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Chantilly-les-Aigles airbase, first grinding !

dewoitine

SOH-CM-2025
Hi all,

Here the first grinding of Chantilly-les-Aigles airbase ( in reality the city of Gouvieux).
But I have a problem with gmax : in "Select file to Export" : Type "plasma" or "All formats" and no ".xml".
Please help me !
View attachment 32363
 
...But I have a problem with gmax : in "Select file to Export" : Type "plasma" or "All formats" and no ".xml"...

Can you export any work in gmax as a CF3 .m3d file? If so, I would also expect you to be able to export as CFS3 .xml.
If you cannot do any of the above, see if you have properly installed the CFS3 SDKs. I am sure that the CFS3 .m3d exporter is installed along with the SDK, but I am not to sure about the .xml option.
The SDK installs a so-called 'gamepack' in the 'gamepacks' folder within the gmax main directory. You have to use it's own gmax program shortcut (discreet gmax (with CFS3 Game Pack)) to be able to use the gamepacks' functions, including the exporter, not the 'normal' gmax.exe shortcut. In essence, you are working in gmax through the gamepack. A workaround I use, is copying the CFS3 .m3d exporter plugin from the CFS3 gamepack to the gmax general 'plugin' folder so I can use gmax 'without' the gamepack.
Hope this helps!

Frosty

BTW, I agree with Pat: good to see another airfield wizz'!! Looks very good to me!!
 
... A workaround I use, is copying the CFS3 .m3d exporter plugin from the CFS3 gamepack to the gmax general 'plugin' folder so I can use gmax 'without' the gamepack...

Like Frosty says: I do the same. :salute:
 
This is just Wonderful..
BRAVO..
:salute: :salute: :salute:
If you make this as a facility, i can use it in French missions for the Battle of France I have..
Thanks very much..
 
Looks great Andre!

One thing to bear in mind is that the texture needs to be square and is best at 1024x1024 or 2048x2048 (better still).

Also you should have no painted areas touching the outside edge of the texture.

Pat :)
 
Chantilly-les-Aigles second grinding.

Looks great Andre!

One thing to bear in mind is that the texture needs to be square and is best at 1024x1024 or 2048x2048 (better still).

Also you should have no painted areas touching the outside edge of the texture.

Pat :)

Thanks Clive. Here photo 2048x2048 with photoshop.
View attachment 32435
I must change color (green) around the texture ? Black for example ?
 
If you are working directly with the .dds then just cut it out so that it is transparent.

You could also use the Google Earth Image to create the ground texture.
 
You need the following for an airfield to show up in CFS3

- a (collection of) .dds file(s) with the airfield's texture(s).
- two .mos files, one for spring/summer and one for autumn/winter.
- a facility file that gives the coordinates of all models on the airfield, the size of the airfield plane, a reference to a runway file, routes for driving vehicles etc.
- a runway file that defines it's dimensions and the take-off positions.
- an entry in both global_layer files.
- an entry in the QC file.
- an entry in the cutscenes file

Some time ago I made a flowchart (actually two - scroll down in the attached .pdf) showing the general plan of CFS3 facilities. It also applies to airfields. It serves as an overview of the programs and steps involved to produce one. Maybe it is of some help:

PS. Perhaps you already know this but might I suggest you make your amendments in a layered Photoshop .psp file and not to the .bmp directly?
Repeated opening and saving / converting the file seems to degrade it's quality. It's best not to re-open the .dds in DXTBmp and send it to your paint program for editing. So save your layered .psp as .bmp, convert to .dds and check in CFS3. If you need to change things, make these changes in the layered .psp file, save as bmp and convert to .dds and check again in CFS3. Repeat these steps until you are satisfied with what you see in CFS3 (and now you know why things may take such a long time ;-)
View attachment 32438
 
WOW..
I ran into this problem in MAW with a mission I was helping PRang with.. I added a Railroad that didn't show up and PRang/Led Zeppelin worked out the need for a Mos file so it would show up for every one..
This is too cool..
Learning as I go here..
Thanks for all of this work..
BRAVO..
:salute: :salute: :salute:
 
Skating with Photoshop !

Hi all,
It has been a while since I "skate" on Photoshop. Indeed I do not managed to find the good copy.
This : 2048 x 2048 32 bpp but 16385 ko DDS
View attachment 33884
or nothing.
The original comes of Google maps.
Please, help me !
 
How I delete the black bit ?

The easiset way is to convert it into a .dds, then simply select the black area and delete it.
Although working in a layered format should be the same. With Paint dot net the alpha is always on so I don't ever see this.
 
I converted it into .dds but I can't delete the black area. I don't see where it is.
I can delete it in Photoshop but no picture in CFS3.
 
Dewoitine,

If you save both the ground texture and the alpha as separate .bmp's, you can use DXTBmp to merge them into one .dds file. (I don't know how to do that in a paint program).

In your screenie, 'Calque 1' seems to be the groundtexture and 'Arrière Plan' seems to be an alpha. Save these separately and see if it works. In the alpha file, all black pixels are made see-through and all white pixels are fully opaque. Shades of grey will be partially see-through.
 
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