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Author Topic: 352nd cross channel building submod wip  (Read 11244 times)

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #120 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
ROWANOB GRAPHICS MOD SCREENIES with martins il2 terrain textures ;D


 

The distant fog hides the lack of distant terrain tiles.

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Hans-Joachim Marseille

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Re: 352nd cross channel building submod wip
« Reply #121 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. :)
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"I been bad, I been good - Dallas, Texas, Hollywood I ain't askin' for much, I say, Lord take me downtown - I'm just lookin' for some tush." Dusty Hill  1949-2021. Rock in Peace, hombre.

rogeroger

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Re: 352nd cross channel building submod wip
« Reply #122 on: August 02, 2021, 04:57:38 AM »

Thanks Hans!  :)
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #123 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. :)
















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stanislao

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Re: 352nd cross channel building submod wip
« Reply #124 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?

    ;)

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Mission_bug

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Re: 352nd cross channel building submod wip
« Reply #125 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
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #126 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






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

Thanks Pete! ;D
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stanislao

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Re: 352nd cross channel building submod wip
« Reply #127 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 ...     ;)

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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #128 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.
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WxTech

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Re: 352nd cross channel building submod wip
« Reply #129 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!  ;)
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rogeroger

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Re: 352nd cross channel building submod wip
« Reply #130 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.
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Kelso

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Re: 352nd cross channel building submod wip
« Reply #131 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?
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