City Textures rework

Thanks Daniel. Now placements are easier, quicker and more accurate first time round. Two and a half years of practice makes a difference.:)
 
I decided to mix things up at bit at Deal with my new modules. I may add more modules later.


Some of the Bob missions that I'm editing take off from Hornchurch so I will add some modules to Hornchurch town and Dagenham and will do the same for Kenley and Biggin Hill.



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Very nice updates R. I much prefer the smoother/curved housing to seafront transition, looks more realistic than stepped. London detail is superb.

Cheers

Shessi
 
How hard would your houses be to convert to .sm files? I am imagining various combinations of your modules forming new city landclasses. It would take the quality of all of the cities way up in one shot.
 
Very nice updates R. I much prefer the smoother/curved housing to seafront transition, looks more realistic than stepped. London detail is superb.
Thanks Shessi. I'm going to update most of my placements. Yesterday I replaced my main Cantebury module containing the Cathedral which unrealistically featured a lot of houses, with more terraced buildings, and so it goes on.

How hard would your houses be to convert to .sm files? I am imagining various combinations of your modules forming new city landclasses.
I haven't given it much thought since I started on my current path.
There is a problem with the current Mosaic editor where you can't create RGN files, so accurate building placements on the city landclass texture is impossible, otherwise I would have gone that route at the beginning of the project.
 
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There is a problem with the current Mosaic editor where you can't create RGN files, so accurate building placements on the city landclass texture is impossible, otherwise I would have gone that route at the beginning of the project.
I have a set of working RGN tools that I used for the original BoB install. However, I think the way you've approached it is much better Glen! Keep up the great work. 👍
 
Yeah, I've invested too much time on my current path to shift now. I have more control of placements than going the landclass route anyway, plus '.sm' buildings don't have damage modeling as far as I know.
 
The advantages of landclasses are preserving topography, and probably framerates. The down side is less precision (even with a working rgn tool, due to how one landclass fades into another) and no damage. Unfortunately we can't have all of these features in a single solution.

I suppose damage may be possible with .sm files, since you can remove them with a big enough bomb blast, but I don't think anyone has explored if a damaged rubble state is possible instead of simply disappearing. And there is no known way of adding fires and smoke.

At any rate, Deal is shaping up nicely!
 
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