City Textures rework

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Removing the cruciform base to make the 3.7 inch mobile gun a static model won't really work as the static model is a different design. I decided that I was not going to throw away my work on the mobile version to create a static version, at least not in the near future. I have created a revetment for the AAguns . It will be a seperate building model.

bandicam-2026-01-24-19-09-02-668.jpg


bandicam-2026-01-24-19-09-15-344.jpg






I have uploaded an updated package for my Cfs1 graphic mod. I reworked the HE111 and B17 textures. The HE111 textures only feature one wing so the camouflage looks symmetrical.

COMBATFS%202026%2001%2024%2020%2003%2019%2030.jpg
 
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Very cool!

One thing you may or may not know, there is a way to make your model textures be rendered the same way terrain is - it will use the same lighting, apply a detail texture, etc. It would come in handy for cliff models, but also possibly your revetments, since they include a grassy portion.

In shaders30/TextureMagic.ini under the [Terrain] heading, you can list any textures you want to apply this effect to.
 
I must look at that again. In the past I did place some textures in the TextureMagic.ini folder. I can't recall if there was much of a difference.

I will create a mos texture for a battery with grass and cement pathways, so the revetment grass will be re-coloured to match.
 
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I don't have Eto currently installed. Can anybody tell me offhand if it has a bren carrier? I would like to have a bren carrier zooming around a future gun battery facility. I may consider constructing one considering that I already have a driver model.
 
Very cool!

One thing you may or may not know, there is a way to make your model textures be rendered the same way terrain is - it will use the same lighting, apply a detail texture, etc. It would come in handy for cliff models, but also possibly your revetments, since they include a grassy portion.

In shaders30/TextureMagic.ini under the [Terrain] heading, you can list any textures you want to apply this effect to.

I did not know that either; that's a cool feature that I need to try out!! There are some earthworks of mine in ETO (bomb shelters, revetments etc.) that might benefit from this. Can those textures be used with a +nm.dds too?

I don't have Eto currently installed. Can anybody tell me offhand if it has a bren carrier? I would like to have a bren carrier zooming around a future gun battery facility. I may consider constructing one considering that I already have a driver model.

Yes, there is a "b_bren" in ETO's vehicle folder. Judging by the texture it is a Bren carrier and not a bren gun 😉. It is not driveable but it should be possible to set it as a vehicle driving around a facility.
 
CFS3 has it stock, b_bren.
Damn! how did I miss this when I when I looked yesterday. I'm not interested in a driver less model though. If it doesn't have a driver I could use it as a guide to create a new model with a driver. Thanks Daniel and Frosty , I'll check out the stock version.
 
R,
Attached is a Bren Gun Carrier I ported in from IL-2, also found a driver (which looks very like one of your AA gunners?), and shoved him in. I put it into Gmax, so you have a Gmax, a 3ds and texture file to play with..might save you some time.

Cheers

Shessi
 

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  • Bren Gun Carrier.zip
    1.2 MB · Views: 4
Hi Shessi:D

Wow! That is mighty nice of you... and a driver as well, Ninjaripper?

The driver model is more detailed than mine with actual nose and ears, and I found the two piece helmet construction quite interesting. I like the texture which looks better than the Cfs3 version, with the driver looking suitably fierce. I'll probably clone bits of the texture into the CFS3 version.

I'll have to look at the SDK doc to see how to convert the carrier for cfs3 use.

I'll first establish a gun battery and then look at this as a side project.
Well done and thanks mate.
 
NP at all!
No not Ninjaripper, but a process of several progs, but well worth it.

You must have the GMax m3d gamepack plug-in/converter, to mess around with CFS3? AC and veh use the same m3d format. I thought the Gmax file would make it quite a simple process?

If you sort that out, I've got something else that I think you might like for sight seeing your great terraforming, but from the water side this time.....;)

Cheers

Shessi
 
I used the gamepack to help create my AA gun, along with the invaluable advice from the good folk here.

The Gmax file is a huge help, thanks. I find that creating the mesh is quite quick and easy, a bit like drawing. Applying the texture can be a bit of a chore, though I'm developing ways to make the process quicker and easier.
I've got something else that I think you might like for sight seeing your great terraforming, but from the water side this time.....;)
Sounds intriguing. :)
 
R,
Attached is a Bren Gun Carrier I ported in from IL-2, also found a driver (which looks very like one of your AA gunners?), and shoved him in. I put it into Gmax, so you have a Gmax, a 3ds and texture file to play with..might save you some time.

Cheers

Shessi
Thanks for sharing that one Mark, I'll find a use for that too! 👍
 
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I discovered some detailed info on the crew positions when elevating and rotating the 3.7inch AA gun, so I'm updating the model and adding an extra gunner, one for the rotation control and one for the elevation.

My movement gizmo was not working in Gmax today, so both movement and rotation were not working properly. I googled optimizing gmax for win10 again, and discovered that gmax must be started with the Cfs3 gamepack gmax shortcut, as a fix for win10 usage..

'Lo and behold' everything now works as it should in win10.
 
I replaced the AA guns and revetments in the 'b-military_AAA-site_concrete' facility file. I destroyed a perfectly good Spitfire taking these shots.

My next step is to create a Mos texture with pathways linking the guns and buildings so it should be more visible from the air.

Postimage is very slow today so I had to upload my images directly to the site.

cfs3 2026-02-03 17-52-38-25.jpg



cfs3 2026-02-03 17-54-38-52.jpg


bandicam 2026-02-03 18-10-10-666.jpg
 
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The guns and proper emplacements are great. The original facility I put together from stuff available in the sim a good few years ago when helping with Global Layer facility placement for BoB and ETO. The attached zip contains a Stanton ARS, a small Standby Set House, TB and Nissen Picket Posts which might help with your facility. I modified Frostys Nissen hut texture. The gmax files are included as I am sure you can improve on my efforts. Reading Colin Dobinson's AA Command it is clear that many battery emplacements started the war with sandbag protection and either billeted or tented accomodation for the very cold and wet winter 39-40. Gradually earth banked brick emplacements, command posts and wooden then Nissen huts were provided and female volounteers added to the crews. Upto 25% of male conscripts provided for AA service were rejected as unsuitable due to physical or mental issues.
 

Attachments

  • ACC_Buildings.zip
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