• Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning old domain name stealing credentials

  • IMPORTANT INFORMATION - ALL MEMBERS PLEASE READ

    Due to an increase in the number of new members who are trying to systematically download our entire Resource Library (one new member yesterday tried to download 3,000+ files AT ONCE!) we are being forced to implement some changes regarding who can download what, how many files at a time and at what speed. As the forums and Resource Library share the same bandwidth when the Library gets overloaded with demand like that the forums fall over, as we have all seen recently. It's sad that greed has forced our hand in this way but we must do something for the benefit of all our legitimate members (many of whom paid money for the upkeep of the site) and to prevent the files stored here being used for nefarious purposes. Many of our uploads have specific conditions tied to them that forbid uploading to any other site or deny uploading to any site that has a 'paywall' (i.e. a pay to download policy). Due to the number of mass download attempts recently we can only assume that somebody, somewhere, is attempting to stock up a new file library with our files and we owe it to our up-loaders to protect their files and intellectual property especially as many (like my own LDR Development projects) are made available at SOH only and are specified as such in the 'read me' files.

    The forums and Resource Library will be taken offline as of 13:00 EDT with the forums coming back online shortly after without the resources library while we work on setting up permissions on the new Library module.

    We hope our members understand why we need to do this and will bear with us while we implement the changes.

    Thanks in anticipation, SOH ADMINISTRATION

    Downloads are now active. You may proceed with downloading as desired

    The download limits are a work in progress. Some settings are likely to need tweaking in the coming days.

City Textures rework

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.


The wip thread and mod release is here:

thread start:
https://www.sas1946.com/main/index.php/topic,66206.0.html


mod release:
:https://www.sas1946.com/main/index.php/topic,66206.0.ht


There were updates as the thread continues.

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.
 
I'm changing my roads to the right version which I think looks more natural, less stylised.


cfs3-2024-02-18-13-53-01.jpg


Made some textural changes to Hawkinge and Tangmere airfield which is featured here.

cfs3-2024-02-18-13-57-01.jpg
 
This mod literally forces you to think out of the box.

The problem: How to increase the Dover town density without using another mos file and flattening the castle mount.


cfs3-2024-02-07-20-29-36.jpg





The solution:

bandicam-2024-03-03-15-22-15-720.jpg





cfs3-2024-03-03-15-10-01.jpg




cfs3-2024-03-03-15-11-16.jpg


i still need to tweak this, maybe remove some buildings.
 
Looking very nice there R,

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.

Cheers

Shessi
 
Thanks Shessi.

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....

S
 
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.


cfs3-2024-03-04-10-36-34.jpg



cfs3-2024-03-04-11-11-58.jpg

The placement mod version for comparison.

cfs3-2024-02-16-13-29-57.jpg




I removed buildings to the left of the harbour on the outcrop.


cfs3-2024-03-04-11-10-32.jpg


cfs3-2024-03-04-11-09-16.jpg
 
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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