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Author Topic: NTL_Jetty objects reduced in height  (Read 1248 times)

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WxTech

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NTL_Jetty objects reduced in height
« on: April 05, 2023, 12:03:44 PM »




Get it here:

https://www.mediafire.com/file/rgy2qel4n61dssx/NTL_Jetty_reduced_in_height.7z/file

From the included readme file:

NTL_Jetty1 through 5 objects reduced in height, by WxTech


I find the NTL_Jetty objects to stand awfully tall, with the deck sitting 6m (~25') above the ground/water. And so I've made up a set of these objects whose height is 55% as tall, the deck being 3.35m above the ground/water. This is much more appropriate for cargo ships, at least.

I also altered the 'edge rails', scaling down their height accordingly and making them narrower in width.

I also adjusted the texture somewhat. This will be applied to the original objects, should you choose to retain them.

No other changes have been made; I've kept to the same underlying, simple model, even though it warrants a more detailed treatment.

In my own game I've replaced the original objects with these. I find the towering aspect of the originals as juxtaposed against other building objects to look bizarre, honestly. And the steep slope for the ramp object is comically so. I highly recommend to replace them, unless there is some good reason to keep them.

After installation into your game's mods folder, you have two basic options, with the second having two choices:
OPTION 1) REPLACE the originals completely. This is the default; you need do nothing else.

OPTION 2-A) KEEP the originals, with ORIGINAL textures.
OPTION 2-B) KEEP the originals, but use my NEW textures.

============================== OPTION 1 ==================================

If you wish to completely REPLACE the originals, using my shorter models with the adjusted textures:

- DO NOTHING ELSE!

============================== OPTION 2 ==================================

If you wish to KEEP the tall original models AND ADD these shorter versions:

Add to static.ini (AGAIN, ONLY IF KEEPING THE ORIGINAL OBJECTS!):

[buildings.House$NTL_Jetty1_short]
Title           NTL_Jetty1_short
MeshLive        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty1/live_short.sim
MeshDead        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty1/dead_short.sim
Body            RockMiddle
Panzer          0.18

[buildings.House$NTL_Jetty2_short]
Title           NTL_Jetty2_short
MeshLive        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty2/live_short.sim
MeshDead        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty2/dead_short.sim
Body            RockMiddle
Panzer          0.18

[buildings.House$NTL_Jetty3_short]
Title           NTL_Jetty3_short
MeshLive        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty3/live_short.sim
MeshDead        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty3/dead_short.sim
Body            RockMiddle
Panzer          0.18

[buildings.House$NTL_Jetty4_short]
Title           NTL_Jetty4_short
MeshLive        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty4/live_short.sim
MeshDead        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty4/dead_short.sim
Body            RockMiddle
Panzer          0.18

[buildings.House$NTL_Jetty5_short]
Title           NTL_Jetty5_short
MeshLive        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty5/live_short.sim
MeshDead        3do\Buildings/NTL_Darwin_1942_43/NTL_Jetty5/dead_short.sim
Body            RockMiddle
Panzer          0.18

============================== OPTION 2-A ==================================

If keeping the ORIGINAL OBJECTS and using their ORIGINAL TEXTURES:

- Navigate to folder "NTL_Jetty1".

- Open file "Live.sim".
-    Rename line "Mesh Live_short" to "Mesh Live", then save.

- Open file "Dead.sim".
-    Rename line "Mesh Dead_short" to "Mesh Dead", then save.

- From folder "NTL_Jetty1", copy the 2 just-edited files, "Live.sim" and "Dead.sim".

- For each of the other 4 folders "NTL_Jetty2" through "NTL_Jetty5", paste the 2 files, overwriting those present there.

- You're done!

============================== OPTION 2-B ==================================

If keeping the ORIGINAL OBJECTS and using my ADJUSTED TEXTURES:

- Navigate to folder "NTL_Jetty1".

- Open file "SkinHi.mat".
-   Rename line "TextureName Jetty1.tga" to "TextureName Jetty1a.tga", then save.

- Open file "SkinMed.mat".
-   Rename line "TextureName Jetty164.tga" to "TextureName Jetty164a.tga", then save.

- Open file "DamageHi.mat".
-   Rename line "TextureName Dam_Jetty1.tga" to "TextureName Dam_Jetty1a.tga", then save.

- Open file "DamageLo.mat".
-   Rename line "TextureName Dam_Jetty164.tga" to "TextureName Dam_Jetty164a.tga", then save.

- From folder "NTL_Jetty1", copy all 4 of the just-edited files, "SkinHi.mat", "SkinMed.mat", DamageHi.mat" and "DamageLo.mat".

- For each of the other 4 folders "NTL_Jetty2" through "NTL_Jetty5", paste the 4 files, overwriting those present there.

- You're done!

============================================================================



WxTech
Apr 5, 2023
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Piotrek1

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Re: NTL_Jetty objects reduced in height
« Reply #1 on: April 05, 2023, 01:47:14 PM »

Thank you WxTech 8), now the jetty looks much better ]thumleft[,

Best Regards,
Piotrek
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WxTech

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Re: NTL_Jetty objects reduced in height
« Reply #2 on: April 05, 2023, 01:56:51 PM »

A map which already makes use of this object set is Mixx's Ambon-Darwin map. You could look at the harbour at Ambon to see them...
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Piotrek1

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Re: NTL_Jetty objects reduced in height
« Reply #3 on: April 05, 2023, 03:08:11 PM »

I have it installed, I just need to have a better look around  :)
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genXgamer

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Re: NTL_Jetty objects reduced in height
« Reply #4 on: April 05, 2023, 03:57:23 PM »

Hi Glenn

Someone already mentioned this, but could we have one without the cross sections?
The horizontal beam at water level I'm happy with.

My local warship.








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WxTech

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Re: NTL_Jetty objects reduced in height
« Reply #5 on: April 05, 2023, 04:13:57 PM »

In the midst of a power outage here. Hopefully it won't be another instance of several days in the dark.
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Epervier

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Re: NTL_Jetty objects reduced in height
« Reply #6 on: April 06, 2023, 12:45:23 PM »

Good work!
I opted for option 1.  :D
Thank you very much !  :)
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Mick

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Re: NTL_Jetty objects reduced in height
« Reply #7 on: April 06, 2023, 12:54:09 PM »

Many THX, WxTech ...!  8)

Same Option 1 for me too ...  ;)

I watched footage from Toronto icy rain this evening on TV news, quite impressive ...!  o_O

I hope the current outage won't last long ...!  ;)
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WxTech

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Re: NTL_Jetty objects reduced in height
« Reply #8 on: April 06, 2023, 02:46:56 PM »

Shane,
If you wish to remove the crossbracing (the X-shaped bracing members), you need only paint over them with black in the alpha channel. I use the freely available version of Photoshop CS2, from Adobe themselves (and therefore legit) for all my texture work. I'm sure Gimp, another free graphics package, can handle this too.

I point this out for all folk who might wish to make edits of their own on .tga images having an alpha channel.

When I eventually get the huge flowing here after this power outage, I'll try to remember to offer the textures so altered, as an option.
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RABIZO

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Re: NTL_Jetty objects reduced in height
« Reply #9 on: April 10, 2023, 02:57:03 AM »

I wanted to replace the whole thing, so I chose "OPTION 1" and put it in "#WAW3"/"MAPMODS"/"Maps"/"3do"/"Buildings"/"NTL_Darwin_1942_43".
Nothing changed.
Also, is my method wrong?
It is BAT4.1.3.


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Kelso

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Re: NTL_Jetty objects reduced in height
« Reply #10 on: April 10, 2023, 03:47:18 AM »

I wanted to replace the whole thing, so I chose "OPTION 1" and put it in "#WAW3"/"MAPMODS"/"Maps"/"3do"/"Buildings"/"NTL_Darwin_1942_43".
Nothing changed.
Also, is my method wrong?
It is BAT4.1.3.
You put the mod wrong/wrong path. It should be like this:
"#WAW3"/"WxTech NTL_Jetty reduced in height"/"3do"/"Buildings"/"NTL_Darwin_1942_43"
where WxTech NTL_Jetty reduced in height can be changed freely
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RABIZO

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Re: NTL_Jetty objects reduced in height
« Reply #11 on: April 10, 2023, 06:08:17 AM »

Thank you Kelso.
There is no folder called "WxTech NTL_Jetty reduced in height" in my "WAW3" folder, so I decided to stop.
Thanks for the answer.
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