# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Other Mods => WIP => Topic started by: rogeroger on March 15, 2021, 08:55:14 AM

Title: 352nd cross channel building submod wip
Post by: rogeroger on March 15, 2021, 08:55:14 AM
I registered  on the site a few days ago so this is my fourth post. I am currently working on a building submod for  the 352nd cross channel map. I recently  started on the campaign missions for BAT's  'Their finest hour' which uses this map and the first mission had me flying over Ramsgate in a Miles Magister. I noticed that there were city textures but no buildings at Ramsgate and decided to get my hands dirty and place some objects in an unlocked FMB.  I am currently placing  building objects in towns near airfields used by the campaign missions.
The results so far:

RAMSGATE HARBOUR AND TOWN
(https://i.postimg.cc/1tJVNzKB/2021-03-13-19-45-11.jpg) (https://postimg.cc/XGBYR4mB)

(https://i.postimg.cc/1R7NmfX5/2021-03-13-19-48-46.jpg) (https://postimg.cc/PNZqKf1B)

FOLKESTONE HARBOUR AND TOWN
(https://i.postimg.cc/Yq4LhMLN/2021-03-15-14-42-07.jpg) (https://postimg.cc/Tp63s89h)

(https://i.postimg.cc/x8ZktFhb/2021-03-15-14-42-38.jpg) (https://postimg.cc/ZvrKqjTT)
Title: Re: 352nd cross channel building submod wip
Post by: Flying H on March 15, 2021, 03:36:33 PM
Looking great, eagerly waiting for the finished upgrade!
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 15, 2021, 04:20:02 PM
8) Following with interest.
Title: Re: 352nd cross channel building submod wip
Post by: PO_MAK_249RIP on March 16, 2021, 11:30:35 PM
Looking good welcome onboard
Title: Re: 352nd cross channel building submod wip
Post by: jpten on March 17, 2021, 07:21:38 PM
If you are not familiar, there is a template to be found in missions/TEMPLATES/BAT_WAW_CHANNEL40MMT_Kent.mis that is an object created coastline and shire of Kent circa 1940 placed on the Channel40 map.  While it has differences, the Channel40 map and the 352 have a degree of similarity.  The template was built to be a copy/paste way to quickly build a scenario mission in that time/area.  While the design work will no doubt NOT reflect your style of design it may have some use to quicken or help fill in areas on the 352 map. The harbors in the template were designed to have historical similarities to the real areas at the time.
The template mission can be opened  in FMB (it may take a while to load, it is object heavy) and object groups (harbors, factories, rail terminals...etc)  in the template can be selected, copied to clipboard.  then open your 352 design map and paste them to the 352 map.   They were designed to be freely used or modified to quicken or inspire mission design.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 17, 2021, 08:52:09 PM
Thanks for the warm welcome, and for the info jpten, though I don't have Bat installed. It's just too big and my interest is the in Bob era,  so my install is a partial TFM4.12 with everything I need to run Bob and western Europe missions. It saves on space and is easier on the framerates. Bat missions are running in the install after a bit of tweaking in the FMB.

I would like to have this mission template though.

If the template can be uploaded here it would be most appreciated.

I'm using Boomers object pack which is a bit limited. Unfortunately there is only a rather large breakwater object to use as a harbour wall so the Manston harbor is not quite as I would like it to be.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 18, 2021, 01:04:44 AM
This was my initial ramsgate harbour using the smaller Kronstadt wall objects, more historically accurate in shape,  but I did not like the moss colour.

(https://i.postimg.cc/HWXYnd2d/2021-03-09-at-19-04-03.jpg) (https://postimg.cc/c61y5q2b)

I may fire up blender and create a shorter breakwater 2 section at some stage though I would have to read up on creating modpacks and 3D model format conversion.

RAMSGATE WORK DONE SO FAR

(https://i.postimg.cc/qqhChYjW/2021-03-17-17-17-18.jpg) (https://postimg.cc/dZF0gWM9)

(https://i.postimg.cc/PxNyXd8j/2021-03-17-17-16-28.jpg) (https://postimg.cc/62JnzJ0j)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 18, 2021, 05:58:18 AM
CHICHESTER WIP

I need to make a tree template.

(https://i.postimg.cc/vZPH5Fn2/2021-03-18-11-49-24.jpg) (https://postimg.cc/876SVYtL)

(https://i.postimg.cc/FK7FZWgr/2021-03-18-11-52-03.jpg) (https://postimg.cc/67xN6hmg)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 19, 2021, 09:17:39 AM
Decided as an experiment to edit Bob2 wov town textures for use in il2 :

(https://i.postimg.cc/XqK0bf0x/2021-03-19-14-57-06.jpg) (https://postimages.org/)

(https://i.postimg.cc/4NZg1Sz0/2021-03-19-15-00-08.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 19, 2021, 10:07:31 AM
8) Nice English gardens and allotments vibe. How do they look up close?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 19, 2021, 11:31:16 AM
Hi Andy, up close not that great, but at least they look convincing as English town textures.The generic textures though of better resolution, weren't convincing as English town and city textures.

I slapped this together in two days after I placed the chichester buildings and had a look at various googlearth 1940 images.  I had to combine the Bob2 textures into one image and edit them to match the il2 palette.   There still needs to be some editing, like removing 2d Bob2 building placement positions on the textures.

I must say that now I am a bit stuck. ;D I'm not sure whether to carry on as before with the generic textures or proceed with these . What do you think?

images without the grapic extender

(https://i.postimg.cc/90zzChv6/2021-03-19-16-38-11.jpg) (https://postimg.cc/V0QzW3sg)

(https://i.postimg.cc/vmBmWMmc/2021-03-19-16-37-26.jpg) (https://postimg.cc/4YDZgDVg)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 19, 2021, 11:41:29 AM
I think the overall effect is a nice change. I like how you've blended them in with the original textures. How far west are you planning to go?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 19, 2021, 12:03:35 PM
For starters, I'll concentrate on areas around the main airfields, and then look at London. I've already copied over some landmarks from other maps. I hope to go as far west as Weymouth.

(https://i.postimg.cc/TPQF8Ln3/2021-03-19-17-53-21.jpg) (https://postimg.cc/R36XK0Pk)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 19, 2021, 12:13:13 PM

I was hoping you'd say that. Portland Harbour's the first thing I see when I pull the curtains back in the morning.  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 19, 2021, 12:58:50 PM
Wow! Now THAT is amazing.  :)
Portland was one of my favourite places in the Bob2 wov sim. I placed a lot of tree and building objects there as mods, not the harbour target objects, though I did construct and place the breakwater wall, a fun project. It is still one of my favourite areas to fly quick missions.

My breakwater objects

(https://i.postimg.cc/PqKQ40wC/Bob-2021-03-19-20-34-40.png) (https://postimg.cc/FfdSFWGv)

I placed most of the domestic buildings and trees around the harbour as a terrain mod.
(https://i.postimg.cc/MHBsddwg/Bob-2021-03-19-20-35-30.png) (https://postimg.cc/SYy7KLJG)

I love texture editing and object placement, goes well with some nice classical music in the background or a good podcast. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 19, 2021, 01:41:47 PM

Neat!  8)

(https://i.postimg.cc/9QHnW1wB/3e07221341d36372d8b18c4501cb4da0-weymouth-portland.jpg)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 20, 2021, 02:26:55 AM
That is a nice old photograph of the harbour.

Unfortunately the game has not weathered the win10 transition well. The later 'Bdg' mod team created patches like version 2.13,  containing a wealth of ai, campaign, FM, coastline improvements and objects are now unusable due to win10 compatibility issues. I think the stock 2.01 version is win10 compatible, thanks to a fan created compatibility patch.
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on March 20, 2021, 03:10:52 AM
Superb work, a mammoth task I feel but worth the time and effort. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 20, 2021, 08:19:07 AM
Thanks!

Ramsgate is almost complete. I just need to add some tree objects.

(https://i.postimg.cc/LssXcKFV/2021-03-20-14-09-07.jpg) (https://postimg.cc/9DvC9kM4)

(https://i.postimg.cc/fbkzHcY2/2021-03-20-14-07-09.jpg) (https://postimg.cc/945H0q8Z)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 20, 2021, 10:01:40 AM
Looking good!  :)

Title: Re: 352nd cross channel building submod wip
Post by: victor639514 on March 20, 2021, 11:50:44 AM
Ohhh these pictures look amazing!!
This old map has been very much needing an update, and from what your hard work is showing, the buildings and textures look very promising!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 20, 2021, 08:04:20 PM
A short video. Please excuse buildings in the sea, need to still add trees and remove stray buildings. :)

https://youtu.be/GLkGptvzYN0 (https://youtu.be/GLkGptvzYN0)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 20, 2021, 08:48:56 PM
That's looking very nice indeed. Nice shooting, too.  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 21, 2021, 12:42:57 AM
Thanks Andy! a testament to too many hours spent in combat flight sims and an unhealthy Bob period obsession. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 23, 2021, 06:39:02 AM
Chichester mk2(west of Tangmere)

I'm also creating small fun missions for each area worked on as I go, mostly so that I don't forget why I am doing this, to have fun flying combat missions. :) I will include these in the mod when I am done.

(https://i.postimg.cc/BZTdvkr5/2021-03-23-12-13-17.jpg) (https://postimg.cc/9zfx88Fz)

(https://i.postimg.cc/tCDw3PCY/2021-03-23-12-15-06.jpg) (https://postimg.cc/PPpShCDj)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 23, 2021, 07:46:32 AM
You're certainly upping the immersion - looking forward to the finished article.  :)

Oh, talking of immersion, do you use Compans' voice packs? I've recently rediscovered them.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 23, 2021, 08:44:22 AM
No! I will have a look for them, thanks :).
I recognize Douglas Baders voice in Bob missions singing,"Here we go 'round the mulberry bush" amongst other amusing tracks, probably included in one of the Bob campaigns that I've installed over the years.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 29, 2021, 07:46:17 PM
This is my remodeled Dover. The cliff heights, castle mount and coastline have been remodeled as well as the smoothing of the "Dover trench" mesh. The harbour rework is roughly based on photographs taken in 1947 and is as close as I can get it given the limitations of the harbour objects available. In modern images of the harbour a fair amount of land has been reclaimed from the sea.

ORIGINAL VERSION

(https://i.postimg.cc/jSTpYgsd/1.jpg) (https://postimg.cc/xcsxKPJW)

NEW VERSION
(https://i.postimg.cc/SsHPTVT4/2.jpg) (https://postimg.cc/qhXQgcHD)

ORIGINAL VERSION WITH "DOVER TRENCH" IN THE BACKGROUND
(https://i.postimg.cc/BvYkDJ2X/3.jpg) (https://postimg.cc/p9jsMbGH)

NEW VERSION
(https://i.postimg.cc/bvN4sZD7/4.jpg) (https://postimg.cc/PC9S7rMy)

(https://i.postimg.cc/bwRKyxJ0/5.jpg) (https://postimg.cc/sMvnKZ51)

Some cleaning up still to still be done as I look at these images.
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on March 29, 2021, 10:01:45 PM
A joy to behold!  8)

I appreciate the time and effort you're putting into this.  :)
Title: Re: 352nd cross channel building submod wip
Post by: asheshouse on March 30, 2021, 12:40:03 AM
In the northeast corner of the main harbour there was two inner breakwaters enclosing what was the original Navy harbour. The breakwaters are roughly on the perimeter of the modern reclaimed area. Did have a drawing somewhere which I will look for. Dover Patrol destroyers were docked here.
Title: Re: 352nd cross channel building submod wip
Post by: asheshouse on March 30, 2021, 12:43:00 AM
Try looking here https://maps.nls.uk/view/103683248
https://maps.nls.uk/view/103683218
Title: Re: 352nd cross channel building submod wip
Post by: PO_MAK_249RIP on March 30, 2021, 02:16:56 AM
WOW! This looks amazing cant wait!!
Title: Re: 352nd cross channel building submod wip
Post by: Flying H on March 30, 2021, 07:27:19 AM
Incredably impressive work!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on March 30, 2021, 07:14:30 PM
Thank you all for the feedback and asheshouse for the map info. I will add this to the model.
I somehow missed this, the only image I have of the NE corner which I have just found among st my images of the 1940's harbour.

(https://i.postimg.cc/zXSpQVjQ/EPW017125.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 10, 2021, 10:24:06 AM
I spent the week chained to my pc, reading up on getting models into the game and creating said models. I haven't used  Blender for a while and had to get into it again. I fired up Blender 2.49b, installed the "blendy blendy" script and created some shorter breakwater sections, pier sections and buildings. The shorter pier sections allow for more authentic harbour placements. Generic pier buildings are currently a wip.

Dover now uses the new breakwater sections and I have also completed the North east destroyer base.

(https://i.postimg.cc/x8Pfz5M1/2021-04-10-14-10-57.jpg) (https://postimg.cc/XBp6MwsR)

(https://i.postimg.cc/ZnYRjXTd/2021-04-10-14-11-55.jpg) (https://postimg.cc/DJDnwj4v)

(https://i.postimg.cc/L8mpPj8J/2021-04-10-14-13-30.jpg) (https://postimg.cc/qzDSVhnr)

(https://i.postimg.cc/rpb3f4MC/2021-04-10-15-44-14.jpg) (https://postimg.cc/2qQ06VqV)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 10, 2021, 10:41:39 AM
Ramsgate harbour has been rebuilt  with a more authentic shape.

(https://i.postimg.cc/J42ND5qq/2021-04-10-14-47-35.jpg) (https://postimg.cc/RNw62f26)

(https://i.postimg.cc/NFW0YF61/2021-04-10-14-47-00.jpg) (https://postimg.cc/kRvCvnh4)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 10, 2021, 10:52:46 AM
A pier at Bognor Regis.

(https://i.postimg.cc/VNPqfLfB/2021-04-10-14-06-53.jpg) (https://postimg.cc/75XGX4Tf)

(https://i.postimg.cc/KzQ2JzpZ/2021-04-10-13-55-00.jpg) (https://postimg.cc/7GCdLxyc)

(https://i.postimg.cc/HLg1m5fY/2021-04-10-14-04-34.jpg) (https://postimg.cc/87t0BFp9)

(https://i.postimg.cc/P5Zn0KVV/2021-04-10-14-04-50.jpg) (https://postimg.cc/Wd2ykmv0)

(https://i.postimg.cc/xC8xV1Tj/2021-04-10-15-26-52.jpg) (https://postimg.cc/gX9qvdZ1)

(https://i.postimg.cc/gJ7MzbnV/2021-04-10-15-28-58.jpg) (https://postimg.cc/Fdjbpqbz)

edit: Just dropped the height of the large pier building roof, the windows appeared to be too large.

(https://i.postimg.cc/kgPGDTZK/2021-04-10-17-40-22.jpg) (https://postimg.cc/Yh8MsztC)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 10, 2021, 10:56:34 AM
Margate, Have to still build some generic pier buildings that are a wip.

(https://i.postimg.cc/MH89MbmH/2021-04-10-14-52-32.jpg) (https://postimg.cc/dk42gCXc)

(https://i.postimg.cc/3NCng4tB/2021-04-10-14-53-47.jpg) (https://postimg.cc/Lg5tSXKY)

(https://i.postimg.cc/28G0yWbj/2021-04-10-14-54-54.jpg) (https://postimg.cc/1fgGYfrb)

(https://i.postimg.cc/dQ8HMpJy/2021-04-10-14-55-37.jpg) (https://postimg.cc/c6LMwDgx)

(https://i.postimg.cc/GhdMbKpS/2021-04-10-14-56-58.jpg) (https://postimg.cc/c6k7mQwQ)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 10, 2021, 11:03:51 AM
Modified Folkestone coastline so that the harbour is a better fit. Pier must still be added.

(https://i.postimg.cc/ydw8FWDk/2021-04-10-15-30-05.jpg) (https://postimg.cc/DJPhhvdT)

(https://i.postimg.cc/zvKXp5hp/2021-04-10-15-40-38.jpg) (https://postimg.cc/dZQYtb4T)
Title: Re: 352nd cross channel building submod wip
Post by: victor639514 on April 10, 2021, 12:00:23 PM
Daaaang!!

Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on April 10, 2021, 12:23:14 PM
I like the pier, reminds me of days out at Blackpool as a kid, as a adult I never got passed the pubs. :D :o

This is really coming on, looks superb. 8)

Something was posted at M4T updating to include Bodney airfield, maybe you guys could join each of your updates somewhere along the way. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on April 10, 2021, 01:28:38 PM
Looking good (British understatement)  ;)
Title: Re: 352nd cross channel building submod wip
Post by: fightingirish on April 11, 2021, 06:07:52 AM
Superb work; can't decide whether I want to bomb them in an He-111 or go on holiday  ;)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 11, 2021, 10:01:44 AM
As one of the esteemed fighting Irish I strongly recommend that you bomb them, though I would have to first add damage modeling.;D  ;)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 17, 2021, 02:11:22 PM
I constructed a Chichester cathedral model this week and mapped it with edited textures of the bob2 model. I initially  imported the the bob2 model but it would not convert to a mesh file for some reason. My model is a simpler version with less polygons, which is a good thing. I've also included a model of the cathedral bell tower that I created a few years ago for bob2.

(https://i.postimg.cc/x87zd5k7/2021-04-17-08-56-31.jpg) (https://postimg.cc/1VGtCprc)

(https://i.postimg.cc/Y2yg8rX3/2021-04-17-08-56-47.jpg) (https://postimg.cc/PNYP5jnp)

(https://i.postimg.cc/52pn4d4k/old2.jpg) (https://postimages.org/)

Another new addition is the Ramsgate civilian airport terminal, another bob2  modelling project of mine.

(https://i.postimg.cc/bNk5jBSK/2021-04-17-17-57-26.jpg) (https://postimg.cc/gncsV4DD)

(https://i.postimg.cc/GmR53xk9/2021-04-17-18-07-46.jpg) (https://postimg.cc/D8CgBspK)

I had to fix blender related shading problems on my pier models this week and also fixed the same issues on the'Boomer'semi2 English  house model which I use extensively in this mod. both the Hsfx6 and Up3 models were faulty. The shading issue was most evident  when using the il2 graphics extender.

(https://i.postimg.cc/BbGx5MZK/2021-04-16-18-28-16.jpg) (https://postimg.cc/YGbGMNWr)

Things are looking much better with this shading issue fixed.
(https://i.postimg.cc/vBnr6pyy/2021-04-16-18-19-00.jpg) (https://postimg.cc/gXYXCtrt)

Fixed shading issues on my pier models

(https://i.postimg.cc/cHd3r6FR/2021-04-16-18-18-18.jpg) (https://postimg.cc/Z9DnQYtn)

(https://i.postimg.cc/pdq7655r/2021-04-16-18-17-54.jpg) (https://postimg.cc/Z9vV9Rcz)

I also reworked the roads on the 352nd field textures so that they stand out more.

(https://i.postimg.cc/htFqLmVq/2021-04-17-17-02-57.jpg) (https://postimg.cc/KR5VFR99)

I need to balance my time more between modelling and object placement or this project will take forever. I'm just having so much fun using blender again.

Title: Re: 352nd cross channel building submod wip
Post by: Andy H on April 18, 2021, 01:36:55 AM
As ever, great stuff. Loving the piers and churches. The south coast in good hands.  8)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 24, 2021, 09:52:21 AM
I've noticed that the English Boomer building models don't have shadows . I've added shadows to  the English city block model and will eventually work my way through the others. These models are used by the other English maps as well.
Ive added shadows and collision models to my cathedral and bell tower models, though if I shoot at them they burst into flame but I can fly through them without incurring any damage. I'm wondering whether this is normal.
(https://i.postimg.cc/wjJVK891/2021-04-24-14-45-16.jpg) (https://postimg.cc/YvrggPG7)

(https://i.postimg.cc/rF9xXSbL/2021-04-24-14-50-12.jpg) (https://postimg.cc/KRRRtgx9)

I am currently working on Gravesend, and the industrial area modelling is now based on old period photographs. Cranes and finer details still to be added.

(https://i.postimg.cc/L8XqcGLz/2021-04-24-14-56-08.jpg) (https://postimg.cc/6yk5RjH3)

(https://i.postimg.cc/N02KMTNF/gravesend4jpg.jpg) (https://postimages.org/)

(https://i.postimg.cc/MHLFDCSz/gravesend3.jpg) (https://postimages.org/)

Old version
(https://i.postimg.cc/KjpNbBqf/2021-04-24-15-46-07.jpg) (https://postimg.cc/5QvvqYMQ)

Croydon
(https://i.postimg.cc/T34yfQJB/2021-04-24-15-01-45.jpg) (https://postimg.cc/k2WMyQZy)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 25, 2021, 05:32:55 AM
I have just added shadows to all boomer buildings that I have used so far, English and some French city blocks.
(https://i.postimg.cc/BvT6X6dj/il2fb-2021-04-25-13-07-29.jpg) (https://postimg.cc/HJLHNpWm)
Title: Re: 352nd cross channel building submod wip
Post by: victor639514 on April 25, 2021, 06:09:33 AM
More eye candy with each new update!!

Really loving your eye for detail on this ~
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on April 25, 2021, 09:11:09 AM
Thanks viktor639514,I have pretty much finished the modelling work for now, so I can  concentrate on object placements. Later I might look at building airfield hangars based on the bob2wov models, which I think are quite accurate in design and skins.

Once this project is complete I will port the harbours over to canons maps if they look to be improvements over the present versions.

I'm also messing around with the cliff heights in the cannon maps.
The channel40 Dover cliffs were too low, so I raised them.

originals:
(https://i.postimg.cc/gk8NpTh6/2021-03-16-11-58-25.jpg) (https://postimg.cc/mtZQNV8b)

(https://i.postimg.cc/G3ZqZC4C/2021-03-16-12-05-16.jpg) (https://postimg.cc/7bn32j1s)

new:

(https://i.postimg.cc/HkPJhpL0/2021-03-16-11-52-16.jpg) (https://postimg.cc/hXTPJRTh)

(https://i.postimg.cc/zX7HTwZc/2021-03-16-12-27-43.jpg) (https://postimg.cc/w7tBpmBX)

I've also dropped height of the the Canons English channel  cliffs which I always felt were ridiculously too high. I know there is a mesh problem that causes the cliffs to look like slopes if they are too low.

cannon english channel lower cliffs:

(https://i.postimg.cc/vTWq0qL9/2021-03-14-07-32-42.jpg) (https://postimg.cc/7JZn6NRY)

I will release these after some final tweaking for those interested..
Title: Re: 352nd cross channel building submod wip
Post by: vonOben on May 11, 2021, 01:48:15 AM
Ive added shadows and collision models to my cathedral and bell tower models, though if I shoot at them they burst into flame but I can fly through them without incurring any damage. I'm wondering whether this is normal.

Very nice improvements on the 352nd cross channel map!  ]thumbsup[

It's not normal that you can fly through buildings, normally the plane explodes if you try.

Have you checked your difficulty settings so Vulnerability, Realistic Pilot Vulnerability and perhaps a few others are enabled?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on May 12, 2021, 04:52:33 AM
Thanks for the info vonOben , I think it's some thing that I've done wrong in adding the collision model.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on May 12, 2021, 05:20:13 AM
a further update on things 352nd.

Created two shop models based on the bob2 version.

(https://i.postimg.cc/154kFhYy/2021-04-24-14-51-45.jpg) (https://postimg.cc/6yJbsSXP)

A PIER AT FOLKESTONE WTH MY GENERIC PIER BUILDING

(https://i.postimg.cc/W1gfm2mc/2021-05-06-15-23-11.jpg) (https://postimg.cc/xXjRnVF6)

LOTS OF OBJECTS PLACED IN THE KENLEY,CROYDON,BIGGIN HILL AND WEST MALLING AREAS.

KENLEY, I DIDN'T ALTER THE RUNWAY HERE, JUST AIRFIELD BUILDINGS, HANGERS,CONCRETE PLATES  AND TOWN.

(https://i.postimg.cc/3Nktk7r6/2021-04-28-08-20-17.jpg) (https://postimg.cc/vxdrKJVL)

(https://i.postimg.cc/C1PvMd0k/2021-05-05-13-15-01.jpg) (https://postimg.cc/CB8Cmhzx)

(https://i.postimg.cc/3RJSHms3/2021-05-05-13-15-11.jpg) (https://postimg.cc/zL6SCbDQ)

CROYDON INDUSTRIAL AREA AND TOWN

(https://i.postimg.cc/jS4B0xDQ/2021-05-09-08-09-17.jpg) (https://postimg.cc/JstpjWcG)

(https://i.postimg.cc/8Cy3cZB7/2021-05-06-13-22-54.jpg) (https://postimg.cc/PLwKFz7H)

BIGGIN HILL ALSO MADE SOME ALTERATIONS TO THE AIRFIELD BASED ON OLD PHOTOS. TREES STILL TO BE ADDED

(https://i.postimg.cc/x8mFsnrm/2021-05-06-15-35-05.jpg) (https://postimg.cc/30KBNMxr)

(https://i.postimg.cc/W3CH6tyj/2021-05-06-15-35-25.jpg) (https://postimg.cc/r0GjqycY)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on May 12, 2021, 05:30:57 AM
SOUTHEND ON SEA, BUILDINGS STILL TO BE REMOVED FROM ROADS AND RAILWAYS AND MUST ADD SHADOWS TO SHORT PIER SECTION, DAMN

(https://i.postimg.cc/yNyMCFNN/2021-05-12-10-44-20.jpg) (https://postimg.cc/d7DH8ZrM)

(https://i.postimg.cc/cJSpzD0j/2021-05-12-10-44-46.jpg) (https://postimg.cc/5XsKYSHq)

(https://i.postimg.cc/j5qGxLW4/2021-05-12-10-43-20.jpg) (https://postimg.cc/Y4VX82zv)

GRAVESEND

(https://i.postimg.cc/BbXkFkB8/2021-05-06-15-28-59.jpg) (https://postimg.cc/BPfm9hys)

(https://i.postimg.cc/NMNZ5Bmq/2021-05-06-15-31-13.jpg) (https://postimg.cc/G8yXf0Xq)

TOOK A BREAK FOR THE PURPOSES OF VIOLENCE

(https://i.postimg.cc/NFSVkDdd/2021-05-05-13-34-00.jpg) (https://postimg.cc/gLyNYVFh)

WEST MALLING AIRFIELD BUILDINGS PLACED AND SHADOWS ADDED TO SOME RAF BUILDINGS AND HANGARS

(https://i.postimg.cc/y6bwK670/2021-05-06-13-13-51.jpg) (https://postimg.cc/s15n9rQ2)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on May 19, 2021, 06:05:20 PM

(https://i.postimg.cc/x8LPKbyq/2021-05-19-13-47-14.jpg) (https://postimg.cc/7JY74hRy)
Title: Re: 352nd cross channel building submod wip
Post by: PO_MAK_249RIP on May 20, 2021, 05:07:32 AM
This looks amazing waiting with baited breath for this!
Title: Re: 352nd cross channel building submod wip
Post by: jpten on May 24, 2021, 08:54:19 AM
A site I found useful while doing so Battle of Britain work is the Britain From Above website.  A collection of an aerial photo survey done from the late 20's to later 30's of Britain.  It helps show what places looked like then instead of now.

https://britainfromabove.org.uk/

There is a 'Map' page that allows you to see the areas (by zooming in)  there is a photo.
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on May 24, 2021, 09:37:29 AM
Ooooh, that's a nice site. Thanks for sharing.  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on May 24, 2021, 12:29:04 PM
That is a good site. I used that in the past for Bob2 mods and now for this project, that and google earth historical maps.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on June 01, 2021, 10:51:20 AM
Work done on Weymouth and Portland island thus far.

(https://i.postimg.cc/MHFqYqNn/il2fb-2021-06-01-18-38-53.png) (https://postimg.cc/BPHrS9q3)

(https://i.postimg.cc/zXxR9hZh/il2fb-2021-06-01-18-41-33.png) (https://postimg.cc/svZXWv2f)

(https://i.postimg.cc/WpMGft1m/il2fb-2021-06-01-18-41-49.png) (https://postimg.cc/PN5vCXZN)

(https://i.postimg.cc/FK8ywLSp/il2fb-2021-06-01-18-43-28.png) (https://postimg.cc/mc31Hh81)

(https://i.postimg.cc/B67drNgy/portland-harbour-castletown-fort-verne-dorset-1940-harbour-prison-BN1-KDE.jpg) (https://postimg.cc/0MmWmYhd)

(https://i.postimg.cc/t4ZC2S3s/2021-06-01-17-06-08.jpg) (https://postimg.cc/VJw8NFHw)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on June 01, 2021, 12:31:38 PM
Trust me, kids - as a Weymouth resident, this is a fabulous improvement. Loving the old gasworks, the Nothe Fort and the railway bridge.  8) ;D
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on June 01, 2021, 01:28:34 PM
Excellent work so far, looking great. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Flying H on June 02, 2021, 12:44:23 PM
Beautiful!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on June 03, 2021, 06:16:13 AM
Some more pics of recent work. I've just started on Fort Verne. I can't believe that they turned this historical landmark into a prison.

(https://i.postimg.cc/Z5bQY4xY/2021-06-03-12-01-00.jpg) (https://postimg.cc/w7r20Krn)

(https://i.postimg.cc/2ynty5ty/2021-06-03-12-03-11.jpg) (https://postimg.cc/D4y6Y7n3)

(https://i.postimg.cc/DfWJDGVn/2021-06-03-12-01-57.jpg) (https://postimg.cc/RqBZJNVD)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on June 03, 2021, 07:49:10 PM

Some lovely little touches in there - I can't recall seeing Sandsfoot Castle in a flight sim before.  8) ;D

The Verne's an interesting old place, fascinating to walk around.

http://www.geoffkirby.co.uk/PortlandArchivePictures/html/the_verne.html

Title: Re: 352nd cross channel building submod wip
Post by: PO_MAK_249RIP on June 03, 2021, 10:25:35 PM
Ive been to the verne when i worked with the immigration service a few years back - seemed a very bleak place even then.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on June 04, 2021, 04:45:13 AM
I didn't realise that it began its history as a prison camp, a bleak place indeed PO_MAK_249RIP. :)

Thank you for the interesting website AndyH. This is what I love about a project like this, searching for old photographs of the various areas and learning a bit about the history. The weird thing is that through my interest in Bob and SE England over the years from Bob2 modding and Il2clod, and now this project, I am more familiar with SE England than my own country. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on June 04, 2021, 10:05:13 AM
Glad you liked the site and hope you found it useful - there's nowhere quite like Portland, I can't tell you how happy I am to see the place get some TLC.  ;D

I'll leave you to your own devices, secure in the knowledge that you'll do the best job possible with the resources at hand (Portland strikes me as terrain builder's nightmare), but if you want any info' or local input, just sing out.  :)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on June 06, 2021, 08:37:43 AM
Created a narrow jetty object, seen here at the Weymouth harbour entrance to allow for detailed harbour creation which will be needed for Sheerness, Portsmouth and Southampton which I will be tackling soon.

(https://i.postimg.cc/FKKLKskj/il2fb-2021-06-06-16-27-23.png) (https://postimg.cc/qN9RbrLR)

(https://i.postimg.cc/pXD8GStn/il2fb-2021-06-06-16-29-57.png) (https://postimg.cc/xc1cqt80)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 01, 2021, 05:43:24 AM
I've just finished Portsmouth, complete with Nelson's Victory, created with Blender. ;D Again I used period photographs as a reference.

(https://i.postimg.cc/N0WmSKNR/2021-06-30-10-11-07.jpg) (https://postimg.cc/p9JmnLMd)

(https://i.postimg.cc/gjpRcfbJ/portsmap.jpg) (https://postimg.cc/S2ZjD1sF)

(https://i.postimg.cc/qRJ4kLZr/2021-06-30-11-11-07.jpg) (https://postimg.cc/B8Vdpx07)

(https://i.postimg.cc/RVFh1Mdm/2021-07-01-11-08-00.jpg) (https://postimg.cc/bd7qpf4V)

(https://i.postimg.cc/5NR0nZKC/2021-07-01-11-13-07.jpg) (https://postimg.cc/GHvdpSCL)

(https://i.postimg.cc/WzKvwPpp/2021-07-01-11-15-45.jpg) (https://postimg.cc/wRhZ9Zsn)

(https://i.postimg.cc/mDmRhH0H/bdd26f34fb06013ae41116df9c9a57bf.jpg) (https://postimages.org/)

(https://i.postimg.cc/sxbkZ9Kv/2021-07-01-11-13-47.jpg) (https://postimg.cc/q6XbPKPT)

(https://i.postimg.cc/44MkMsZs/2021-07-01-11-15-53.jpg) (https://postimg.cc/G9k5T0H5)

(https://i.postimg.cc/9F75HKFT/2021-07-01-11-16-00.jpg) (https://postimg.cc/YhMy1XFq)

Title: Re: 352nd cross channel building submod wip
Post by: victor639514 on July 01, 2021, 07:57:43 AM
O 0 O!!

Absolutely GOBSMACKED at the amount of work you just poured in here!! Wow! Deserving of a hearty BRAVO!!!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 01, 2021, 09:45:47 AM
Thanks mate! It took a while to put this one together, shaping the coastline, placing objects, then reshaping until I got it more or less right, and I enjoyed every second of it. :) I've already started on Southampton.
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on July 01, 2021, 09:52:37 AM
Nelson's Victory.

Now that would be interesting in its own slot and with guns. :o

The detailing work you are doing is truly awesome rogeroger, looking forward to seeing it all finished. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: fightingirish on July 01, 2021, 10:10:54 AM
Fire up the Junkers, we've got some targets to bomb!!
You are a true artist and detail like this makes the game even more immersive, thank you
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 01, 2021, 10:18:30 AM
Thanks Mission_Bug and  fightingirish ! :)

The Victory was so small when compared with WW2 battleships.

(https://i.postimg.cc/qvLhbrgS/2021-07-01-15-56-44.jpg) (https://postimg.cc/211SyPQ7)

(https://i.postimg.cc/YSC4TPW9/2021-07-01-16-00-11.jpg) (https://postimg.cc/jDBd7Zv0)

(https://i.postimg.cc/ZR9W5yjz/2021-07-01-16-00-19.jpg) (https://postimg.cc/phHW0rgs)

(https://i.postimg.cc/GpgBRjFj/2021-07-01-16-00-28.jpg) (https://postimg.cc/f3XWjmg3)

I didn't spend much time on scaling, I just used the comparison illustration as a rough reference. It probably needs to be a wee bit smaller and it purposefully sits a bit too high in the water.  It was my first nautical model and great fun to research and build.

(https://i.postimg.cc/J0kHPBB5/434-F1-D4-A00000578-0-image-a-5-1502918966710.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: asheshouse on July 01, 2021, 10:30:10 AM
Ships of the line were the most technically advanced and most expensive constructions of their time. The Royal Dock Yards, charged with construction and maintenance of the navy were instrumental in the introduction of numerous aspects of industrialisation and development of production lines.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 01, 2021, 10:46:12 AM
Google has it being built at:   1759: Building of HMS Victory
Victory was designed by Sir Thomas Slade and built at Chatham Dockyard. Over 2000 oak trees were used in the construction of the hull – equivalent to 60 acres of forest. The final cost was £63,176 (over £50 million today). The decision to name the ship Victory was not popular.

After Southampton, Sheerness will receive some attention, another old naval dockyard.

(https://i.postimg.cc/L4QrPQRp/l3250-001.jpg) (https://postimg.cc/PNZ3s4P3)

(https://i.postimg.cc/FsfwVbsJ/l3250-009.jpg) (https://postimg.cc/ZCSfTdNT)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on July 01, 2021, 11:46:05 AM
I didn't spend much time on scaling, I just used the comparison illustration as a rough reference.

For something so old I would consider it good enough, I mean hardly likely there are still decent line drawings
available today and if they are will be safely locked in a vault out of reach. ;)

Ships of the line were the most technically advanced and most expensive constructions of their time.

It is amazing that those preserved ships we still have as old as they are still look so impressive even to this day, not quite so much when put up against the more modern vessels of WWII, nonetheless like with old biplanes you can still feel the technological advancement when you see them up close and see the craftsmanship used for their construction. 8)

I do not know much of the restoration/preservation of Victory but was she still in situ during the war or was she moved to a safer location?

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 01, 2021, 12:09:33 PM
Quote
I do not know much of the restoration/preservation of Victory but was she still in situ during the war or was she moved to a safer location?

I was wondering the same thing. I googled this:
HMS Victory is still a serving Royal Navy vessel and is the oldest ship still in commission with any navy in the world. The last time Victory was minus its masts was in 1944 when they were removed after having been damaged during a Luftwaffe bombing raid on the dockyard in 1941

The masts were removed recently for maintenance.

Portsmouth bombing raid:
(https://i.postimg.cc/rFgVbXBt/2d4c0b6928ff29d0d52a4685ae50ff3c.jpg) (https://postimages.org/)

(https://i.postimg.cc/zGBzY2N2/gettyimages-542358851-1024x1024.jpg) (https://postimg.cc/1fkhpHfD)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on July 01, 2021, 02:12:23 PM
That would seem to indicate then that no attempt was made to move what must be considered the countries most famous vessel from harms way. o_O

You would think the vessel would actually belong to the Imperial War Museum rather than be a naval asset, maybe back in the forties she was used to train naval cadets and tradesmen about the historical importance of naval ships to these islands in what could be considered the ultimate classroom, as far as I know the navy still teaches old sea skills and sends cadets out on rigged sailing ships as part of their training, what better place to teach something like that than on Victory. ;)

The ship really can be considered a national treasure, even in wartime you would think it could have been towed out to a safe place away from the military port.

Surprising how little we actually know about our own history.

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on July 01, 2021, 02:45:57 PM
More great work, rogeroger.  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 01, 2021, 09:00:30 PM
Thanks mate. :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 15, 2021, 08:37:46 AM
A small update, Littlehampton and Arundel.

(https://i.postimg.cc/RVHZDNDy/2021-07-15-14-22-37.jpg) (https://postimg.cc/GHbRBhrx)

(https://i.postimg.cc/q7kBqQvH/2021-07-15-14-23-31.jpg) (https://postimg.cc/68mx1rZM)

(https://i.postimg.cc/zGH2W13n/EPW039464.jpg) (https://postimages.org/)

JUST NOTICED THE GASTANKSCONTAINERS ARE ON THE WRONG SIDE OF THE TRACK.

(https://i.postimg.cc/G3Zytww0/2021-07-15-14-25-19.jpg) (https://postimg.cc/Jt5nYFzK)

SOME TREES TO STILL BE ADDED AROUND THE CASTLE
(https://i.postimg.cc/x1QNGv1t/2021-07-15-14-25-08.jpg) (https://postimg.cc/vcPmb69V)

Title: Re: 352nd cross channel building submod wip
Post by: Whiskey_Sierra_972 on July 15, 2021, 11:54:29 AM
Thanks for the fixing of this little discrepance....flying over there 'll be a lot more immersive!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 16, 2021, 10:14:33 AM
Thanks Whiskey_Sierra_972!

I like your avatar. I read this amazing book on Saburo Sakai a while back, a definite must read for all combat flight enthusiasts.
https://www.amazon.com/Samurai-Saburo-Sakai-ebook/dp/B086MF2RVW (https://www.amazon.com/Samurai-Saburo-Sakai-ebook/dp/B086MF2RVW)

(https://i.postimg.cc/FK4R12B9/51p-Tinsq-HL-SX260.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: Whiskey_Sierra_972 on July 20, 2021, 04:35:47 AM
Thanks mate!

I have it....read more than once....an amazing book!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 21, 2021, 05:57:11 AM
I was editing general terrain textures to match Martins English field textures and flew over Folkestone. I decided to revamp my previous work here. I reworked the harbour rail yard. I will revisit previously worked areas and update them as I discover more about the objects available and gain more experience.

(https://i.postimg.cc/VLxXXbbv/il2fb-2021-07-19-22-22-01.png) (https://postimg.cc/SJGXhRdb)

(https://i.postimg.cc/vmL7YHTB/il2fb-2021-07-19-22-20-57.png) (https://postimg.cc/Lq5gvSzK)

(https://i.postimg.cc/NMFK3grZ/il2fb-2021-07-21-13-23-59.png) (https://postimg.cc/LYd4fFDV)

(https://i.postimg.cc/Bt9tPHwG/il2fb-2021-07-21-13-24-06.png) (https://postimg.cc/64cBD2XH)

I see that some cranes must still be added to the breakwater as I now look at old photos.
(https://i.postimg.cc/sDQNV7rg/folkeston4.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: V201calaf on July 21, 2021, 01:41:29 PM
A great job. Wonderful images.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 21, 2021, 08:39:00 PM
Thanks! :)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on July 22, 2021, 04:20:30 AM
Coming along nicely, great work. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 22, 2021, 07:03:38 AM
Thanks mate! ]thumbsup[

Cranes are now in place.
(https://i.postimg.cc/YSZB3pZk/2021-07-22-12-54-59.jpg) (https://postimg.cc/XZfPN0nD)

Another large area, Southampton, is almost complete. I will post screenies soon.

Watch this space. :)

Title: Re: 352nd cross channel building submod wip
Post by: BMS on July 23, 2021, 07:02:06 AM
Exceptional!!!     what is the eta and will it work with DBW?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 23, 2021, 07:58:48 AM
Hi BMS
It should work if your setup includes Canons maps which make use of Boomers objects.

I use ultrapack3 sfs files with a partial install of tfm new level modpack.

I'm not sure when I'll finish it as there are some coastal areas that still need some attention and London which will require a stack of placements as well as some new wharehouse building objects for the docks area. I am commited to finishing this and will try to get it out as soon as possible.

I want to rework French harbours as well, though I will release the mod after completing the UK rework and then add French reworks as updates.

As far I know BAT's "Their final hour campaign" is the only campaign that uses this this map. I've managed to get it working on my install by resaving the missions in the FMB and adding whatever extra aircraft and vehicles I needed to the SAS mod folder.

I plan to create some fun non historical missions, highlighting the areas that have been reworked as well as creating ship mission templates for the various harbours that can be used to create missions. These templates will add ship objects to the various harbours and can be edited in the FMB.
Geez! as I read through this I realise there is still a lot to be done. :)

Title: Re: 352nd cross channel building submod wip
Post by: BMS on July 23, 2021, 09:59:03 AM
Thanks Rogeroger

Its like WOW
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 24, 2021, 11:01:28 AM
I am experimenting with a cliff model for Dover. So far I just have a section. I decreased the terrain height then added the model. It will pop in and out of existence but I have matched the cliff texture with a newly created terrain cliff texture to ease the transition.

I'm using the maximum building lod distance and I don't think it's too distracting.

If anybody has ideas about increasing the lod distance further I would appreciate your input.

(https://i.postimg.cc/j2R23Xq9/2021-07-24-16-32-11.jpg) (https://postimg.cc/KksmRtMr)

(https://i.postimg.cc/65TkYzjq/2021-07-24-16-32-48.jpg) (https://postimg.cc/rKXZpGL2)

(https://i.postimg.cc/LXTc0WFY/2021-07-24-16-32-58.jpg) (https://postimg.cc/wy1410vg)

(https://i.postimg.cc/qqD9pCRp/2021-07-24-16-33-31.jpg) (https://postimg.cc/jnN8X2P1)

(https://i.postimg.cc/63fKx3nQ/2021-07-24-16-33-40.jpg) (https://postimg.cc/ftypxMH4)

(https://i.postimg.cc/hGRN4nSQ/2021-07-24-16-34-51.jpg) (https://postimg.cc/FYGTG2kh)

(https://i.postimg.cc/Wz1BR7s9/2021-07-24-16-37-49.jpg) (https://postimg.cc/S2HTCC28)

(https://i.postimg.cc/Y2xrJXzx/2021-07-24-16-40-35.jpg) (https://postimg.cc/ThpvbJSy)

(https://i.postimg.cc/j2R23Xq9/2021-07-24-16-32-11.jpg) (https://postimg.cc/KksmRtMr)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 24, 2021, 02:08:41 PM
With a different texture. Now I don't feel so bad about spending the whole day on this. ;D
(https://i.postimg.cc/rySC0ZBW/2021-07-24-19-58-35.jpg) (https://postimg.cc/QVdWvmxx)

(https://i.postimg.cc/28rd4FYt/2021-07-24-20-02-44.jpg) (https://postimg.cc/hhZ7nmf8)

(https://i.postimg.cc/J4xNKD4z/2021-07-24-20-02-58.jpg) (https://postimg.cc/svBGg2hk)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on July 25, 2021, 02:24:47 AM
Looks impressive, I like the second texture better. 8)

Cliffs are something that are difficult to do with IL-2 map technology, it is difficult to alter the height of some areas precisely to what you feel they should be and any kind of mountainous/cliff terrain especially so, even the original builders provided certain objects to get around those game deficiencies. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 25, 2021, 05:34:58 AM
Thanks Pete! :)

The second texture is more detailed which makes it difficult to create a matching texture for the original cliff mesh when the model pops in or out at a distance. I've worked on it this morning and it looks tolerable when the 3d cliff model pops in or out.

It's still experimental at this stage and I'll see what it looks like with a few more sections in place.

Title: Re: 352nd cross channel building submod wip
Post by: Andy H on July 26, 2021, 01:06:56 AM
You forgot the bluebirds.  :P

Seriously, great improvement. :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 26, 2021, 03:16:07 AM
I added another section and it looks weird with the models popping in and out at different intervals, and the draw distance is way too short for this to be effective. I tried Gurners visibilty mod and set the cliff model draw distance to 30km but it didn't seem to make any difference. :( If I don't use this I'll leave the cliff models in the Fmb so that it can be added to missions if so desired.

WITH TWO SECTIONS IN PLACE(still some tweaking to be done onthe 2nd section)
(https://i.postimg.cc/zfWQ02cr/2021-07-25-15-30-07.jpg) (https://postimg.cc/Z9bjqHm7)

In blender you have the manipulator which is the center point of the model, and also the point of manipulation in the Fmb. This can be adjusted in blender to wherever you want it to be. I think the draw distance is determined from this point as well. In blender  I'll set he manipulator further out to sea so that the model will pop in and out further out from the coast and once you get over land the cliffs will pop out. I'll experiment further. It would be a shame to not be able to use this as it makes a big difference to the map, it's quite depressing returning to the old cliffs even without the popping in and out effect.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 27, 2021, 06:20:04 AM
Made a breakthrough yesterday in increasing the draw distance using blender and a bit of common sense. I'm using 3 identical cliff models placed one on top of the other, with their manipulators placed in different positions to extend the draw distance over the sea. Where there is a will there is always a way ;)

THE TERRAIN MUST STILL BE MATCHED IN THE UPPER RIGHT CORNER OF THE IMAGE

(https://i.postimg.cc/tgJPcFFy/2021-07-27-10-09-49.jpg) (https://postimg.cc/Ty8pLLkH)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on July 27, 2021, 08:04:58 AM
Awesome, now you will certainly know just where you are as a pilot, no better landmark I can think of. 8)

As for the draw distance, when I put the C-97 fuselage together it was used with wing parts from a B-29
and so I had to make the lods match:

100
200
500
900
2000
4000
10000

I have not made anything with Blender but the B-29 is some size and it is a stock item so maybe those figures above might help, not sure
though how a object fits into the big scheme of things and whether or not they have a separate system from the aircraft, might be worth
a look at any big objects you have to see if it would help in this respect.

There is a cliff object used on one of the Eastern theater maps but I cannot remember off hand which one, it might be a comparable size height
wise so could give further clues how best to use your cliff objects, might be worth a look just to compare each method. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 27, 2021, 02:00:03 PM
Thanks for the info Pete. :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 31, 2021, 01:26:18 PM
I have completed both sides of the cliffs resulting in 4 identical cliff models for each side of Dover. This has worked out better than I expected with the cliffs rendering from quite far out to sea. I had to download a topographical map as reference to fix height areas where the cliffs were extending past Deal .
There are still some texture issues where identical models render simultaneously in certain areas and these will be tricky to fix. For now I am taking a break from those damn cliffs, it's been a whole weeks work. I'm in desperate need of a shower and something to eat . ;D

(https://i.postimg.cc/HWqx1cLj/2021-07-31-18-31-44.jpg) (https://postimg.cc/23xm45hf)

A WIP St Margarets bay

(https://i.postimg.cc/bwzqqQfY/2021-07-31-18-36-45.jpg) (https://postimg.cc/SJtBrYKH)

FOLKESTONE

(https://i.postimg.cc/3RQSHFzn/2021-07-31-18-52-43.jpg) (https://postimg.cc/B8NcTHSK)

DOVER  NEW

(https://i.postimg.cc/B6Cgf9Tn/2021-07-30-13-19-13.jpg) (https://postimg.cc/qhzn2FDP)

DOVER OLD

(https://i.postimg.cc/TYsc6cDg/3.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on July 31, 2021, 01:55:22 PM
That's looking great, old chum. Enjoy your break, you've earned it.  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on July 31, 2021, 02:01:52 PM
Thanks Andy! I'm in desperate need of some violin practice time, have to let the neighbours know that I'm still alive. ]headbang[
Title: Re: 352nd cross channel building submod wip
Post by: victor639514 on July 31, 2021, 10:34:12 PM
The amount of work you've done here simply cannot be overstated! Truly outstanding stuff, roger!

Please do treat yourself to a good long rest. This old map is breathing with new life thanks to you~  ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 01, 2021, 04:25:17 AM
Thanks victor! :)

I'll finish up Southampton which is mostly done. The current list of work areas to be done features Worthing, Brighton, Hastings, Newhaven, Eastbourne, Sheerness and Rochester. Some are are just straight forward placements, others like Newhaven, Rochester and Sheerness require harbour work based on old photos. I quite like this old fort at Deal, so I'll probably create a rough model.
Most of these areas will probably never be featured in missions, but it seems a shame not to give them attention, in for a penny, in for a pound I say. Good god! I'm turning into a Brit!  ]laughing7[

edit: OOPS! almost forgot this Photo of Deal castle, not fort.

(https://i.postimg.cc/Jzz1pKGV/deal-castle.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on August 01, 2021, 05:53:04 AM
The new cliffs certainly give the right kind of definition, strong and high, the original area of the map lacks that and is much too soft in appearance, I like it. 8)

Making historic buildings is good for the soul, Deal Castle should be good, I made a few religious buildings and it takes you out of your everyday and teaches some history of people and places, I always have been fascinated by Cathedrals and Castles from youth, seeing them added to a map brings a little character to the places you are trying to replicate. ;)

Hope you didn't annoy the neighbours too much last night with your musical practice. :D  Maybe you should post up a rendition just for us here. :)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 01, 2021, 06:50:13 AM
Hi Pete!
I share your fascination with historical buildings. My first building model ever was Westminster Abbey, talk about jumping into the deep end. ;D I created this one as a mod for Bob2 and discovered a lot about the history of the place in my research, articles, doccies and such.

(https://i.postimg.cc/8cHnn2Ch/bandicam-2017-08-06-13-13-55-930.jpg) (https://postimg.cc/MfnDnrVT)

(https://i.postimg.cc/ZYFgRdLC/bandicam-2017-08-06-13-14-51-565.jpg) (https://postimg.cc/Hjn3vjRg)

In 1997 I spent a few weeks in Scotland and had a little time for sightseeing and took in as many cathedrals, museums and castles as was possible. Our group drove past Kilchurn castle and I insisted that we stop and explore. It was a bit of a ruin with some of it still intact and I enjoyed it more than Edinburgh and Stirling castles which are  still in use, with lots of tourists wandering around.

Kilchurn Castle
(https://i.postimg.cc/T1VX2N3w/500-F-228665448-k-ACNmk-Ptve-T3rkb-I1b-FOVf0-R1-EVXd7-GD.jpg) (https://postimages.org/)

Didn't practice last night, though I will probably go and annoy the neigbours after posting this ;D

Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on August 01, 2021, 07:23:16 AM
Excellent work there rogeroger. 8)

Forgive my ignorance but what is Bob2?

My first building attempts, they have been incorporated into a map, here

https://www.sas1946.com/main/index.php/topic,61625.0.html

Didn't practice last night, though I will probably go and annoy the neigbours after posting this ;D

No, it's Sunday give them a break, be nice. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 01, 2021, 09:20:43 AM
Wow! Pete! those are great models! ]thumbsup[ ]thumbsup[

Quote
Forgive my ignorance but what is Bob2
Battle of Britain Wings Of victory: A brilliant battle of britain flight sim, a bit dated, and the latest, must have patches don't run on win8/10.

I think version 2.01 runs due to a fan made patch, but patch 2.13 with all the latest updates doesn't.

I still have win7 so that I can run it.

It has quite a few single player missions and awesome british and german campaigns that can be played at strategic commander level or pilot level.
The squadrons all have their authentic markings.
This sim still has the best ai available.

I created quite a few texture mods for the sim.

This is il2 Martins fields terrain  that I adapted to Bob 2, I had to place the trees in the same way that I place building objects in il2.

(https://i.postimg.cc/nzFWC1PW/shot-959.png) (https://postimg.cc/PL7y71hb)

The single player mission parameters can be adjusted, you can fly any fighter and fighter bomber in the mission and you can be a gunner in a bomber. There are free flight, dogfight, bomber intercept, and historical missions. I haven'tflown this for a while and I've just flown two missions to take screenies for you, and I have forgotten how awesome this sim is.

These screenies are from a dogfight over Portland and a historical Battle of Britain day mission.

(https://i.postimg.cc/MKBg35gC/shot-034.png) (https://postimg.cc/RNMPN7Sd)

(https://i.postimg.cc/6qJf8rzZ/shot-035.png) (https://postimg.cc/ftC9F0GW)

(https://i.postimg.cc/VkRG2VgV/shot-036.png) (https://postimg.cc/xXX3zgWv)

(https://i.postimg.cc/DzSr5jMs/shot-037.png) (https://postimg.cc/gwPL2Ddk)

(https://i.postimg.cc/nVjWMTVX/shot-038.png) (https://postimg.cc/G9RK5FyR)

(https://i.postimg.cc/XqfcdrDz/shot-039.png) (https://postimg.cc/zHfg1GNC)

(https://i.postimg.cc/sgwmTZDF/shot-040.png) (https://postimg.cc/K13tzjMQ)

(https://i.postimg.cc/Pq74jsw2/shot-040-2.png) (https://postimg.cc/JybJNFKk)

(https://i.postimg.cc/d3jrDzhM/shot-041.png) (https://postimg.cc/zH3Vc2wp)

(https://i.postimg.cc/QNT6jtS5/shot-041-2.png) (https://postimg.cc/Rqv1RvkV)

(https://i.postimg.cc/KcPn9gJ9/shot-042.png) (https://postimg.cc/0rNMjrgm)

(https://i.postimg.cc/zDFgwYG6/shot-043.png) (https://postimg.cc/z33v5MWF)

(https://i.postimg.cc/QMK7cBFJ/shot-044.png) (https://postimg.cc/94VzhQtD)

(https://i.postimg.cc/m2d1q3MS/shot-045.png) (https://postimg.cc/JGkhHkpy)

(https://i.postimg.cc/sXFhmVSd/shot-046.png) (https://postimg.cc/jWX2dYZZ)

(https://i.postimg.cc/hvc7Fpp2/shot-047.png) (https://postimg.cc/G8gpGJ0D)

(https://i.postimg.cc/ZYHWBPfh/shot-048.png) (https://postimg.cc/WtDNxZL9)

(https://i.postimg.cc/PJ5rzc6n/shot-049.png) (https://postimg.cc/Fdw4hP5T)

(https://i.postimg.cc/43pdJpKq/shot-050.png) (https://postimg.cc/SXNqd2ff)

(https://i.postimg.cc/ydVVstC3/shot-051.png) (https://postimg.cc/LqbdVyXm)

(https://i.postimg.cc/c4Kdxf2h/shot-052.png) (https://postimg.cc/BXGrNPqP)

(https://i.postimg.cc/gjjm6hJY/shot-053.png) (https://postimg.cc/R6kjkNK8)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 01, 2021, 09:46:09 AM
A few more screenies:
(https://i.postimg.cc/kMyd7fTW/shot-043.png) (https://postimg.cc/grr7DqF0)

There was a glitch that prevented civilian buildings from being placed near the cliffs. Only target buildings could be placed
(https://i.postimg.cc/7hZtHMLN/shot-045.png) (https://postimg.cc/G86xzDGB)

(https://i.postimg.cc/pXd3Rxht/shot-047.png) (https://postimg.cc/DmtxP9PC)

(https://i.postimg.cc/x867MpZ7/shot-048.png) (https://postimg.cc/SYzDpdk7)

(https://i.postimg.cc/6301x1B3/shot-049.png) (https://postimg.cc/YGvx1RGK)

(https://i.postimg.cc/tRk8K7g5/shot-050.png) (https://postimg.cc/3WyLp8m4)

Aaaand my cathedral model. ;D
(https://i.postimg.cc/L8wcx7sF/shot-054.png) (https://postimg.cc/VJ9Z6KMK)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on August 01, 2021, 10:01:52 AM
Thank you very much for the information, really appreciated. 8)

Unfortunately for me I have had Windows 10 installed for a long time so not much point me taking a look really, surprised I have never
come across it before. :o  Graphically I would say it looks more in line with IL-2 46, maybe a little sharper cockpit textures, so has probably
been around during the same time period I had taken to flying IL-2 which might be why I never had a look at it before now. ;)

The Cathedral looks awesome in its natural setting along side the other stuff, we have many objects here converted from other games so it might be
possible for you to do likewise for this new project to save on the building work.

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: ben_wh on August 01, 2021, 11:06:43 AM
Personally speaking, BoB2 Wings of Victory, with the fan patches, is still the best dedicated Battle of Britain combat flight sim to-date overall.

Rogeroger - thank you for your work in BoB2 and thank you for porting some of your work to IL2 1946.

Cheers,
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 01, 2021, 11:30:22 AM
Hi Ben and you are so right.

There nothing quite like the old sims.
I still play cfs1 and cfs2 bob mod from time to time and have also created mods for them. I recently upgraded the aircraft and cockpit skins for cfs1 and had some fun with it. A short cfs1 video that I made a while back.
https://youtu.be/Uux1ZTs_W7g?t=30 (https://youtu.be/Uux1ZTs_W7g?t=30)

and bob2

https://youtu.be/JapiLj60Whc (https://youtu.be/JapiLj60Whc)
Title: Re: 352nd cross channel building submod wip
Post by: ben_wh on August 01, 2021, 04:56:47 PM
Rogeroger,

I always have a soft spot for sims by Rowan - from Flight of the Intruder,  Reach for the Skies and Overlord to Flying Corps, MiG Alley and Battle of Britain 2 (BoB2) - for their interesting topics and campaign engines.  For BoB2 the fan patches really transformed the sim - lots of bug fixes plus improvements to the map, building models (such as your work) and squadron correct multi-skins, all showing such exquisite period details.

I do hope that BoB2 can be patched to Win10 some day (bonus if the gunsight can be fixed for 6DOF sim-fliers), and that there will be a successor to MiG Alley (with its fantastic strategic campaign).

Cheers,

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 01, 2021, 08:22:23 PM
Quote
I do hope that BoB2 can be patched to Win10 some day .

There's little chance of that happening. Who knows, it may run on Win11. :)

I have both Mig alley and Flying corp gold. Flying corp is fun and the graphics looked quite good when played on a windows tablet, probably because of the smaller screen. I had to use dosbox to get it to run. Unfortunately my tablet no longer works and the sim doesn't look that great on a larger desktop monitor, so I haven't played it in a while.

Title: Re: 352nd cross channel building submod wip
Post by: genXgamer on August 01, 2021, 09:04:50 PM
Hi Guys

Imagine if Rowan had made a true sequel to Battle of Britain.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 02, 2021, 01:31:21 AM
If Rowan had not been taken over by Empire Ineractive their flight sim sequels on upgraded graphics would have been legendary.

Shockwave Productions Inc. now A2a simulations took the source code and ported into dx9, and the Bdg team of fans developed it into a great sim with their unofficial patches.

I found this rather sad excerpt from an article:
Quote
Empire Interactive Acquires Rowan
No more flight sim games from Rowan for the PC? Doesn't look like it.
IGN Staff
By IGN Staff
Updated: 18 Jun 2012 2:39 am
Posted: 13 Dec 2000 2:30 am
Empire Interactive has announced that they have gone ahead and acquired Rowan Software. Rowan is best known for their work in the flight simulation world with games such as Falcon, MiG Alley, and the recently released Rowan's Battle of Britain. The company was purchased for around $43,000 with a$30,000 incentive for development targets.

In what may be an unfortunate circumstance for those flight sim junkies out there, it looks as though Rowan will be used primarily for the bolstering of Empire's in house development team. The development team will be concentrating on mass-market games for all of those silly little next-generation consoles. We can't imagine that means any more flight sims.

No employees were harmed in the making of this deal.

-- IGN
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 02, 2021, 02:10:54 AM
I've always felt that Rowanbob had better lighting and atmosphere than Bob2, even with it's dx9 engine, and created a graphic mod, creating new skins from il2clod screenshots and adding cfs3 ariswoff clouds.
Rowanbob's strategic campaign was buggy though, and was improved by the Bdg team in Bob2. The pilot campaign worked with a bit of tweaking.

https://a2asimulations.com/forum/viewtopic.php?f=10&t=68079 (https://a2asimulations.com/forum/viewtopic.php?f=10&t=68079)
ROWANOB GRAPHICS MOD SCREENIES with martins il2 terrain textures ;D

(https://i.postimg.cc/SQzry3Py/shot-442.jpg) (https://postimages.org/)
The distant fog hides the lack of distant terrain tiles.
(https://i.postimg.cc/L6KVhvdj/shot-564.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: Hans-Joachim Marseille on August 02, 2021, 03:27:24 AM
Living in the UK exactly 40 years ago I have to say how wonderful and fine detailed this is. Thank you. :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 02, 2021, 04:57:38 AM
Thanks Hans!  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 20, 2021, 05:35:44 AM
Wxtech did some digging and came up with some info and advice that has enabled me to dispense with my Heath Robinson multi cliff model invention and create a single cliff model with an extended draw distance.
It does however come with a small inconvenience.

The mt. Suribachi model has a mountain class file that it uses to extend the mountains draw distance. I've tried to use the class file with my cliffs model without success so far. The class file does not seem work with both the mountain and cliffs in a session. I will spend more time experimenting further on this later and hopefully will come up with a solution.
For now I have replaced Suribachi's mesh file and textures with those of my cliff model. which means that the suribachi model cannot be used until you swap the original Suribachi folder back, a small inconvenience.

The cliffs  are a now a humongous single mesh and can be viewed from quite a distance. :)

(https://i.postimg.cc/QVZt1jpx/2021-08-20-10-16-59.jpg) (https://postimg.cc/tnDpHQSL)

(https://i.postimg.cc/L8BDbT6N/2021-08-20-10-17-05.jpg) (https://postimg.cc/MnH1c1BQ)

(https://i.postimg.cc/SKSdFMnq/2021-08-20-10-17-47.jpg) (https://postimg.cc/68PnCTV1)

(https://i.postimg.cc/c1nQzmFw/2021-08-20-10-20-43.jpg) (https://postimg.cc/MXzMMy2p)

(https://i.postimg.cc/FzV147d5/2021-08-20-10-19-45.jpg) (https://postimg.cc/30W3jrFn)

(https://i.postimg.cc/Cx153MwX/2021-08-20-09-48-53.jpg) (https://postimg.cc/56hfvVYS)

Title: Re: 352nd cross channel building submod wip
Post by: stanislao on August 20, 2021, 05:47:16 AM
:-[  Excuse the inconvenient meddling ... but weren't the Cliffs of Dover "The White Cliffs of Dover"? How did they become white / blue?

;)

Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on August 20, 2021, 05:51:03 AM
Awesome work, that looks rather spectacular and a vast improvement from the original. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 20, 2021, 06:12:35 AM
Quote
:-[  Excuse the inconvenient meddling ... but weren't the Cliffs of Dover "The White Cliffs of Dover"? How did they become white / blue?

;)

:)) :)) Blame the IL2GE for some of that effect. This is an alternate texture though, used it from a cliffs photograph.

It does look rather blue doesn't it, probably a reflection of the water colour. ;D

(https://i.postimg.cc/Kz8j7ZRm/214882.jpg) (https://postimages.org/)

Quote
Awesome work, that looks rather spectacular and a vast improvement from the original.

Thanks Pete! ;D
Title: Re: 352nd cross channel building submod wip
Post by: stanislao on August 20, 2021, 06:25:34 AM
;D    Sorry, I didn't mean to be critical, sometimes the little details make a difference, you're doing a great job, Canon's cliffs have always been beautiful only from a distance ...     ;)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 20, 2021, 06:41:25 AM
No worries mate! criticism is good. ]thumright[
This is probably not the final texture anyway, I'm always searching for better. I'll probably provide a choice of alternate textures for you to choose from. :)
Once I'm done with this mod I'll port my cliffs and harbour models across to Canons maps for those that want to use them.
Title: Re: 352nd cross channel building submod wip
Post by: WxTech on August 20, 2021, 07:07:24 AM
The bluish hue in the shadows on a sunny day will result from a combination of fill light from the sky and water, but mostly sky. On a very cloudy day the shadows will be very much subdued in contrast and neutral in hue due to the diffuse lighting. I might suggest  a retention of a bluish hue, but toned down in color purity. This will serve the double task of working for the more typical partly cloudy sky and suggestion of distance hazing.

The main task remaining is to see how to get this model into the game without having to substitute it into the place otherwise occupied by another mountain (Suribachi). I've searched in classes to see if there was a requirement for an object specification, but nothing showed up. It appears from perusing Mountain.class that all that's required is that the mesh be located in the "Mountain" objects folder. But then my Java fu is weak indeed!  ;)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 20, 2021, 07:32:53 AM
I tried placing the cliff model in the Mountain object folder and it improved the draw distance in the unlocked Fmb, but not in loaded missions, so it did have some effect. This is very puzzling.
Title: Re: 352nd cross channel building submod wip
Post by: Kelso on August 20, 2021, 08:33:26 AM
rogeroger - Your work looks impressive. I only have fps concerns over your map. What is your graphics card and how are you smoothly flying over the cities?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 20, 2021, 11:38:25 AM
Thanks Kelso  :)
I have a GTX760 4GB card and use 1600x900 resolution.
I have flown Bat their finest hour missions that I modified for my partial TFM4.12 setup and have experienced a slight stutter when enemy aircraft spawn in missions, though this happens on all maps. I have not checked Fps, but have not experienced any bad lagging or stutters over cities when flying missions or free flight. I must still  place objects in London and I will more or less copy the city size and object density used in the Canon channel maps.

I'll create missions over the areas where I have worked and will decrease city sizes where there are Fps issues.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 22, 2021, 02:57:33 AM
Quote
The mt. Suribachi model has a mountain class file that it uses to extend the mountains draw distance. I've tried to use the class file with my cliffs model without success so far. The class file does not seem work with both the mountain and cliffs in a session. I will spend more time experimenting further on this later and hopefully will come up with a solution.
For now I have replaced Suribachi's mesh file and textures with those of my cliff model. which means that the suribachi model cannot be used until you swap the original Suribachi folder back, a small inconvenience.

Cracked this, this morning. ]idea[ I found out how the mountain class file selects an object to use it's extended draw distance code. The mountain class can be set up to use multiple objects and increase their draw distance, so I don't have to interfere with the mt Suribachi object. ;D

Using the Mountain class file I can now create  low poly harbour models that will render at a far distance and will use less polygons than the multiple jetty object harbour builds that I am now using.

I want to do this with Ramsgate, Dover and possibly Southhampton and Portsmouth.

Dover 'Cliff' object screenie taken this morning:

(https://i.postimg.cc/DZzqb4Ry/2021-08-22-08-29-19.jpg) (https://postimg.cc/8FqF2c1q)

And opened the Fmb and took this screenie of the undisturbed mt Suribachi in the same session:

(https://i.postimg.cc/V5Pr4JZt/2021-08-22-08-30-39.jpg) (https://postimg.cc/V04kkk8s)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on August 22, 2021, 06:21:25 AM
Good to know you sorted things out Glen. 8)

This game is certainly a complicated piece of software, makes you wonder how they slept at night during its development. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 22, 2021, 08:00:48 AM
Thanks Pete! ;D it's been a good day.
Started work on a Dover Harbour model today. :)
I'ts a solid low poly model that should render from a far distance.

(https://i.postimg.cc/mZqnzzng/bandicam-2021-08-22-15-57-12-629.jpg) (https://postimg.cc/QVQmvts2)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 26, 2021, 04:23:50 AM
This is my completed Dover harbour blender model. It's modeled on Google earth images and altered to reflect the 1940's harbour shape.
I used edited google earth images for the texture, removing a ton of buses. It's part of the mountain class so like the cliffs it has a far rendering distance.
(https://i.postimg.cc/76gDwT2S/2021-08-26-09-51-05.jpg) (https://postimg.cc/JD4SQ0Kh)

(https://i.postimg.cc/tJqQD247/2021-08-26-09-48-04.jpg) (https://postimg.cc/62mmpVRN)

(https://i.postimg.cc/7YLr2sRW/2021-08-26-09-48-46.jpg) (https://postimg.cc/K4CWXNxP)

(https://i.postimg.cc/WbfL6mLb/2021-08-26-09-50-46.jpg) (https://postimg.cc/kB8p7bgk)

(https://i.postimg.cc/bYgjdcmn/2021-08-26-09-52-34.jpg) (https://postimg.cc/6T8P1SJ6)

(https://i.postimg.cc/HkcxQsNR/dover-harbour.jpg) (https://postimg.cc/v4ybyMbt)
Title: Re: 352nd cross channel building submod wip
Post by: Kelso on August 26, 2021, 04:49:04 AM
Beautifully! I like tourist flying on interesting maps. Yours promises to be exceptionally attractive.
Title: Re: 352nd cross channel building submod wip
Post by: WxTech on August 26, 2021, 05:20:45 AM
Good stuff, and speedily done! Looking at the discolored shallows in the photo should perhaps inspire to add a shallows texture if the map doesn't already utilize one.

I wish I had a tool like Blender, or some such, to do my 3D tasks with. Mine is what I call the poor man's 3D application--a spreadsheet.
Title: Re: 352nd cross channel building submod wip
Post by: SAS~tsisqua on August 26, 2021, 05:27:32 AM
Wow! This is amazing! Thank you for sharing all of this work.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 26, 2021, 05:54:09 AM
Thanks guys, for the positive comments(criticism is also welcome of course).  :)

Quote
Good stuff, and speedily done! Looking at the discolored shallows in the photo should perhaps inspire to add a shallows texture if the map doesn't already utilize one.
Very observant! I didn't pick up on that, a shallows texture would add to immersion big time.

Glenn, Blender is completely free and is regularly updated .

I recommend version 2.79 for editing and 2.76 for importing and exporting msh textures, it uses a brilliant msh plugin for that. You do get weird shading issues caused by blender which you'll  find on Dover castle and some other Boomer objects, though this can be easily fixed by splitting the affected edges.

I want to add Folkestone and Ramsgate  models next. These like the cliffs can be ported over to Canons maps with a bit of height and coastline editing.

I'm kind of regretting not initially adding these objects to Cannons maps instead of the 352nd map, but this map was an open canvas and I've gotten a bit carried away with it. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on August 26, 2021, 09:18:27 AM
Excellent work Glen, the project adds so much more to the map to enhance the immersion. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: Flying H on August 26, 2021, 12:56:01 PM
Very impressive!
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on August 26, 2021, 02:12:20 PM
Thank's Pete and Flying H!  :)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 05, 2021, 02:05:13 AM
My 1940's style Ramsgate harbour model.

I finished this yesterday,  so the old model, now moved to the side, must still be deleted.

I had to remodel the coastline and adjust the terrain height(still wip) to fit the harbour arches which was time consuming.

(https://i.postimg.cc/sx9PYYsX/2021-09-04-10-45-48.jpg) (https://postimg.cc/H8n7H7JD)

(https://i.postimg.cc/K8sPDvSn/2021-09-04-13-48-24.jpg) (https://postimg.cc/0zDK8vNQ)

(https://i.postimg.cc/JhDb6VMS/2021-09-04-13-49-41.jpg) (https://postimg.cc/DWhJ0NWc)

(https://i.postimg.cc/SNd7jfg1/2021-09-04-13-52-03.jpg) (https://postimg.cc/F7fJB350)

(https://i.postimg.cc/xCLLQvkR/2021-09-04-13-53-05.jpg) (https://postimg.cc/vgH4L6tg)

(https://i.postimg.cc/Bnv5FPyS/2021-09-05-07-11-09.jpg) (https://postimg.cc/2VPBRyrM)

(https://i.postimg.cc/T1Gg3KgX/2021-09-05-07-11-53.jpg) (https://postimg.cc/gXSnMkgM)

(https://i.postimg.cc/KvxDZHDg/2021-09-05-07-11-59.jpg) (https://postimg.cc/pycFCk72)
Title: Re: 352nd cross channel building submod wip
Post by: asheshouse on September 05, 2021, 02:33:32 AM
Very nice work.
Title: Re: 352nd cross channel building submod wip
Post by: Kelso on September 05, 2021, 02:41:38 AM
We admire and patiently wait for the final work.
Title: Re: 352nd cross channel building submod wip
Post by: bomberkiller on September 05, 2021, 04:19:25 AM
:)  8)  WUNDERBAR!

(https://i.ibb.co/WGWRgXT/Haegar-Hau-weg-den-Humpen-cheerst.png)

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 05, 2021, 05:16:23 AM
Thank's guys, come a long way since this ;D  :
(https://i.postimg.cc/6QwFvzhF/2021-03-13-19-45-11.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: bomberkiller on September 05, 2021, 05:30:23 AM
Hello rogeroger,

it would be very nice if you could share your photos with us via "Direct Link".  ;)

So we could save ourselves the "clicks" and registration if we want to see your screenies in the correct resolution.

Best regards, Gerhard

]cheers[
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on September 05, 2021, 05:36:38 AM
Oddly enough, I've just scrolled through this whole thread and renewed my appreciation for the work that's gone into this.  :)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on September 05, 2021, 06:05:09 AM
Excellent work Glen, coming along nicely. 8)

The railway arches are a great touch, shows your attention to detail, how many small businesses flourished in those small workshops over the years. ;)

Surprising just how much these harbors do change over time as we alter them to accommodate new ships and technologies and not to forget the all important health and safety concerns, Preston where I live was a port back then but sadly all that went with container vessels taking everything to the Southern ports, it is now a Marina with many of the old warehouses having been converted to apartments, when I first saw Preston Docks as a lad with my Grandfather all types of ships were moored from all corners of the world, a truly awesome sight, probably why we have such a diverse community here. :o

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 05, 2021, 08:26:08 AM
Quote
it would be very nice if you could share your photos with us via "Direct Link".  ;)

So we could save ourselves the "clicks" and registration if we want to see your screenies in the correct resolution.

Ich werde mir das für das nächste Mal merken.(google translate is a wondrous tool) ;D

Quote
Oddly enough, I've just scrolled through this whole thread and renewed my appreciation for the work that's gone into this.

All that I can say is that it's bloody addictive.

A friend of mine loves completing large puzzles as a hobby, this is very similar, with SE England as one large puzzle to be filled. :)

I am learning a lot about using blender and how to edit the static.ini to achieve certain results. For instance, I learnt recently that building height placement can be adjusted for individual buildings in the the static.ini. In Blender I have raised the height of  Dover harbour and have had to create a separate folder in the mapmods/building folder for selected 'harbour' buildings that I have raised for harbour use.

Quote
Surprising just how much these harbors do change over time as we alter them to accommodate new ships and technologies

A lot of railway lines have been removed since the 40's. Folkestone harbour is completely different on the surface with all of the railway lines removed and the area converted to general parking. I will have to edit them back in again on a 1960/70 google earth map for my next project.

Southampton is the same with a large section covered with what looks like containers.

This week I will have to put in some serious violin practice, the neighbours have enjoyed too long a period of peace and quiet. :))

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 23, 2021, 07:20:53 PM
Portsmouth mk2, a two piece model. The google earth texture was heavily edited to remove some harbour detail that looked great from a distance, not so great up close.

(https://i.postimg.cc/tXz1T94p/2021-09-22-09-12-40.jpg)

(https://i.postimg.cc/hDPXQNXx/2021-09-21-19-10-14.jpg)

(https://i.postimg.cc/hPgWfRjR/2021-09-21-18-04-41.jpg)

(https://i.postimg.cc/xnkbRrt3/2021-09-22-06-47-14.jpg)

(https://i.postimg.cc/xYpzMjyd/2021-09-22-06-55-07.jpg)

(https://i.postimg.cc/81GJN7DZ/2021-09-22-09-08-23.jpg)

(https://i.postimg.cc/2ChbsQpq/2021-09-22-09-03-08.jpg)

(https://i.postimg.cc/PH2pnf7M/2021-09-22-06-45-55.jpg)

(https://i.postimg.cc/sj6vYKWL/2021-09-22-06-45-23.jpg)

(https://i.postimg.cc/NYFysqqv/2021-09-21-19-05-02.jpg)
Title: Re: 352nd cross channel building submod wip
Post by: genXgamer on September 23, 2021, 07:32:42 PM
G'day Rogeroger

Looks freakin' awesome!

You did some great stuff for Wings of Victory.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 23, 2021, 07:51:35 PM
Thanks mate! :)
Title: Re: 352nd cross channel building submod wip
Post by: Kelso on September 23, 2021, 08:38:00 PM
It looks beautiful. You can see the hundreds of hours spent working on the map.
How do you rate the progress of work? Half behind you?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 24, 2021, 06:17:12 AM
One or two harbour models, some general placements, a cathedral at Cantebury and then London, which I'm dreading because it is such a huge area with lots of placements. After that I will release this mod though there is still a bit to do across the channel. I'm definitely quite a way over the halfway mark for the Uk.

I'm also building my first Spitfire in blender. Lots to do during the day and not enough time to do it. :)
Title: Re: 352nd cross channel building submod wip
Post by: tomoose on September 24, 2021, 02:00:19 PM
Great work!!  Just tossin' it out there but have you ever thought about doing something similar to the Hawaii/Pearl Harbour map?  Hint, hint, nudge, nudge, wink, wink, saynomore!!  ;)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 24, 2021, 02:27:02 PM
Geez! I'd have to start it in this life and finish it in the next. ;D

(https://i.postimg.cc/BQHvxZF7/T6400209-Pearl-Harbour-Hawaii-USA.jpg) (https://postimages.org/)

Wow! I saw this powerful image while looking for a pearl harbour  pic.  I didn't realize that the Arizona hull is still there intact under the water.

(https://i.postimg.cc/Z551JVJP/26367f12ddd5340b35d6d62674570163.jpg) (https://postimg.cc/HVFS20cj)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on September 26, 2021, 02:54:28 AM
Geez! I'd have to start it in this life and finish it in the next. ;D

It would certainly keep you out of mischief though Glen and the neighbours might be spared the Violin practice, no time for anything else but the maps. :D

The image of Arizona is quite powerful, I thought every vessel had been raised, maybe this was left purposely as a monument to those who died. ::(

Take care and be safe.

Wishing you all the very best, Pete.
Title: Re: 352nd cross channel building submod wip
Post by: tomoose on September 26, 2021, 02:33:44 PM
...and the Arizona is still leaking oil etc.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 27, 2021, 02:00:58 PM
Hiya Pete and tomoose!

Quote
The image of Arizona is quite powerful, I thought every vessel had been raised, maybe this was left purposely as a monument to those who died.
Unfortunately the decision was not so noble.
Why was the USS Arizona not salvaged?
The USS Arizona was inspected in early 1942 and the US Navy determined it to be a total loss. Severe structural damage throughout the ship prevented it from being completely salvaged, although the USS Arizona continued to live in other ships as she became a prime source for spare parts
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on September 28, 2021, 01:41:53 AM
Slightly off topic, my first aircraft model wip, not for use in 1l2 1946 though, lots of great looking spits by seasoned modellers here.

I'm squeezing this in, between object building and placement, other projects and irritating my neighbours with my violin scratchings. ;D
\$%#@ covid! life is great. ;D

edit: hopefully not famous last words.

(https://i.postimg.cc/sDHKvbMy/bandicam-2021-09-28-10-03-32-571.jpg) (https://postimg.cc/PPZ173bF)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 07, 2021, 07:54:32 PM
Not all that important in the grand scheme of things, I have edited my Bob2 Westminster Abbey model and base for use in the 352nd project.

(https://i.postimg.cc/tC7v7ZBP/2021-10-07-12-53-03.jpg) (https://postimg.cc/56dSR0dN)

(https://i.postimg.cc/sghn4Fdg/2021-10-07-12-53-37.jpg) (https://postimg.cc/jDRQRFSp)

(https://i.postimg.cc/GpPq6kp0/2021-10-07-12-54-37.jpg) (https://postimg.cc/GB2FyTYz)

(https://i.postimg.cc/kGR8PmyV/2021-10-07-12-54-49.jpg) (https://postimg.cc/H8HjbFRH)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 07, 2021, 07:58:28 PM
Folkestone harbour  mk2, still busy placing  the railway tracks.

(https://i.postimg.cc/022jSxS7/2021-10-07-12-57-44.jpg) (https://postimg.cc/K4wmX6JY)

(https://i.postimg.cc/Yqn9fVNZ/2021-10-07-12-57-54.jpg) (https://postimg.cc/vcnbG0Nt)

(https://i.postimg.cc/cLvJDmXH/2021-10-07-13-01-09.jpg) (https://postimg.cc/fVhZyx4n)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 07, 2021, 08:03:31 PM
Aaand 1940's Southampton port.

(https://i.postimg.cc/NMMCTKQW/2021-10-08-01-40-39.jpg) (https://postimg.cc/2qsxN8bw)

(https://i.postimg.cc/HjG6f3bg/2021-10-08-01-41-47.jpg) (https://postimg.cc/JHq3XNT6)

(https://i.postimg.cc/QCK64v9m/2021-10-08-01-43-33.jpg) (https://postimg.cc/kR9FD1yR)

(https://i.postimg.cc/DyLhmMj1/2021-10-07-10-41-43.jpg) (https://postimg.cc/0bkFBcqN)
Title: Re: 352nd cross channel building submod wip
Post by: genXgamer on October 07, 2021, 08:03:40 PM
G'day Rogeroger

When complete, how many new objects do you think will be included with the map?
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 07, 2021, 08:13:35 PM
Probably just short of twenty, depending on what is required in London. I have also added shadows to a few of the boomer english buildings and fixed some shading issues as well. These will be included as optional as I don't know if these have been fixed in BAT or VPMEDIA's packs.

edit: this includes harbour models.
Title: Re: 352nd cross channel building submod wip
Post by: genXgamer on October 07, 2021, 08:28:42 PM
Great work mate!

Now I know why Tomoose hinted at Pearl Harbour.

Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on October 09, 2021, 04:17:38 AM
Love the Westminster Abbey import and the latest on the ports Glen, superb stuff. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 09, 2021, 08:49:03 PM
Thanks Pete  ;D

Some general placements still to go and then London, which was done so brilliantly on the Cannon channel map. That's going to be a time consuming pain in the arse when compared to the joy of building and placing a new harbour model. :)
Title: Re: 352nd cross channel building submod wip
Post by: danperin on October 10, 2021, 11:22:24 AM
Awesome work, mate  8)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 10, 2021, 12:10:37 PM
Ahh danperin!

Great to see you here. ;D
Title: Re: 352nd cross channel building submod wip
Post by: danperin on October 10, 2021, 12:19:35 PM
I'm everywhere, mate  8)
Title: Re: 352nd cross channel building submod wip
Post by: victor639514 on October 10, 2021, 01:53:06 PM
Just caught up on the progress so far! Your work cannot be overstated, Roger! This is truly enthralling stuff!

Here's looking forward to more in the future, though please do rest your hand every once in a while.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 10, 2021, 03:06:08 PM
Thanks for the concern victor, I have had my fair share of left hand issues due to over practicing in the past. I do Yoga and hand stretches every morning as well as shaking out the tension in hands and arms. I wish I had  done this routine when I was a lot younger.
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 21, 2021, 06:11:01 AM
I'm currently busy adding buildings at Brighton, a bloody huge area and got tired of placing the same old objects, so I imported some Brighton Bob2wov buildings created by Ben of the Bdg team. I just remapped them with  smaller textures and added collision boxes and shadows. I'll probably do the same with some dockside industrial buildings in London to save time, and BOBWOV2 has a great Canterbury cathedral, also modelled by the bdg team which I'll import.

(https://i.postimg.cc/43NC23Rj/2021-10-21-10-02-43.jpg) (https://postimg.cc/mPq6tBDS)
Title: Re: 352nd cross channel building submod wip
Post by: Mission_bug on October 21, 2021, 08:06:15 AM
Everything that adds to the variety to the collection of building objects has got to be good Glen, looks superb. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: 352nd cross channel building submod wip
Post by: stanislao on October 21, 2021, 08:26:10 AM

:D      Great job you are doing! It would be great if in addition to the port cities you could improve the airports, This is a nice map but the airport runways have been very sketchy ... few buildings and non-existent airport facilities. Airport care is an essential trait in all the latest generation maps. For example, I hate using the Canon Channel map because of those horrible milky tracks with completely out of focus texture ...

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 21, 2021, 10:54:21 AM
Thanks guys!

If you look at page 5 you will see that I have done some work adding airfield buildings and pathways using old 1940 photo's as a guide, though I think Biggin hill is the only airfield where I changed taxi and runway plates. I have thought about importing bobwov2 raf camouflage hangers.
You've reminded me that I must still have a look at Tangemere airfield taxi and runway areas.

Talking about plates, I have placed a lot of blank plates on grass runways and taxi areas to eliminate the bad bumpiness during taxi and take- off. I have not done every airfield though, just the important grp11 airfields and I think Coltishall.

Good work was done on the airfield layouts and buildings on the original Canon 1940 map . The  Canon map taxi tracks and runways can be replaced with road and concrete plates, time consuming work though.
Title: Re: 352nd cross channel building submod wip
Post by: stanislao on October 21, 2021, 11:05:31 AM
;D    You understand my thoughts perfectly! In the end, the two moments in which you approach the ground objects are during taxiing in the airports, for this reason with Flying Simulator for example the airports are built in such a meticulous way and equipped with vehicles and equipment. Certainly you cannot pay the same attention to all the airport runways, the four or five most used in the historical phase must be chosen. Thanks again for your effort and it will be a party when you have finished your labors!

Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 23, 2021, 09:17:33 AM
Today I felt in the mood for terrain editing.

I have spent a lot of time in google earth over the last few years saving satellite images of south East England and creating Photoreal terrains , some of which I've tried in bob2wov and cfs2.
My cfs2 google earth terrain textures, taken in late July probably early afternoon, Uk and French textures:
(https://i.postimg.cc/dtHkP3tk/bandicam-2019-06-15-22-38-42-104.jpg) (https://postimg.cc/bsnN1znp)

(https://i.postimg.cc/KvvkHBFh/bandicam-2019-06-18-21-44-03-822.jpg) (https://postimg.cc/9zKQ44rL)

(https://i.postimg.cc/h40QsMk0/bandicam-2019-06-19-11-00-06-341.jpg) (https://postimg.cc/jCLjd6dW)

(https://i.postimg.cc/j5HwGhLt/bandicam-2019-06-19-11-12-40-041.jpg) (https://postimg.cc/phdLjzf6)

I'd spend a lot more time in this sim if it had mouselook and descent virtual cockpits.

Satellite terrain image colours differ depending on the camera used, atmospherics, time of year and time of day.

The 352nd textures are well made photoreal terrain textures, though the colours have always bothered me when compared to the hurricane camouflage. These terrain photo's were probably taken in summer. The hurricane  camouflage is probably a good indicator as to general terrain colours at the start the bob in 1940.

I decided to try and match terrain colours to the hurricane camouflage.

The original colours:
(https://i.postimg.cc/tTzB5Wdm/2021-10-21-19-18-19.jpg) (https://postimg.cc/phpQV96D)

The result of my buggering around today, the third terrain texture set created today.

(https://i.postimg.cc/SN6r4WYT/2021-10-23-13-18-08.jpg) (https://postimg.cc/QHM5kKb1)

(https://i.postimg.cc/BnJCnXxq/2021-10-23-13-33-10.jpg) (https://postimg.cc/WhfZ9pWK)

(https://i.postimg.cc/qMVLWmq6/2021-10-23-13-35-05.jpg) (https://postimg.cc/w32LmQh9)

I've had this running in a loop while I work, my favourite orchestra,'Spira mirabilis'. I love this piece, and a not so subtle reminder that I need to practice. ;D

https://youtu.be/QgVM2vBhFps?list=PLmtR2GfYXIiD_AEYeRYKHquncPWlKY-hP (https://youtu.be/QgVM2vBhFps?list=PLmtR2GfYXIiD_AEYeRYKHquncPWlKY-hP)
Title: Re: 352nd cross channel building submod wip
Post by: rogeroger on October 24, 2021, 09:54:59 AM
I did some final editing to the cliff heights, dropping the level further to a more realistic level. It could be dropped more near the harbour, but I will leave it like this I think.

(https://i.postimg.cc/DfD9DqMK/2021-10-24-15-33-04.jpg) (https://postimg.cc/V5qZ0bw7)

(https://i.postimg.cc/7hpj2k2L/2021-10-24-15-40-29.jpg) (https://postimg.cc/2L70sgTp)

(https://i.postimg.cc/0N16kMX6/EAW006624.jpg) (https://postimages.org/)
Title: Re: 352nd cross channel building submod wip
Post by: SAS~tsisqua on October 24, 2021, 02:57:32 PM
This is amazing.
Title: Re: 352nd cross channel building submod wip
Post by: Andy H on October 25, 2021, 12:17:49 PM
Ain't it just?  :)