City Textures rework

Thanks Daniel. Now placements are easier, quicker and more accurate first time round. Two and a half years of practice makes a difference.:)
 
I decided to mix things up at bit at Deal with my new modules. I may add more modules later.


Some of the Bob missions that I'm editing take off from Hornchurch so I will add some modules to Hornchurch town and Dagenham and will do the same for Kenley and Biggin Hill.



cfs3-2025-10-15-21-44-00-36.jpg


cfs3-2026-09-03-12-29-31.jpg


cfs3-2026-09-03-12-28-19.jpg
 
Very nice updates R. I much prefer the smoother/curved housing to seafront transition, looks more realistic than stepped. London detail is superb.

Cheers

Shessi
 
How hard would your houses be to convert to .sm files? I am imagining various combinations of your modules forming new city landclasses. It would take the quality of all of the cities way up in one shot.
 
Very nice updates R. I much prefer the smoother/curved housing to seafront transition, looks more realistic than stepped. London detail is superb.
Thanks Shessi. I'm going to update most of my placements. Yesterday I replaced my main Cantebury module containing the Cathedral which unrealistically featured a lot of houses, with more terraced buildings, and so it goes on.

How hard would your houses be to convert to .sm files? I am imagining various combinations of your modules forming new city landclasses.
I haven't given it much thought since I started on my current path.
There is a problem with the current Mosaic editor where you can't create RGN files, so accurate building placements on the city landclass texture is impossible, otherwise I would have gone that route at the beginning of the project.
 
Last edited:
There is a problem with the current Mosaic editor where you can't create RGN files, so accurate building placements on the city landclass texture is impossible, otherwise I would have gone that route at the beginning of the project.
I have a set of working RGN tools that I used for the original BoB install. However, I think the way you've approached it is much better Glen! Keep up the great work. 👍
 
Yeah, I've invested too much time on my current path to shift now. I have more control of placements than going the landclass route anyway, plus '.sm' buildings don't have damage modeling as far as I know.
 
The advantages of landclasses are preserving topography, and probably framerates. The down side is less precision (even with a working rgn tool, due to how one landclass fades into another) and no damage. Unfortunately we can't have all of these features in a single solution.

I suppose damage may be possible with .sm files, since you can remove them with a big enough bomb blast, but I don't think anyone has explored if a damaged rubble state is possible instead of simply disappearing. And there is no known way of adding fires and smoke.

At any rate, Deal is shaping up nicely!
 
Yesterday I created some simple farm buildings using edited Bob2wov photo-real textures. Currently these have damage boxes but no damage modeling.

The next task will be to create some mos farm texture layouts, populate them with these models, and then sprinkle them about the map.

cfs3-2026-09-19-21-37-36-87.jpg
 
Last edited:
Back
Top