Lower end computers would probably struggle in certain areas like London of the il1946 mod. This was a sparsely populated map with few missions. I thought that I would populate areas close to mission routes with some simple objects, but it developed into a bit of a monster project with cliff and large harbour models.
I haven't flown this sim in a while because of enemy ai squadrons taking an intense dislike of me personally and ignoring my squad mates. I find Cfs3 ai to be a bit more manageable.
Yes, those roads in the last two pics, ie without the hard white borders, look so much more natural and realistic, spot on.
Would it be possible to put in more curved roads, or are they a problem to populate with buildings etc? That would add a bit more character and maybe give a sense of higher density.
I haven't really thought about curved roads, I suppose they would be tricky to populate with buildings, angled roads are difficult enough as it is.
The city and town roads are created from sections of the city landclass textures. I have added and removed parts where I saw fit to do so. I don't see myself creating any more large city sections though I may add more villages.
Ok, NP, this is so far advanced from the standard CFS3 town/city anyway. When you've finished, it might be good for a laugh, to show a before and after shot of the town/city scape....
I spent some time this morning on the landclass city version of this mod. I Trimmed down a few cities and towns to 1940 represent standards. This action should also benefit fps.
There are some techniques using mos textures that could neaten the edges of cities and remove clumps of stray buildings between texture changes.
The main issue with the town and city mos/facility placements is that they pop in and out at a distance whereas the landclass cities don't, depending on your scenery budget. My mesh, scenery and texture budgets are set high to get the most out of this mod.
The landclass cities look pretty good at altitude though villages next to airfields like Tangmere look better with mos/facility building placements.
The placement mod version for comparison.
I removed buildings to the left of the harbour on the outcrop.
The main issue with the town and city mos/facility placements is that they pop in and out at a distance whereas the landclass cities don't, depending on your scenery budget.
A correction here. The landclass cities do pop in and out, but at a further distance.
Yeah.. I've been checking various cities and the result of the landclass layout isn't always favorable. It all depends on where two textures join, it can look quite crappy in places, and it cant be individually controlled for each city, which really is a pity.
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