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Converting a concrete runway into a dirt one?

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I will like to convert a Central America terrain airfield into a dirt one. I was able to convert into one of the small airfields, but the runway is still concrete. Any idea of how can I get the dirt runway?

 

Thanks!

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Change the texture of the runways and taxiways.

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Change the texture of the runways and taxiways.

But that will affect all the runways of the theatre no?

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I think you should better go to the targets ini. And there, change all the runway settings. So for example you have this:

 

[TargetArea032]
Name=Bole IAP
Position=526976,342925
Radius=6000
ActiveYear=0
Location=2
Alignment=FRIENDLY
AirfieldDataFile=desert_airfield4.ini
NumSquadrons=6
Target[001].Type=Runway4
Target[001].Offset=0.00,0.00
//Target[001].Heading=0
Target[001].Heading=90
Target[002].Type=Tower1
Target[002].Offset=-88.07,-860.34
Target[002].Heading=0
Target[003].Type=eor_shack
Target[003].Offset=-162.14,1590.40
Target[003].Heading=0
Target[004].Type=eor_shack
Target[004].Offset=161.96,-1589.53
Target[004].Heading=90
Target[005].Type=eor_shack
Target[005].Offset=-1349.29,-1597.02
Target[005].Heading=-120
Target[006].Type=eor_shack
Target[006].Offset=603.18,-436.44
Target[006].Heading=-120
..............
..............
 
Change it for the settings of a base that you know that it is Dirty like this one:
 
[TargetArea001]
Name=Asmara IAP
Position=512090,735150
Radius=6000
ActiveYear=0
Location=1
Alignment=ENEMY
AirfieldDataFile=desert_airfield6.ini
NumSquadrons=3
Target[001].Type=Runway6
Target[001].Offset=0.00,0.00
Target[001].Heading=0
Target[002].Type=Tower1
Target[002].Offset=530,-25
Target[002].Heading=0
Target[003].Type=windsock
Target[003].Offset=50.00,-1200.00
Target[003].Heading=180
Target[004].Type=windsock
Target[004].Offset=-50.00,-1200.00
Target[004].Heading=180
Target[005].Type=windsock
Target[005].Offset=50.00,1200.00
Target[005].Heading=180
Target[006].Type=windsock
Target[006].Offset=-50.00,1200.00
Target[006].Heading=180
.........
.........
 
Then be carefull to change the Alignment and all that kind of things.

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But that only works If is there another dirt runway on the theatre right?

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But that only works If is there another dirt runway on the theatre right?

 

Yes that's right. 

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And to add one when there's no another dirt runway available?

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And to add one when there's no another dirt runway available?

I think it is with the base.ini file. Each base type has an associated "Base.ini" file , so once you know which kind of base is "dirty" you must put it ini file into de terrain folder, and then do the thing told you in the targets.ini . And it should work.

Edited by cangas

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you're going about it all wrong.

 

this was done like 8 years ago. there are dirt versions of 1,5,6 in many of the PTO terrains. 

Done this in both directions (dirt to concrete, concrete to dirt)

 

1st Question: can you hex edit??

 

if not, don't mess it.

----------

 

the only PROPER way is to create 'cloned' airfields. For example, you want runway1 to be all dirt. You extract ALL the lods (including the distance ones), there are 4 lods in total for all the airfields.

Extract all the bmps and tgas that create the runways, parking pads, taxiways, and the perimeter roads.

Extract the airfield1.ini and airfield1_data ini (you'll see why later)

 

After Identifying which bmp is what part of the airfield (search function in the hex editor), you can then repaint it (cheat hint: runway 3 bmps can be used for this, as a copy/paste in PS or other imaging program as a 'new' layer, then merged down to replace the concrete).

The same is done for the roadway tgas.

 

You MUST save the repainted bmps and tgas as a slightly different, unique name.

Example:

 

M_runway1.bmp

 

could become

 

M_runway2.bmp

 

sometimes, using up the blank space (the underscore) is good idea too -- adding a unique letter or number -- even a "d" would be good, to signify that it's now a dirt colored skin map.

 

Mdrunway1.bmp

 

notice the total digit count remains the same.

 

you MUST keep the total digit count EXACTLY THE SAME AS THE ORIGNAL. This is extramely critical for the hex editing phase. Because if you screw that up, you effectively destroy the lod, and have start over with a freshly extracted one

 

after repainting all the bmps and tgas, you open each of the lods in the hex editor, find the bmp listing, and VERY CAREFULLY REPLACE 1 DIGIT WITH THE ONE THAT MATCHES THE NEWLY REPAINTED AND RENAMED BMP. This will be done multiple times, as there are many entries scattered inside.

"Save as..." the lod as a new name, call it "Airfield1a.LOD". Renaming lods hurts nothing, and is the smart way to do it. For inexperienced folks, after saving close the hex editor. Do this for the other distance lods as well, doing the "save as.." by adding the "a"

like thusly:

 

airfield1_lod002.lod  -->  airfield1a_lod002.lod

 

and so on

 

Now, reopen it, and do the same search for tga.

Again, VERY CAREFULLY REPLACE 1 DIGIT WITH THE ONE THAT MATCHES THE NEWLY REPAINTED AND RENAMED TGA

 Do this for all the remaining lods.

 

now, having previously extracted the airfield1.ini and airfield1_data.ini, rename them to airfield1a *name of ini*

Open the (newly renamed) airfield1a.ini, and edit the lod callout pointers....

Example:

 

[LOD001]
Filename=airfield1.lod
Distance=5000

 

becomes....

 

[LOD001]
Filename=airfield1a.lod
Distance=5000

 

do this for ALL 4 callouts.

 

save and close

 

you can now place these items into the terrain folder of choice.

 

Then open the terrains _types ini, locate the entry for runway1, copy and paste to the end of the list, renumbering to suit, and rename like so:

 

 

[TargetType***]
Name=Runway1a
FullName=Runway
ModelName=airfield1a.lod
TargetType=MEDIUM_RUNWAY
ActiveYear=0
TargetValue=1000
UseGroundObject=FALSE
DamagePoint=140.0
ArmorValue=0.0
ArmorType=0
RepairRate=10.0
StartDetectChance=100
StartIdentifiedChance=50
IncreaseDetectChanceKey=10
MaxVisibleDist=30000.0
ZBufferOffset=6.000000
FlatObject=TRUE
DamagedModel=
DestroyedEffect=
DestroyedModel=
SecondaryChance=100

 

 

save and close the types ini.

 

locate a runway 1 in the terrains _targets.ini, that you want to replace. Now, you just simply change the pointers ....

 

 

[TargetArea018]
Name=RAF Banff
Position=489813,720999
Radius=6000
ActiveYear=0
Location=1
Alignment=FRIENDLY
AirfieldDataFile=desert_airfield1a.ini   <----
NumSquadrons=3
Target[001].Type=Runway1a   <---
Target[001].Offset=0,0
Target[001].Heading=0

 

save and close

 

using a targets test msn, set your start position over the target area in question, and see how it looks.

 

However -- caveat: this is NOT something to be attempted by someone with no experience with sort of thing.

Edited by Wrench

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However -- caveat: this is NOT something to be attempted by someone with no experience with sort of thing.

Thanks for explaining it, but as you say I have no experience doing this type of things. In the Central America map while doing COIN and anti drug missions I discovered the two FARC airfields are concrete ones, will have been great to see them converted to dirt fields just like all those Amazon "airfields" we see on the news.

 

Thanks.

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But that will affect all the runways of the theatre no?

 

It will effect all runways.

But we have 6 stock airfields

 

post-3395-0-85113500-1389804473_thumb.jpg

 

As you see we have 2 dirt runways. Airfield3 is completly dirt and airfield 2 is dirt airfield with runway made of steel panels.

 

With this little paint mod you will have a complete dirt airfield2

 

airfield2 dirt runway.zip

 

Simply unzip into your Central America terrain folder.

 

But if you use it all airfield2 will have only dirt runway.

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But if you use it all airfield2 will have only dirt runway.

 

which is WHY I gave the instructions above.

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