+bortdafarm 1 Posted December 23, 2006 (edited) experimenting a little with the ground textures and knocked up a few (just three but it's enough for the purpose) just to break up the monotony on the landscape a little (above image taken at low detail settings for terrain textures) just adds a little bit of variety...there's a redone airstrip included couldn't decide if i liked it but see if you do..? here's the same thing at the high texture detail setting and the airstrip here's a link to the file Edited December 23, 2006 by bortdafarm Share this post Link to post Share on other sites
Guest IndioBlack Posted December 24, 2006 Yes, I like those. Makes the fields look a little worn. Only drawback is that I now notice the repeat pattern more clearly ! It's a keeper though. What I'm missing landscape-wise, is some pointed roofs on those farmhouses. I know they're flat to keep the frame rate up, but if you're pushing detail, it would be nice to see them. I'd even settle for less farmhouses, but better roofs. I'm also missing bridges. Can't we have a bridge to fly under, like in THE BLUE MAX? And I'd like to see a railroad too. Maybe if the mission editor will work, we can get some supply-trucks on the roads to strafe. Share this post Link to post Share on other sites
+bortdafarm 1 Posted December 24, 2006 Yes, I like those. Makes the fields look a little worn. Only drawback is that I now notice the repeat pattern more clearly !It's a keeper though. What I'm missing landscape-wise, is some pointed roofs on those farmhouses. I know they're flat to keep the frame rate up, but if you're pushing detail, it would be nice to see them. I'd even settle for less farmhouses, but better roofs. I'm also missing bridges. Can't we have a bridge to fly under, like in THE BLUE MAX? And I'd like to see a railroad too. Maybe if the mission editor will work, we can get some supply-trucks on the roads to strafe. cheers..yes it's kinda six of one and half a dozen of the other! be a nightmare plotting a railroad onto the map unless we placed on next to all the roads??? i keep wondering how the tree placement is worked out? they can't have done it tree by tree one at a time unless they plotted them onto the texture tiles...as the texture tiles appear at random angles so what would work on one location wouldn't work on another placement of the same tile...i wonder if the trees automatically appear along the dark green lines that surround the fields??? (seen this done in other sims- it recognises that exact colour as the location for trre placement...in the same way as the sim recognise some colurs as being the key to transparancy?? )...if so we could paint new lines across the filed of the same colour and create more tree lines... same here those city buildings are fairly ordinary...i'd like to replace them with the occasional lighter colored buildings you see in citys...) there are some sloped roof buildings in those great little villages dotted around the place...usualy by a road with a church...those are very nicely done..so far tho i haven't found any way to add or change the buildings around..tho i think Joker has (in his excellent new campaign) he placed some more tents etc on the airfileds....tho they need to be targets rather than just buildings? Share this post Link to post Share on other sites
Gr.Viper 131 Posted December 24, 2006 hmm... I saw something about trees in the downloads... Here it is http://forum.combatace.com/index.php?autom...p;showfile=3261 You might wanna see how this mod's done since the games share the same engine... Or ask the author for hints Share this post Link to post Share on other sites
Guest IndioBlack Posted December 25, 2006 I tell you one thing that's clever about the trees: They look like they're casting shadows. But it's an illusion created by a dappled terrain effect just where you'd expect trees to be placed. It works beautifully along those country roads. I think Gr Viper's right. There's a good clue for tree manipulation in that WOE add-on. But you're right about railways, bortdafarm, if they're not included in the original, it would be horrendous to try and build them. I think that's one point the IL2 bunch got right. In their mission editor, you can place a train on a rail-line, or a truck on a road, and then place a go-to point. The darn things then just drive that route when the mission begins. It's very clever stuff. I need to try out the updated SF mission editor by Kreelin, and see how it deals with FE. I'd like to create some missions where you place trucks in one of those neat little villages, or parked on a country road, so you could strafe them. It would be nice to put some parked aircraft at an aerodrome, so you could strafe them too. Share this post Link to post Share on other sites
+bortdafarm 1 Posted December 25, 2006 cheers guys as well as new .tod's for almost every terrain tile. The .tod files contain positioning information for trees and objects for each terrain tile type that's handy stuff straight away from the WOE add-on..it's the TOD files...just been scratching my head at those....can the terrain editor read them? tell you what tho as a quick experiment i should in theory work if i simply rename one of the forest TOF's to match one of the field TODs then in game that particular ground texture tile should have an orchard on it lol!! i'll give it a go might work (might look ok) or it might not but won't take a minute to try it i did do the same trick with the building lods renamed a village building lod to replace the normal town building lod and i ended up with more variety of buildings in the towns..but i can't find that great small villag model file that looks so nive nestling by the roads (yup the tree shadow trick works well i noticed that aswell) i have seen trucks destroyed on the roads from time to time in the campaign but never seen them moving at all Share this post Link to post Share on other sites
+bortdafarm 1 Posted December 25, 2006 (edited) yup the TOD's can be renmaed to place trees "dotted around" on certain ground texture tiles and it can look reasonably ok.... it's a shame it doesn't contain the houses aswell it just seems to be the trees....i was hoping to be able to place that little roadside village by the airfields and so on (every areodrome has to have a local pub! lol) i reckon i can get rid of that ugly flat roofed building that is at the courner of most fields but trail and erroring hasn't founf the thing as yet..(if i can find it then i can replace it with a hanger to represent a barn..)..i got clusters of cathedrals in the citys instead of the normal buildings (or some of them any way) which showed there's potentail in the idea...but the placement of the buildings is controlled from i know not where (unless it's the targets.ini) be absolutely amazing if there was a ground object editor..could really have some fun placing nicely constructed citys and towns etc proper rows of terraced houses etc...those grey blocks give me the creeps! Edited December 25, 2006 by bortdafarm Share this post Link to post Share on other sites
Gr.Viper 131 Posted December 25, 2006 There are some nice stock towns :) Does anyone know how tank/truck wreck(left side) got in there? It's instant action. By the way, how do you get free camera? The only way I know is to crash. Then the camera just shows your last position and you can go forward/backward using mouse buttons and turn with the mouse. But, well, can it be done without breaking your neck? Share this post Link to post Share on other sites
+bortdafarm 1 Posted December 25, 2006 There are some nice stock towns :) Does anyone know how tank/truck wreck(left side) got in there? It's instant action. By the way, how do you get free camera? The only way I know is to crash. Then the camera just shows your last position and you can go forward/backward using mouse buttons and turn with the mouse. But, well, can it be done without breaking your neck? yes that's the little village i like ...i'd love to use those buildings for the main towns and city's and or place a few near or on the aredrom...funny thing is i keep seeing those wrecked trucks in the same place....i figured they were from the campaign and had been swatted by summat before i got there weird one that... i didn't even know you could move the free camera ..have to try it next time...it must be possible to set it up so you can select freeview with a keyboard button...i'll have a look in the view ini maybe it's be there (should be)...sure would be nice to leave the plane parked and wander about for a while also a real shame that there isn't a debug mode (is there a debug mode?) that showed your location on screen...that way you could move the camera to any location you liked and note down the co-ordinates for placing things in missions etc... free view (just tried it) is CRTL F12 or ALT F12 one or the other ! thanks for the tip i can now pan and tilt the view and move about i didn't realise i could that!! Share this post Link to post Share on other sites
Wrench 9,883 Posted December 25, 2006 The destroyed truck is a "ground object", found the the ww1verdun.cat. Look in the types and targets inis, there's a listing/mention of 'debris' of several types (destroyed buildings, etc). I used it when creating this 'secret target area' (the bunkers were imported from SF, and repainted to kinda match the terrain) the destroyed truks also added via the type/targets ini Wrench Kevin Stein Share this post Link to post Share on other sites
+bortdafarm 1 Posted December 25, 2006 (edited) The destroyed truck is a "ground object", found the the ww1verdun.cat. Look in the types and targets inis, there's a listing/mention of 'debris' of several types (destroyed buildings, etc). I used it when creating this 'secret target area' (the bunkers were imported from SF, and repainted to kinda match the terrain) the destroyed truks also added via the type/targets ini Wrench Kevin Stein ok many thanks so it's via the types/target ini...definitely a bit of a head-ache!! (watch out for the black zeppillins...!!) on the plus side it does allow you to add stuff to those allready plotted locations just to add detailing TargetArea010 Name=Autry Position=96750.00,135250.00 Radius=100 ActiveDate=01/01/0001 Location=1 Alignment=ENEMY Target001.Type=Balloon Target001.Offset=0.00,0.00 Target001.Heading=0 Target002.Type=AAA Target002.Offset=0.00,0.00 Target002.Heading=0 Target003.Type=watertowerDestroyed Target003.Offset=-34.00,45.00 Target003.Heading=90 Target004.Type=DestroyedTruck Target004.Offset=-18.67,141.41 Target004.Heading=184 Target005.Type=DebrisSmall3 Target005.Offset=40.78,11.82 Target005.Heading=90 Target006.Type=DebrisLarge2 Target006.Offset=-56.87,0.49 Target006.Heading=0 Target007.Type=DebrisSmall3 Target007.Offset=-93.85,44.37 Target007.Heading=90 (brackets removed) most of the balloon stations have no surrounding buildings etc so adding a bit of stuff around them should be accurate and look ok allso..?? you don't happen to know what the entrys are for the great road side village shown in Grviper's screen shot..i'd love to use those buildings in the towns etc...?? Edited December 25, 2006 by bortdafarm Share this post Link to post Share on other sites