City Textures rework

So excited about this wonderful work ! Thank you so much ! Looks fantastic ! The Battle of Britain will never be the same with all this outstanding work. Thank you for all the time and effort you put into this ! We are so thankful for people like you that do so much for us. Regards,scott
 
I noticed that a lot of buildings were missing at RAF Eastchurch in the Bob install. On examining the airfield facility file I found 4 items missing from the building folder, "ACC_hut_Eastchurch", "ACC_Hangar_Eastchurch", "ACC_Hangar_Eastchurch_s" and "woodhause".

The first three I found in my 'ETO' install which leaves just one "woodhause" Building placement unaccounted for.
 
I noticed that a lot of buildings were missing at RAF Eastchurch in the Bob install. On examining the airfield facility file I found 4 items missing from the building folder, "ACC_hut_Eastchurch", "ACC_Hangar_Eastchurch", "ACC_Hangar_Eastchurch_s" and "woodhause".

The first three I found in my 'ETO' install which leaves just one "woodhause" Building placement unaccounted for.
I'll check my source files!
 
Thanks Clive.

Still pottering around on the Isle of Sheppey here is :

SHEERNESS

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LOOKING AT THESE PICS I REALIZED THAT I ALMOST FORGOT TO ADD THE PIER

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A suggestion regarding the artificial water. If you extend the water plain out into the real water, the portion that overlaps can have that portion of the texture faded out with the alpha channel and provide some blending.
 
Superb!!

The first three I found in my 'ETO' install which leaves just one "woodhause" Building placement unaccounted for.

Ignore that one Glen, I must have been testing something judging by the facility co-ords.
The BoB intstall is also missing "ACC_Bomb_dump_Detling".
 
A suggestion regarding the artificial water. If you extend the water plain out into the real water, the portion that overlaps can have that portion of the texture faded out with the alpha channel and provide some blending.

A good idea, but unfortunately this method causes ship model rendering issues as a side effect.


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I took some time out from Cfs3 modding to fly some vintage clod. This is the last steam patched vanilla version. I created a mod that replaced some textures a few years back. Field textures were extracted from one of the early team fusion updates and I edited tree textures to make them slightly darker.

I love the frosted glass effect while flying through clouds though I had to disable engine temperature effects in realism settings to prevent engine spluttering during cloud immersion, probably the reason why the frosted glass effect was removed in subsequent team fusion mods.

Yesterday out of curiosity I replaced the vanilla cloud textures with some of the new Cfs3 cloud textures. I like the result though it requires some further editing.

I also created templates to be used to edit pilot skill settings in notepad to disable sniper gunners in bombers and fighter bombers and reduce the ai acrobatic maneuvers. I used these to edit some of my favourite missions.

I fly Clod Blitz as well, but I do enjoy the brighter feel, in terrain and lighting of the vanilla version

ORIGINAL FIELDS AND TREES

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MODDED VERSION

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A good idea, but unfortunately this method causes ship model rendering issues as a side effect.


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Which texture format did you use for the water? I think a 32 format might avoid this. DXT3 and DXT5 sometime have interesting issues.
 
I used DXT5 and the water texture is part of the main texture. I tried just using DXT 1 as well. What 32 format do you recommend?
 
Without it in front of me, I can't recall for sure the exact name. It's uncompressed 32 bit with alpha. IIRC paint dot net had it as A8R8G8B8.
 
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