making airfields from scratch

mongoose

SOH-CM-2025
OK trying to bite on the bullet and make airfields using Gimp and gmax, even though it is giving me a real headache.

Looking at the ACC tutorial and other dds files, some questions

Is each of the many ACC_Kenley_40***.dds files from a separate file or are they different layers from the same file? If the latter does one have to save each layer separately (GIMP) or can one separate the layers later?

How does one measure the actual sizes of runways etc. when painting??

That is just a start and wasn't clear in the ACC tutorial.
 
Hi James,

I never got around to making a tutorial covering the texture creation aspect, that was going to be part one!

Each dds file is called up in the .mos file as a seperate layer. Frosty did Kenley and it represents the ultimate in mos file design and makes the airfield appear nice and crisp at altitude. The ground texturing is a work of art!

However if you're lazy like me you can get by with just using 2 layers, the airfield texture and another underneath to give it some texture to help blend it to cfs3. I think this is always a grass texture. If you look at the majority of ACC airfield mos files you'll see how its done.

Runways: You need to be working in a paint proggy that uses layers such as Paintdotnet. The base layer is your map/plan/GE image etc of the airfield. Then use layers on top of that for the runways, grass, hardstandings etc. Have attached an old one I did for Stapleford Tawney.

https://docs.google.com/file/d/0B9LfZ7DtMQNnSXZlRlRMenZMOHM/edit?usp=sharing

Note that this is sized at 512sq to make the upload smaller, usually thay are 2048sq to get better detail in.

Once you have the runways painted in, save a jpg/bmp version to use in gmax to create your facility. This is where you scale everyrthing and get your runways the right length - read the ACC tutorial! :)
 
Well I have been practicing with GIMP as seems to offer more than Paint.net although a steeper learning curve. I did not save layer by layer which is what I think you are suggesting.
I have been working with 1024 x 1024 but will switch to 2048 x 2048.

I note your base layer is NOT grey 127 as in ACC tutorial but what seem to be a map. I will see if I can find that with the one I am starting on; Deelen.

How necessary is it to have a square; rectangle 2048 x something OK??

RE the NJG ones you have done, I think I will add to them from your jpg file as still can't work out editing size of your gmax file.

Below is my 1st try with GIMP

View attachment 83491

For textures I used a tool to grab them from Google Earth files. Is that OK??
 
That's looking good James!!

To answer some of your questions:

- Forget about Kenley - it's not the best way to learn how to do an airfield. It's much better to study a stock airfield. I can explain in length why we choose to do Kenley as it is but it is complicated to say the least. It was also our first. The main thing is that you can use the MOS file and it's Editor to add different amounts of 'noise' to different viewing distances and different sorts of groundcover (grass, dirt, concrete). This gives more life to an otherwise solid and flat groundtexture. But if you want to do so, you need different files to mask the various areas, as you guessed correctly. That's why there are so many textures for Kenley.


- You don't measure the runway in your paintprogram but in gMax. The best way to do an airfield is by using a scale map (eg. AM maps are great for UK airfields) and the actual dimensions of the runway.
1. Using the map as a background in your paint program, create a groundtexture for your airfield. In it's most basic form, this is like doing it as a children's colouring page. Save the file as a .bmp of .jpeg, something you can use in gMax. Yes, textures in CFS3 have to be square and a power of 2. I try to use 1024x1024 for fighter airfields and 2048x2048 for large bomber bases. It's all depending on how much detail you would like to see in your groundtexture. You can also convert the paint program file to a .dds for use in CFS3.
2. Create a square plane in gMax and texture it with your .bmp of jpeg. This is your Groundplane. Create a second plane in gMax with the real-life dimensions of the runway. This is your Runway. Position the Runway over the Groundplane by moving and rotating it. Do NOT alter the Runway's scale or dimensions but rather alter those of the Groundplane (but keep it square!!). When the runway on your Groundplane matches the Runway, your entire airfield is to scale. You can now add models (or placeholders), following Mathias' tutorial for creating facilities and export your airfield accordingly.

If you do not have a map (such as with many Axis airfields) it is much more difficult. A screenie from Google Earth will do or perhaps you can find a period recce photo. But maybe you can do it the other way around: Create a plane with the runway's actual dimensions in gMax, take a screenie and use that as a map in your paint program. Then it is back to step 2.


- How you paint your groundtexture is entirely up to you. I like airfields that blend in with the CFS3 world so I use CFS3 grass screenshots. But screenies from Google Earth etc. work equally well. You can put as much effort in your groundtexture as you like, just as with aircraft textures.


Attached a .pdf with a flowchart on creating airfields, a .pdf with a stock airfield's MOS values (saves you going in and out the Editor to check) and a (partial) gMax model of ETO Leiston, with the required groundtexture and some placeholders and routes. Maybe it clarifies some things.

If you need any help, just shout.
 
Many thanks Joost,:salute: A lot to study and I am regretting in some way choosing Deelen as actually quite a lot of stuff known about it; below is an outline of what was the whole base as WWII. Only the 02/20 runway (current) dimensions seem available but it is lober than in WWII. I can see I have a lot to work on but as we have 15cm or so snow outside, I guess a good time to do it!


View attachment 83509

well this is first 3 layers, base, grass, runways. runways aren't quite right but if I understand, that can be fixed later
View attachment 83525
 
My pleasure!

That screenie seems a good starting point. If you know the dimensions of just one runway you're good. Otherwise you have to 'guestimate' a bit in gMax.

One way to create somewhat sharper defined runways, peritracks etc. is to make use of the 'path' tool (or something similar, I don't know what it is called in GIMP). In essence you trace the outlines with a pen-like tool and create your own map. You can later fill the paths with any colour you like. In my opinion this works better than trying to mouse a brush for some distance.
 
Funny you should talk of the path tool. Just investigating that! After several hours staring at a screen time for as break, but will get back to it!:wavey:
 
Sent email also but,

Hi Joost,


Can you fill in paths with colour later? i.e. initially either transparent or just a default path colour and then go back and colour? I have enlarged my Deelen map and added a transparent layer on which I am tracing the runways and taxi paths, etc. Does that seem a good way to go? I am assuming I can abstract that one layer and then add it to my grass layer?



Cheers


James
 
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