Looking for PSP

The effect of my PSP texture shows nicely in your first post

I think better than the second post (this one here)... I think the effect is good... when I first saw it without reading the text... I though.... Blimey...
this one looks good.... no need for my textures.... lol (not knowing it was my texture...lol)...
I think that if you can get the shadows to be upon it... it will fit the bill...

cfs3_psp_zps1ecb9fac.jpg
 
Okay, what is that radial engined bird in your 1st post??

It's a Blackburn Skua Pops, http://www.fleetairarmarchive.net/aircraft/skua.htm :)

I think better than the second post (this one here)... I think the effect is good... when I first saw it without reading the text... I though.... Blimey...
this one looks good.... no need for my textures.... lol (not knowing it was my texture...lol)...
I think that if you can get the shadows to be upon it... it will fit the bill...

I'm not sure that shadows will be possible, they only fall on the ground and not objects in cfs3 (so far). But your texture is great and ifok with you will continue using it.

As it stands the way forward is to model and texture the runways/taxiways in gmax and use in-game with a cut down carrier xdp file.
This also then opens possibilities of adding lighting or maybe even FIDO effects direct into the model.
 
...The runway now stays in view constantly, but a side affect is that the gear gets damaged on take off, any ideas anyone?...
Does that also happen when landing on /taking off from a carrier? If not, there should be a solution.
On the other hand, I can understand that CFS3 would see this as a collision between two models, resulting in damage. If you omitted a damage box to avoid causing damage, I think the game engine uses a 'max bounding box' to define the max dimensions of a model (not sure if I understand it myself completely). So what would happen if you did create a damage box but buried it underground - that is, sitting way under the model, below groundlevel? The textures look great, though!


On a competely different note - but a bit related to the holes in the PSP: The CFS3 SDK documentation advises against the use of an alpha file to render parts of a model transparent but going through my vanilla CFS3 install, I noticed that the harbour cranes employ exactly that for the mast and the boom! That's a little odd, isn't it?
 
Does that also happen when landing on /taking off from a carrier? If not, there should be a solution.
On the other hand, I can understand that CFS3 would see this as a collision between two models, resulting in damage. If you omitted a damage box to avoid causing damage, I think the game engine uses a 'max bounding box' to define the max dimensions of a model (not sure if I understand it myself completely). So what would happen if you did create a damage box but buried it underground - that is, sitting way under the model, below groundlevel?

Ah! good idea Joost! That's probably the reason , I'll try it later, thanks. :)


On a competely different note - but a bit related to the holes in the PSP: The CFS3 SDK documentation advises against the use of an alpha file to render parts of a model transparent but going through my vanilla CFS3 install, I noticed that the harbour cranes employ exactly that for the mast and the boom! That's a little odd, isn't it?

I read somewhere once that the use of alpha = fps so that's probably the reason for it. However there must also be a balance between the use of alpha and number of polys in a model?. I haven't noticed an fps hit with the psp texture in the screenies.

But thinking about it the ground underneath the psp is going to be darker/dirtier than the surroundings anyway, so having a fill in colour for the holes may look better.

Do you have time to explore any of this Joost?
 
AnKor's new self-shadowing dll also casts shadows on other objects (building on building, plane on building, etc.).

Screenshot19361.jpg
 
AnKor's new self-shadowing dll also casts shadows on other objects (building on building, plane on building, etc.).

Great! I was hoping that was the case. Hopefully one day this mod will be an easy install for all to use and take cfs3 up a couple of graphics notches.
 
There's also the option of doing it like a decal, the same way bomb craters are done. It may solve some of these issues, though I've ne'er tried it on something as large as a runway.
 
...Do you have time to explore any of this Joost?
Adding a damagebox and putting in the ground seems to work: I can land and take-off without any damage messages. I have used your 'carrier' .xdp, Clive and placed the runway model 10cm above ground level. I didn't explore how close to the ground I could get it before it starts merging with the airfield's groundplane. Texturing is a matter of modelling a plane with segments of the area covered by the original PSP .bmp. Texturing the individual segments should then give you the right scale. At least, that's what I think would work. With the new mod that makes shadows appear on buildings etc. this all probably gives the result we'd hoped for. (BTW, does anyone know if the carrier shows shadows or not?)

If Daniel has an idea how to make it work as a decal, it would also be an interesting option to explore...
 
The decal idea sounds good, would save on the modelling. Can they be applied in the facility file?This is a first experiment with shaped parts, the concrete apron at Detling. The textures ot great but it shows the effect.

CFS3RAFDetlingApron_zps880431cc.jpg~original
 
That seems to work alright! At what height above the groundplane did you model the apron? Maybe I 'll give one of the ALGs a makeover using this technique. BTW, what's the model's name of the brown hut under your bottom wing? Is that stock CFS3 or did you cobble that together? I may have a use for that one ;-)
 
OK, this really has got me a little exited:

I did a rough calculation of the number of gMax square plane segments that - when textured with the work of our friend Gaucho - are needed to cover a 1,000 x 150 yards runway. I found that a single strip of PSP should have 3 x 29 holes so I rounded Gaucho's texture off to 1,5 strips, giving an area of 4,57 x 4,57 m. Slightly off scale and so is the colour, I think (most contemporary piccies seem to display a very dark colour - but yes, they are mostly B&W) but the result is there! I didn't even notice a drop in FPS!

BTW, Clive; I found an easy way to texture all the 2000 polys on this in one go: With all polys selected, tick 'Face' in the UWV mapping roll-out. Texturing 2000 polys by hand wasn't something I was looking forward to...
 

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That looks really good Joost! I have seen colour photos around of new matting which looks a light grey, no idea if the steel was treated or not, I would have thought it went rusty pretty quickly.

The Detling apron is about 10-20cm, too low and it starts to disapperar when you get close to it. This only happens when there are buildings on it, not when its a runway.

The hut is ACC_hut_wooden, should be in the ETO install if not I can send it to you.

BTW, Clive; I found an easy way to texture all the 2000 polys on this in one go: With all polys selected, tick 'Face' in the UWV mapping roll-out. Texturing 2000 polys by hand wasn't something I was looking forward to...

Interesting, the original runway I did is 1 rectangle, I hasn't thought about making it multi-poly.
 
They were made from steel with a high manganese content, so the matting was highly resistant to corrosion even without being galvanized. Typically they would start off light steel gray and get a darker patina over time. Eventually they might develop red rust depending on the environmental conditions, but for most of these temporary airfields that would be a decade or more later and long after they were out of service.
 
... I have seen colour photos around of new matting which looks a light grey, no idea if the steel was treated or not, I would have thought it went rusty pretty quickly...
...Interesting, the original runway I did is 1 rectangle, I hasn't thought about making it multi-poly.

So we want a 'medium' steel grey colour? Something in between brand-new and somewhat aged?

If you didn't do it multi-poly, how did you texture it then? Your screenie shows no distortion lengthwise and the PSP.bmp is square? When I applied the .bmp to a 1,000 yrd plane, it was horribly distorted.
About the hut, do you have the length x width in meters? I can use a placeholder box in gMax if I know the hut's dimensions.
 
About the hut, do you have the length x width in meters? I can use a placeholder box in gMax if I know the hut's dimensions.

14x7m oriented with the longest dimension along the Y axis.
 
That's looking really good guys, you can't really tell it's raised off the ground. As far as decals are concerned, you can place them into a facility, and they may be useful for those odd shaped locations like individual blast pens and such, but what you've got may end up looking better for most areas. Or maybe once you're done you could make some individual planks or small sections that can be assembled in any combination for those smaller areas.
 
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