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WW1 Western Front scenery package!

Hi Ravenna,
I have some ideas and am going to try to make a texture for it. I had to decompile the BGL to find the name of the texture. It only uses the one.
I have tried to use some of the textures in the API folder. Managed to change the color but it still does not look right.

Regards,
Scott
 
Guns are in the emplacements instead of in the air above them now! Should the af_hotel_gun.bgl be in the inf folder instead of the veh folder? Had to put it there for it to show. When the scenery started to load it said that
af_hotel_gun.bgl could not be found. I don't know. Just happy that things are where they're supposed to be. Thanks guys!

voyager
 
Last edited:
Hi Voyager,
I put it in the veh folder because that is where Pen32Win put the AF_IJN_150_mm gun.
I don't think it really matters. Should work from either folder. When I placed it in the Mission Builder it selects as inf not veh.
The object type is set in the DP file. It is set as a ground unit or object, category is Artillery Static.
The good thing is you got it working.

Regards,
B24Guy
 
Hi Chaps,

Scott, I started off with an empty cfs2.gsl in MB and loaded the layout, then continued as you do. This must be the problem - I'll try your method which I have used in the past as well. The strange thing is not all the objects get moved, just objects in certain areas. It's generally not a problem unless you're trying to join rail tracks.

Regarding the hedge, the link to the Stiz download is in the installation guide and Mike's alternative texture for it was included in the package.

So that we're up to date, I've attached the latest version of the guide, the hedge textures and the missing Furnes texture (which goes in the airfields texture folder).

Cheers,
Kevin
 

Attachments

  • Western Front Update.zip
    495.9 KB · Views: 17
Hi Kevin,
Thanks for the update. The problem is that the texture hedgeside2 is not used by the hedge model.
The hedge model only uses hedgetop.bmp. I thought that maybe the API macro would give me more info but it just uses hedgetop.bmp also.
I created a texture that is much better, but the hedge model itself in not very realistic. It seems to me that you would need a separate top, side, and end texture to make it look correct. It looks like Stiz was trying to do that, but did not finish it. I could most likely modify the model to use separate textures, but a master painter (I am not) would be needed.

Regards,
Scott

P.S. I just looked at the hedge model and it is created as one piece. It would be very difficult to break it into three pieces.
 
I renamed Mike's hedgeside2.bmp hedgetop.bmp and it works. I'll change the names in the package.

I think mw_tree_hedge might have been a much better option. The Stiz models are OK but I think there are better versions of each of them in our inventory.
 
Hi Kevin,
Thanks for the tip about mw_tree_hedge. I was wondering if there was something to use instead.
I am going to try it out. I will let you know how it works.

Regards,
Scott
 
Hi Kevin,
That did not work. mw_tree_hedge is contained in a BGL named mw_treer.bgl found in the CFS2 BoB package.
There seems to be a problem with that BGL.
Neither of MW objects are used in the Western Front GSL.
Both of the MW BGL's could be deleted.
The hedge is an interesting problem.
I think I will try to come up with something. I just can't help it.

Regards,
Scott
 
Hi Guys,

Apologies for opening such a can of worms. I looked for a hedge for weeks before using Stiz's hedge. If I was starting now there are a few objects I would replace, but I'll keep that list to myself:biggrin-new:. If someone ever makes a low poly hedgerow it would come in handy in a European install.
 
Hi All,
Progress is being made. I have managed to split Stiz's hedge into top, sides, and ends.
Now I have to get the textures to line up.

Regards,
B24Guy
 
Hi All,
Well here is what I came up with.
Maybe someone with painting skills can improve on my attempt.

Regards,
B24Guy
 

Attachments

  • Hedge_Replacement_Pack.zip
    840.5 KB · Views: 9
Hi Kevin,
That did not work. mw_tree_hedge is contained in a BGL named mw_treer.bgl found in the CFS2 BoB package.
There seems to be a problem with that BGL.
Regards,
Scott

Hi Scott,

The BGL is compressed. Here is the uncompressed version and the 3ds file for the hedge. Looking at it in Model Converter X, it is a bit blurry.

Cheers,
Kevin
 

Attachments

  • mw_treer.zip
    1.2 KB · Views: 6
Here's a comparison of the two hedges. I think the new Stiz one needs to be reduced to half the height. The Martin Wright one is two dimensional.
 

Attachments

  • Hedges.jpg
    Hedges.jpg
    45.2 KB · Views: 108
Hi Kdriver,
Thank you for the MW hedge bgl. I like it better. I am going to see if the "rotate to aircraft" can be disabled.
Then draw a reversed image so the hedge could be seen from both sides.

Regards,
B24Guy

P.S. Well they don't rotate to aircraft and are textured on both sides. I do seem to have a problem with viewing distance going to see if I can influence that.
 
Hi Kdriver,
I took your suggestion and reduced the height of the hedge. I though they were too wide so I narrowed them.
A better paint job and I think they are a winner.

Regards,
B24Guy
 

Attachments

  • Hedge_Replacement_BGL.zip
    13.2 KB · Views: 13
With the height adjustment and removing rotate to aircraft both hedges will be very useful. Thanks Scott and Kevin!
Would these affect frame rates in Normandy? (thinking of all those hedges)
 
Hi Scott,

Thanks, the hedge is looking better now.

Cheers,
Kevin
 

Attachments

  • Hedges 2.jpg
    Hedges 2.jpg
    45.6 KB · Views: 96
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