topic: placing grass airfields  (Read 5813 times)

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Nephris

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placing grass airfields
« on: August 25, 2014, 10:14:01 AM »

Hi folks,
i want to exchange the default runways by those large airfields, we know e.g. from Slovakia.
I managed to delete the runways and resave the map.
Right now I am a bit stuck to add grass airfields.

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cyberolas

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Re: placing grass airfields
« Reply #1 on: August 25, 2014, 12:17:38 PM »

Ok, very easy way - next step - try to find choose view/object/tile/airfield. Click right button on mouse, choose number 1 (little scale of instrument), push and hold "F" and move mouse without any click. You will see areas with this texture (airfield0=generally_airfield.tga). Save it. Report me about your work. Next step after this.
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Nephris

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Re: placing grass airfields
« Reply #2 on: August 26, 2014, 04:11:15 AM »

Thx buddy.
Done. Underground painted.
Guess right n ow the airfield plated itself need to be placed?
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cyberolas

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Re: placing grass airfields
« Reply #3 on: August 26, 2014, 11:29:43 AM »

You have to take plate panels to all air-ground. I do it this way:
Choose view/object/WinterGroundPlate/Parking and make one nearest one your area. You can see plates and their continuity. Then mark first from these winterplates and two times click key "End" on your keybord. You will able to see chaniging change Wintergroundplate to Blankplate. Thats all. You need these plates for good take off and landing.
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Motörhead

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Re: placing grass airfields
« Reply #4 on: August 27, 2014, 04:38:41 AM »

Guys i really need help))
maybe someone, who have map works experience, can resolve this problem: https://www.sas1946.com/main/index.php/topic,37268.0.html
In HSFX there's absolutely stupid textures laying over most of airfields, on Canon's channel map. This same map in old Ultrapack 3.0 have normal airfield textures.
I really don't understand it. Why HSFX 7.02 makers damaged this map???
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cyberolas

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Re: placing grass airfields
« Reply #5 on: August 27, 2014, 01:06:12 PM »

Isn´t here some topic about it in this web?
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Uzin

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Re: placing grass airfields
« Reply #6 on: August 28, 2014, 01:52:23 PM »

You have to take plate panels to all air-ground. I do it this way:
Choose view/object/WinterGroundPlate/Parking and make one nearest one your area. You can see plates and their continuity. Then mark first from these winterplates and two times click key "End" on your keybord. You will able to see chaniging change Wintergroundplate to Blankplate. Thats all. You need these plates for good take off and landing.
Hi, cyberolas,
my deep congratulations to your procedure of placing blank plates.
 It is much simpler and straightforward than that based on renaming objects in static.ini,
which was recommended earlier (about 2-3 yrs ago).
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Nephris

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Re: placing grass airfields
« Reply #7 on: August 29, 2014, 07:29:40 AM »

Thx Cyberolas,
your method is working so far. AI and human are able to take off & land.
Is there a way to turn the texture tiles in a certain degree like rotating?


I humbled about a problem with the bridges.
I save the changes to the actors.static in the maps folder.
When I load the map with its changes , I have to exchange the static.actor with the one in the 'sas/mapmods folder.
But sometimes I loose my bridges...and I dont know how to recover them properly.
Why get bridges deleted, I guess I make a typical fault?
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cyberolas

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Re: placing grass airfields
« Reply #8 on: September 01, 2014, 02:02:53 PM »

Rotating tiles? Do you think about plates in airfield? Yes. Tiles  rotating is impossible.

I don´t know anything about your problem with bridges. Bridges are including in actors.static and I don´t know every operations what you did in unlock FMB, sorry...
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Nephris

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Re: placing grass airfields
« Reply #9 on: September 02, 2014, 06:46:45 AM »

Ok. Thanks for your help and work!
 :)
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ls

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Re: placing grass airfields
« Reply #10 on: September 03, 2014, 03:01:33 AM »

You have to take plate panels to all air-ground. I do it this way:
Choose view/object/WinterGroundPlate/Parking and make one nearest one your area. You can see plates and their continuity. Then mark first from these winterplates and two times click key "End" on your keybord. You will able to see chaniging change Wintergroundplate to Blankplate. Thats all. You need these plates for good take off and landing.

Hello Cyberolas,
btw I've the question.
In DBW 1.71 we have one big blank plate for airfield (in grass, mud, winter and blank versions - they are available in VIEW/OBJECT/PlateS). So is it possible to use it instead of these small blank parking plates?
It seems it will be faster, more comfortable and better for PC performance (a one object, not a lot of little blank plates)?
What is Your opinion?

Corresponding part of static.ini:

Code: [Select]
//===========================================================================
[***]
Title PlateS
//===========================================================================

[buildings.Plate$Airfield]
Title           Airfield
Mesh            3do/airfield/PlateS/Airfield/mono.sim

[buildings.Plate$AirfieldW]
Title           AirfieldW
Mesh            3do/airfield/PlateS/AirfieldW/mono.sim

[buildings.Plate$AirfieldS]
Title           AirfieldS
Mesh            3do/airfield/PlateS/AirfieldS/mono.sim

[buildings.Plate$Blank]
Title           Blank
Mesh            3do/airfield/PlateS/Blank/mono.sim

[buildings.Plate$AirfieldSr]
Title           AirfieldSr
Mesh            3do/airfield/PlateS/AirfieldSr/mono.sim



Greetings,
ls
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cyberolas

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Re: placing grass airfields
« Reply #11 on: September 03, 2014, 07:55:10 AM »

:):) - ok, but in this way - you will have only DBW fans, because we don´t have this object in stock+SAS MOD activator.
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