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Author Topic: WxTech's Highway and Rail bridge fix  (Read 7753 times)

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WxTech

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WxTech's Highway and Rail bridge fix
« on: February 20, 2020, 03:23:56 AM »

Update 30 Oct, 2020: Added the formerly missing winter versions of the highway and rail bridges. Tweaked all textures for further improved consistency in appearance between LODs. Toned down color saturation for winter textures.

Update 27 Apr, 2020: The highway bridge has new support pylons...



... and for the rail bridge, in addition to the raised girders up top so that trains can pass cleanly underneath, now the formerly missing shadows are present.




UPDATE, Apr 27, 2020! I've re-built the highway bridge support pylons, to simpler straight-sided affairs. And I've added missing shadows (particularly for the rail bridge!) for the two highest-detail LODs.

It bears emphasizing that the bulk of the work has gone into the undamaged models. Doing this with a spreadsheet gets to be mind-numbing! For the highway bridge, the old flared support pylons are still present in the damaged models. But once damaged, we can rationalize these discrepancies as the bridge having gotten messed up. ;)



Get it here:

https://www.mediafire.com/file/s1wr8o50rfkun0c/00_WxTech_Hwy-Rail-Bridge.7z/file

Alternate link for the very same archive, as it's been reported that the previous link does not work:

https://www.mediafire.com/file/14u4nnutbfi9cg9/00_WxTech_Hwy-Rail-Bridge_alt_link.7z/file


From the included readme:
------------------------

It has long bothered me that any vehicles under the open framework of girders on both the highway and rail bridges were invulnerable to gun/rocket/bomb fire insufficient to destroy the bridge itself. No more!

The collision boxes for these structures were necessarily simple affairs comprised of solid, form-fitting boxes that provided impenetrable shelters (for lesser, non bridge-destroying projectiles.) Now you can shoot up and destroy vehicles anywhere on a bridge. This is more realistic because such open frameworks would pass 80-90% of projectiles--not stop everything like the stock construction does.

Note that now, due to the removal of these collision boxes, you will not crash into the box-like girder structures. But of course you will still hit the other parts of the bridge, as before. If I were motivated to learn how to construct collision boxes, I would make a pair of thin 'beams' that run along the upper sides of the girder boxes, so as to present an obstruction to planes but at the same time not hinder projectiles. As it is, the missing collision danger for these parts is not much of a 'cheat' considering that they are not particularly tall constructs with respect to the bridge roadway.

Also performed was the raising of these box girders on the rail bridge. Previously trains intersected the top, which made trains appear as ghosts passing through stuff. I raised the upper part by 2m, which passes the stock trains clearly beneath. It also makes for a better looking bridge overall. Note, though, that only the undamaged bridge has had this done. The damaged bridges are already a bit messed up and no longer pass traffic.

A bit of texture cleanup was done so that the ramp-like base color remained consistent through all the LODs. And I made these ramp base colors, as well as the color for the highway bridge pylon supports, more muted and natural.

If you already have a mod for these objects, after trying out mine you could do a merge/replacement.

This work is offered for the use and alteration by anyone, for any purpose, without restriction.


WxTech,
Feb 19, 2020


Second Update, Oct 30, 2020.

- Added the winter versions of the highway and rail bridges, modded exactly as ttheir summer counterparts.

- Tweaked all textures so as to obtain still better uniformity in appearance between LODs. Also, generally toned down the color satuartion for the winter textures.


First Update, Apr 26, 2020.

- I've re-built the highway bridge support pylons. Instead of the former notable outward flairing toward the bottom, they now have straight sides, with a slight widening at the bottom. Note that the damaged meshes are as stock, with the original flared pylons.

- I've added the missing shadows for the two highest-detailed LODs. Particularly for the rail bridge, which was bare save for the roadway shadow. Now all elements will cast shadows. The lower detail LODs are left as is, with just the roadway casting a shadow.
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steeldust

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Re: WxTech's Highway and Rail bridge fix
« Reply #1 on: February 20, 2020, 04:43:02 AM »

this is a greath idee,
have to try it out!
thank you WxTech
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Epervier

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Re: WxTech's Highway and Rail bridge fix
« Reply #2 on: February 23, 2020, 09:06:03 AM »

Thank you very much !

Rebels 409 Warning !
For 409/UP2.01 !
This archive contains the WxTech pack that modifies the bridges of existing maps. And I've added the folders of objects that can be added to the maps for a mission.
https://www.mediafire.com/file/3af30d1ozzewuyf/WxTech_Highway_Rail_Bridge_409UP2.01.7z/file
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WxTech

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Re: WxTech's Highway and Rail bridge fix
« Reply #3 on: February 23, 2020, 11:41:43 AM »

A huge mess for whom? The folder structure is the same for my old 4.08/4.09 and now 4.12.2; does UltraPack do something different? I ask because I've never examined such packs as UP, HSFX, DBW, etc.......
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Epervier

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Re: WxTech's Highway and Rail bridge fix
« Reply #4 on: February 23, 2020, 12:54:06 PM »

I'm sorry I didn't give enough information.  :-X
To be complete it is necessary to install your pack + install the one I provide !
Yours modifies the bridges in the existing maps.
The one I added modifies the "bridge objects" that can be added on an existing map.
I updated "my" archive !
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SAS~Bombsaway

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Re: WxTech's Highway and Rail bridge fix
« Reply #5 on: February 23, 2020, 12:55:22 PM »

A couple of pictures may help for others to see your work before they download. So they can compare the old objects to your new ones. :)
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WxTech

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Re: WxTech's Highway and Rail bridge fix
« Reply #6 on: February 23, 2020, 04:43:17 PM »

I'm sorry I didn't give enough information.  :-X
To be complete it is necessary to install your pack + install the one I provide !
Yours modifies the bridges in the existing maps.
The one I added modifies the "bridge objects" that can be added on an existing map.
I updated "my" archive !

Gabriel,
Do those extra bridges use the very same meshes as the stock ones? If so, that makes matters so simple.
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WxTech

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Re: WxTech's Highway and Rail bridge fix
« Reply #7 on: February 23, 2020, 04:58:55 PM »

A couple of pictures may help for others to see your work before they download. So they can compare the old objects to your new ones. :)

Bombs,
I used to use Photobucket, but they buggered everything up. I tried another image host recommended by someone hereabouts, but that one 'times out' after a while. I'll have to see if I can find another free host, or else post shots to Mediafire and provide links here.

Now, it's pretty much only if one wishes to be able to shoot up vehicles when under the trusswork that one might want my mod. Or if having trains pass properly under the trusses is desirable. If you don't like the textures (because you have some favorites already downloaded), you can simply delete the .mat and .tga files I've included.

Before I did some tweaking to the lower resolution textures, when the LODs switched at a couple of the view distance thresholds the color for the 'ramps' at the bridge ends would change color. This color is taken from the lower ~1/4 or so of the TGA, toward the upper left (you can see a little colored square at this place in the highest detail texture). For the tinier, low detail images, this means that lowest region of the .tga must have the correct color without risk of blending by any neighboring pixels(s).
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SAS~Bombsaway

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Re: WxTech's Highway and Rail bridge fix
« Reply #8 on: February 23, 2020, 09:06:30 PM »

Have you tried postimage?    https://postimages.org/
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gb027

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Re: WxTech's Highway and Rail bridge fix
« Reply #9 on: February 23, 2020, 10:33:25 PM »

Tried it today in VPModpack.. works well, looks good! Thanks for the mod. Much appreciated!
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Epervier

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Re: WxTech's Highway and Rail bridge fix
« Reply #10 on: February 24, 2020, 12:28:01 AM »

I'm sorry I didn't give enough information.  :-X
To be complete it is necessary to install your pack + install the one I provide !
Yours modifies the bridges in the existing maps.
The one I added modifies the "bridge objects" that can be added on an existing map.
I updated "my" archive !
Gabriel,
Do those extra bridges use the very same meshes as the stock ones? If so, that makes matters so simple.
That's what I found strange about my UP2.01!
It's exactly the same meshs/textures.
The objects in "3do/Buildings/Bridges" are used for "non-rolling" objects.
The objects in "3do/Bridges" are used for the "rolling" objects included in the actors.static maps!
 :-X

Nota : The "Remagen" map uses the same objects but they are called up in different folders...  ;)
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WxTech

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Re: WxTech's Highway and Rail bridge fix
« Reply #11 on: February 24, 2020, 04:19:38 AM »

After enjoying the better appearance of the raised 'cages' on the rail bridge, I'm thinking of doing the same for the highway bridge. In the case of the latter, by virtue of the new comparison it looks decidedly squat, as though never intended to accommodate vehicles taller than a typical truck. I don't know if there is/are any mod vehicles which might intersect the upper crossbeams. Even if not, just for aesthetic reasons raising the framing would be an improvement.

And If I do this, I'll likely make the support columns straight-sided down to the water line. The current 'horn'-like flaring would seem to be more the exception than the rule; simpler designs without 'fancy' curves are more common.
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