City textures - are there any better ones?

Pat Pattle

SOH-CM-2024
There's a couple of things in CFS3/ETO that still bother me, one is the city ground textures. :(

Looking at the screenie below they need to be higher res and not so 'white' looking. Does anyone know which textures these are? I can only find alpha-masks so far. Or are there any alternatives available?

Also in this shot (for my own install) shows my modded Sceneryobjects.xml file from the assets folder to replace those awful blocky stock apartment models with Johhnos houses - looks a bit more like Britain now :)

citytexture.jpg


If anyone wants to try this, back up your existing Sceneryobjects.xml file then replace all of the text entries with these lines....

<SceneryObjects>
<SceneryObject ID="0" Name="TreeDeciduous02" SummerModel="d_tree02" WinterModel="d_tree02_win" IsMajor="true" Solid="false" />
<SceneryObject ID="1" Name="TreeDeciduous03" SummerModel="d_tree03" WinterModel="d_tree03_win" IsMajor="true" Solid="false" />
<SceneryObject ID="3" Name="TreeDeciduous01" SummerModel="d_tree01" WinterModel="d_tree01_win" IsMajor="true" Solid="false" />
<SceneryObject ID="4" Name="TreeDeciduous04" SummerModel="d_tree04" WinterModel="d_tree04_win" IsMajor="true" Solid="false" />
<SceneryObject ID="5" Name="TreeDeciduous01" SummerModel="d_tree01" WinterModel="d_tree01_win" IsMajor="true" Solid="false" />
<SceneryObject ID="6" Name="TreeDeciduous02" SummerModel="d_tree02" WinterModel="d_tree02_win" IsMajor="true" Solid="false" />
<SceneryObject ID="7" Name="TreeDeciduous03" SummerModel="d_tree03" WinterModel="d_tree03_win" IsMajor="true" Solid="false" />
<SceneryObject ID="8" Name="TreeDeciduous04" SummerModel="d_tree04" WinterModel="d_tree04_win" IsMajor="true" Solid="false" />
<SceneryObject ID="9" Name="Grass01" SummerModel="grass01" WinterModel="grass01" Solid="false" />
<SceneryObject ID="10" Name="HouseM" SummerModel="HouseM" WinterModel="HouseM" IsMajor="true" Solid="true" />
<SceneryObject ID="11" Name="HouseM" SummerModel="HouseM" WinterModel="HouseM" IsMajor="true" Solid="true" />
<SceneryObject ID="12" Name="House_small" SummerModel="House_small" WinterModel="House_small" IsMajor="true" Solid="true" />
<SceneryObject ID="13" Name="House_small" SummerModel="House_small" WinterModel="House_small" IsMajor="true" Solid="true" />
<SceneryObject ID="14" Name="Rubble_factory1" SummerModel="Rubble_factory1" WinterModel="Rubble_factory1" IsMajor="true" Solid="true" />
<SceneryObject ID="15" Name="Rubble_house6" SummerModel="Rubble_house6" WinterModel="Rubble_house6" IsMajor="true" Solid="true" />
<SceneryObject ID="16" Name="Snag01" SummerModel="snag01" WinterModel="snag01" IsMajor="true" Solid="false" />
<SceneryObject ID="17" Name="Snag02" SummerModel="snag02" WinterModel="snag02" IsMajor="true" Solid="false" />
<SceneryObject ID="18" Name="G_Factory2" SummerModel="G_Factory2" WinterModel="G_Factory2" IsMajor="true" Solid="true" />
<SceneryObject ID="19" Name="House_small" SummerModel="House_small" WinterModel="House_small" IsMajor="true" Solid="true" />
<SceneryObject ID="20" Name="HouseM" SummerModel="HouseM" WinterModel="HouseM" IsMajor="true" Solid="true" />
<SceneryObject ID="21" Name="House_small" SummerModel="House_small" WinterModel="House_small" IsMajor="true" Solid="true" />
<SceneryObject ID="22" Name="HouseM" SummerModel="HouseM" WinterModel="HouseM" IsMajor="true" Solid="true" />
<SceneryObject ID="23" Name="FarmBarn" SummerModel="FarmBarn" WinterModel="FarmBarn" IsMajor="true" Solid="true" />
<SceneryObject ID="24" Name="Warehouse" SummerModel="Warehouse" WinterModel="Warehouse" IsMajor="true" Solid="true" />
<SceneryObject ID="25" Name="PenS" SummerModel="PenS" WinterModel="PenS" IsMajor="true" Solid="true" />
<SceneryObject ID="32" Name="StoneFence01" SummerModel="fence_stone" WinterModel="fence_stone" IsMajor="true" Solid="true" />
<SceneryObject ID="33" Name="TelegraphPole01" SummerModel="t_pole" WinterModel="t_pole" IsMajor="true" Solid="true" />
<SceneryObject ID="34" Name="TelegraphWire01" SummerModel="t_wire" WinterModel="t_wire" Solid="false" />
<SceneryObject ID="35" Name="PortLarge" SummerModel="Port_buildL2" WinterModel="Port_buildL2" IsMajor="true" Solid="true" />
<SceneryObject ID="36" Name="TreeDeciduous05" SummerModel="d_tree05" WinterModel="d_tree05_win" IsMajor="true" Solid="false" />
<SceneryObject ID="37" Name="RuralChurch" SummerModel="Church01" WinterModel="Church01" IsMajor="true" Solid="true" />
<SceneryObject ID="38" Name="UrbanChurch" SummerModel="Church02" WinterModel="Church02" IsMajor="true" Solid="true" />
<SceneryObject ID="39" Name="TreeDeciduous06" SummerModel="d_tree06" WinterModel="d_tree06_win" IsMajor="true" Solid="false" />
<SceneryObject ID="40" Name="TreeDeciduous07" SummerModel="d_tree07" WinterModel="d_tree07_win" IsMajor="true" Solid="false" />
<SceneryObject ID="41" Name="TreeDeciduous08" SummerModel="d_tree08" WinterModel="d_tree08_win" IsMajor="true" Solid="false" />
<SceneryObject ID="42" Name="TreeDeciduous09" SummerModel="d_tree09" WinterModel="d_tree09_win" IsMajor="true" Solid="false" />
<SceneryObject ID="43" Name="TreeDeciduous10" SummerModel="e_tree01" WinterModel="e_tree01_win" IsMajor="true" Solid="false" />
<SceneryObject ID="44" Name="TreeDeciduous11" SummerModel="e_tree02" WinterModel="e_tree02_win" IsMajor="true" Solid="false" />
<SceneryObject ID="45" Name="TreeDeciduous12" SummerModel="e_tree03" WinterModel="e_tree03_win" IsMajor="true" Solid="false" />
<SceneryObject ID="46" Name="TreeDeciduous13" SummerModel="e_tree04" WinterModel="e_tree04_win" IsMajor="true" Solid="false" />
<SceneryObject ID="47" Name="TreeDeciduous14" SummerModel="e_tree05" WinterModel="e_tree05_win" IsMajor="true" Solid="false" />
<SceneryObject ID="48" Name="TreeDeciduous15" SummerModel="e_tree06" WinterModel="e_tree06_win" IsMajor="true" Solid="false" />
<SceneryObject ID="49" Name="TreeDeciduous16" SummerModel="e_tree07" WinterModel="e_tree07_win" IsMajor="true" Solid="false" />
<SceneryObject ID="50" Name="TreeDeciduous16" SummerModel="e_tree08" WinterModel="e_tree08_win" IsMajor="true" Solid="false" />
<SceneryObject ID="51" Name="TreeDeciduous17" SummerModel="e_tree09" WinterModel="e_tree09_win" IsMajor="true" Solid="false" />
<SceneryObject ID="53" Name="TreeDeciduous19" SummerModel="f_tree01" WinterModel="f_tree01_win" IsMajor="true" Solid="false" />
<SceneryObject ID="54" Name="TreeDeciduous20" SummerModel="f_tree01b" WinterModel="f_tree01b_win" IsMajor="true" Solid="false" />
<SceneryObject ID="55" Name="TreeDeciduous21" SummerModel="f_tree02" WinterModel="f_tree02_win" IsMajor="true" Solid="false" />
<SceneryObject ID="56" Name="TreeDeciduous22" SummerModel="f_tree02b" WinterModel="f_tree02b_win" IsMajor="true" Solid="false" />
<SceneryObject ID="57" Name="TreeDeciduous23" SummerModel="f_tree03" WinterModel="f_tree03_win" IsMajor="true" Solid="false" />
<SceneryObject ID="58" Name="TreeDeciduous24" SummerModel="f_tree04" WinterModel="f_tree04_win" IsMajor="true" Solid="false" />
<SceneryObject ID="59" Name="TreeDeciduous25" SummerModel="f_tree05" WinterModel="f_tree05_win" IsMajor="true" Solid="false" />
<SceneryObject ID="60" Name="TreeDeciduous26" SummerModel="f_tree04b" WinterModel="f_tree04b_win" IsMajor="true" Solid="false" />
<SceneryObject ID="61" Name="TreeDeciduous27" SummerModel="f_tree06" WinterModel="f_tree06_win" IsMajor="true" Solid="false" />
</SceneryObjects>


Pat :)
 
That does look more like it... Unfortunately, MS didn't reckon on European housing not being the same from one end of the continent to the other, and what looks great for London suburbs - this - won't do for Paris or Berlin. Another thing that maybe needs poking at, except I really haven't a clue...
 
Pat,

I've given your modified scenery sheet a try and it does look better... However, what I'd like is to be able to use Winder's Scenery Manager with the ETO. I've still got it in an install that I use specifically for BoB missions.

I'm at a complete loss as to how to go about doing that though, I've tried to combine the asset folders from my ETO install and WM's Scenery and all I get is a CTD.

I'm sure it can be done, but I'm not the person that can figure it out....


pied
 
sliders all at 5 - ahve al;so installed and config- high performance visuals tweak , from ..rp, and now added your tweak ,,,,,,appears clean ,,, grass ... nice building , id say doesnt hurt and looks good ....
 
I've given your modified scenery sheet a try and it does look better... However, what I'd like is to be able to use Winder's Scenery Manager with the ETO. I've still got it in an install that I use specifically for BoB missions.

If you want to combine WM's scenery and the ETO I think you'd need to add WM's scenery to a stock cfs3 patched install then manually drag over all the files from an ETO install except the assets folder. If you don't want all the eras then only use the BoB global layer, qclocations and missions files (make sure you'e in era 2 when you move them) and run it from the original .exe.

what looks great for London suburbs - this - won't do for Paris or Berlin.

That is very true, but I very rarley fly over any of these anywhere but GB, it's good for BoB but nothing else unfortunately. I don't know if this xml file could be added to the era swapper somehow so that it's only used in 2?
 
Agreed, Clive, which is why I've put your version in anyway - but good thinking there! About the era swopper.
 
I've been messing around with putting FSX ground textures into CFS3. Not perfectly european-looking, but an improvement in resolution.
After months of banging my head on the keyboard I finally found out how to make the .sm objects used for autogen scenery. Now trying to come up with a set that looks reasonably ok considering they have to be pretty generic.
Its a long, slow job though especially as most of the SDK tools only half work.:blind:
 
hey Klass!
how do you make .sm objects?
I'm back in Gmax messing around bored so wouldn't mind play'n with some new ideas.

Jon
 
I've been messing around with putting FSX ground textures into CFS3. Not perfectly european-looking, but an improvement in resolution.
After months of banging my head on the keyboard I finally found out how to make the .sm objects used for autogen scenery. Now trying to come up with a set that looks reasonably ok considering they have to be pretty generic.
Its a long, slow job though especially as most of the SDK tools only half work

Wow!!! now that's the sort of cfs3 development that gets my interest! :medals: :medals: A major step forward IMO.

The SDK tools are a pain, I have a sort of working LSO tool so that sm objects can be added onto the mos tiles..I just need to more time to experiment with it! What you've managed to do is great. :)
 
That looks VERY interesting... VERY!




Welcome back, Jon! Glad to see you're still with us!
 
hey Klass!
how do you make .sm objects?
I'm back in Gmax messing around bored so wouldn't mind play'n with some new ideas.

Jon

Wow, that was quick:icon_lol:

You use the SDK tools according to the instructions to convert .M3D models to .sm format. You don't need a damage or rubble tree because the autogen doesn't use it. It's a good idea to stick to the polygon counts mentioned in the SDK because dozens or hundreds of these objects might appear in the scene. Some stuff to watch out for:
-The model has to be completely textured or it won't export.
-Each model can only reference one texture tile.
-The LOD names seem to get shifted up to the next one up, so start with LOD10 and call the second-to-top one LOD100 and the top one LOD200.
-The SDK says to reference the texture sheet by TextureSheetName.XML, but it'll only work if you use TextureSheetName.DDS

That part's pretty straightforward, placing them using the region editing tools is a bit of a pain.
 
That part's pretty straightforward, placing them using the region editing tools is a bit of a pain

Have you got the supplied LSO tool working then Klass? I have yet to produce an rgn that is not multiplied.... ie it assumes that terrain texture is tiled 4 times.

I'll try the sm tool again, thanks for the pointers. :)
 
Have you got the supplied LSO tool working then Klass? I have yet to produce an rgn that is not multiplied.... ie it assumes that terrain texture is tiled 4 times.
Yep thats how it works. The RGN editor is ok for distributing trees, but I've decided the only really reliable way to place the buildings is to use a spreadsheet.
 
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