City Textures rework

This is something that I will definitely get around to doing, on mod release if not before....I promise.:smile:
 
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It's very hot here at the moment which causes my graphics card to overheat a bit, time to haul out my fan I think.
On looking at the Dover screenies I think that the town mos probably needs more roads and buildings for a more dense town look.

New look Chichester.

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It's very hot here at the moment which causes my graphics card to overheat a bit, time to haul out my fan I think.
On looking at the Dover screenies I think that the town mos probably needs more roads and buildings for a more dense town look.

New look Chichester.

I assume you're in the Antipodes somewhere if you're hot! I definitely agree that towns would be nice if much denser.
 
Thank you Scott, current wip, low poly building models. Photo real textures lifted from a Bob2wov city scenery sheet. I downloaded some shopfronts off Google so there will be a few more shop variations.


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New buildings in position and an editing of the Ramsgate mos texture to a add more grey industrial look near the harbour. I can now start work on the other towns and cities.


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Thank you for these, new maps and images are always welcome. I want to extend Dover further northwards though it will require another mos file to get the shape that I need. I will add roads and buildings to the existing mos/facility file to beef it up a bit. At the moment I don't want to get too caught up in accurate street maps or this project will take forever, though these maps are handy to get an idea of the shape and size of towns. I want to create generic towns and villages in France as well. I have the building textures, just have to create the models.
 
This is a continuation of the above post.

I realized a few posts back that there needs to be more terraced housing at Dover after looking at my screenshots. My original intention was to use my city model at Dover, but it was too large to fit between the two hills on either side, so I used my two village models as a compromise, but they contain more single house units than terraced. My intention now is to convert the larger village model into a town, featuring more streets and terraced style buildings which can be used at Dover.
 
The Ramsgate harbour model wasn't totally finished. Sorted out some mesh alignment issues and neatened the harbour wall mapping, added Clive's trawler models, and the Ramsgate harbour is officially open for business.




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I've been following 'City Textures' for the last while
and I just love what you've done to the place!

Very nice work, Rince :)
 
Thanks FireStorm.:smile-new:

Some work done today on my wip village to town model conversion, some roads and quite a few terraced buildings added.


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I lost a few days to real world issues, anyway this is WIP Folkestone harbour and town . Unfortunately the mos files flatten the coastal town and the water mesh will be elevated as well if I try to elevate the city mos files.

One way to elevate a portion of the city mos is to place a village mos behind the station at a higher altitude, it elevates a portion of the adjoining lower altitude city mos as well as the station.

Some buildings need to be removed close to the harbour and as well as a portion of the city mos texture that obscures the railway line. Cranes are present on the breakwater wall as well though they are flimsy models that tend to disappear at the slightest altitude.

I placed large factory models alongside the harbour to cover the movement of the coastline which shifts under the model as you fly over it, you can spot this effect in the screenshots.

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Your towns are looking really good. The only downside, as you have mentioned is that they flatten the terrain. It seems like some attention to the landclasses.xml and the landclass masks might solve some of the issues you've dealt with using the scenery approach instead of facilities. I don't think any of the existing scenery available for CFS3 is taking full advantage of the capabilities CFS3 offers, but I've not had time to look into it myself.
 
It really depends on what you want. The issue is only really a problem with this coastal city.

The landclass city masks are messy and only feature scattered single buildings that look crappy at lower altitudes where two city lanclasses meet. You have to see this for yourself to understand the issue, though they do look more natural at altitude. I am sometimes a bit torn between the two. They both have pros and cons. If you enjoy low flying in missions, the mos models are better, though generally in missions they both look better than what currently exists.

This all probably doesn't really matter when you are focused on mission way points and cockpit sights, so this project is probably one big waste of time.

I currently enjoy the work of placing these mos models which is why I go to the trouble, it is a relaxing hobby and it gives me the opportunity to listen to my favorite classical composers, keeping me out of mischief and dementia at bay.:smile-new: At the end of it I will probably go for landclass masks and harbour model mix...who knows, I will develop both options. I wont be replacing every town and city on the map anyway, just those near current mission paths.
 
WRT only doing " just those near current mission paths", I would extend that a little. There are of course many main 'target' cities which would look better with your work; and I mean daytime activities, such as BoB daytime targets. Southampton and Portsmouth were oftern attacked during the daytime. including by Stukas. Dunkirk?? Other than those, I'm sure others can think of more.

Talking of terraced houses, I note that many were red brick, but heavily coated or darkened by coal fire smoke pollution, so if you like more red, albeit darkened? I note you already have some of those...
 
Southampton and Portsmouth were oftern attacked during the daytime. including by Stukas. Dunkirk??

Strangely enough, these three towns were developed by me in another sim. I created harbour models for both Southampton and Portsmouth. I edited the coastline in that particular map and created some generic harbour modules for general placement at Dunkirk. I have not visited these areas in this sim so I don't yet know the possibilities and limitations.

Thiis is my PORTSMOUTH model which would be easy enough to import into gmax and re-texture, though the problem is the variety of raised buildings needed, all with damage modeling, and possible shading issues which occur when such large harbour models connect with the terrain in Cfs3, not to mention whether the current coastline will allow for an accurate model.

In IL21946 all existing industrial buildings could be raised externally in a static model config file. In Cfs3 there are limited raised buildings including a few which I recently created and raised to the desired altitude in gmax.







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