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New Runway Textures Pack

shphawk

Members +
PSP runway textures

Hi everyone. I was hoping to get a little more constructive criticism. I know the rust and worn green paint aren't right, and they are being worked on. What else do you think? Did the planks extend out the sides like saw teeth? I still plan to make more than a couple variants. Thanks.

ShpHawK
Chuck
 

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shphawk, they look just fine as they are. I like the shading & colouring as you have it. Well done!:applause:

Marston Mat PSP


http://pacificwrecks.com/airfields/landing_matt/index.html

An interesting reference, that shows the Japs at least tried it out at Rabaul. I guess the material & shipping space requirements quickly put paid to any further advances.

PS. I'm not entirely sure we could model the Jap version at Lakunai without making all the Sims PSP runway surfaces look like that, so I'm not advocating you spend time on a Jap version - I just wanted to share:mixed-smiley-010:
 
Hi everyone. I was hoping to get a little more constructive criticism. I know the rust and worn green paint aren't right, and they are being worked on. What else do you think? Did the planks extend out the sides like saw teeth? I still plan to make more than a couple variants. Thanks.

ShpHawK
Chuck

I'll second UncleTgt's post. Really do not see any problems.

On the topic of color...steel manganese alloy is blue gray fresh out of the mill. Manganese inhibits rust but in time it will oxidize. No flaking, but more of a brown patina in the surface. (combined in blue gray)
Couldn't help the pickiness, been in the metal working trade me whole life.

Nice work shphawk. :encouragement:
 
Amen!

I am sorry I wasn't around much this week... had some problems to solve in real life...
I think great progress you have made... perhaps, manipulating a bit those dark demarcating lines could really
do it some good... if you send me your final (up to now) tile, I'll work on creating an illusion of a thinner line by
manipulating vector lines... they can be made so tenuous the seem thinner... AT ANY RATE, YOUR STUFF IS
FAR MORE CREDIBLE THAN THE STOCK STUFF!!!!

Congrats,
G.
 
I agree as well.

PSP matts were painted an olive drab with a zinc chromate primer undercoat. I've seen a picture somewhere but I can't find it again.

Never mind - found it.

attachment.php
 
shphawk, they look just fine as they are. I like the shading & colouring as you have it. Well done!:applause:

Marston Mat PSP


http://pacificwrecks.com/airfields/landing_matt/index.html

An interesting reference, that shows the Japs at least tried it out at Rabaul. I guess the material & shipping space requirements quickly put paid to any further advances.

PS. I'm not entirely sure we could model the Jap version at Lakunai without making all the Sims PSP runway surfaces look like that, so I'm not advocating you spend time on a Jap version - I just wanted to share:mixed-smiley-010:

Thanks UncleTgt. I appreciate the kind words. After all is said and done, I may give the Japanese matting a try. I would love it if one of the folks adept with scasm could extract the basic runways from the bgl's so that we could apply more variations of the texture if that is indeed possible. It would be nice to have a damageable runway too if that is also possible.

ShpHawK
Chuck
 
I'll second UncleTgt's post. Really do not see any problems.

On the topic of color...steel manganese alloy is blue gray fresh out of the mill. Manganese inhibits rust but in time it will oxidize. No flaking, but more of a brown patina in the surface. (combined in blue gray)
Couldn't help the pickiness, been in the metal working trade me whole life.

Nice work shphawk. :encouragement:

Thanks Dvslats. I tried to google "steel manganese alloy" but I didn't find an image that showed the color accurately enough. Any help would be appreciated.


ShpHawK
Chuck
 
I am sorry I wasn't around much this week... had some problems to solve in real life...
I think great progress you have made... perhaps, manipulating a bit those dark demarcating lines could really
do it some good... if you send me your final (up to now) tile, I'll work on creating an illusion of a thinner line by
manipulating vector lines... they can be made so tenuous the seem thinner... AT ANY RATE, YOUR STUFF IS
FAR MORE CREDIBLE THAN THE STOCK STUFF!!!!

Congrats,
G.

Thanks buddy. I could not have gotten this far without your help. I use Paint.Net for a lot of the editing, and I have the file saved in layers. If need be I can save each layer as a bmp or jpg. What will work best for you? Thanks for the kudos, you know far more than I do, I just got lucky this time.

ShpHawK
 
I agree as well.

PSP matts were painted an olive drab with a zinc chromate primer undercoat. I've seen a picture somewhere but I can't find it again.

Never mind - found it.

attachment.php

Thanks Captain Kurt. I've seen that photo, and another similar one that may have been taken by the same person. Unfortunately, because it was cloudy, the colors are too dark. I have OD green in my palette, but the color of the primer is a bit of a mystery. Is it that brighter green aircraft primer that has a slight yellow tint? Thanks Capt.


ShpHawK
Chuck
 
Hi Shphawk

Zinc chromate varies in color depending on the paint manufacturer. It's still produced today. It can be anywhere from a pale mustard yellow to a bright green with a yellow tint. The olive drab is an army truck / armor color, not the same color as army aircraft olive drab. More green to it than the aircraft version.

Hope that helps
 
Shphawk

The stock runways are something that I have vary little understand of and have been unable to duplicate. I have used BGL Analyze to disassemble the allrunways.bgl but it fails to re-assemble right. A converet to .sca and back to bgl with NO editing and CFS2 shows no runways at all stock airbases.

Also from the looks from the SCASM code the stock runways are not "editable" objects in the since that we can rebuild them in gmax or some other program. Below is the runway for the stock Espiritu Santo. Espiritu Santo is PSP.

; LatRange( S15:31:01.30 S15:30:44.72 )
; ----------------------------------------
; ----------------------------------------
; Object # 1, offset: 0x01C3 size: 45 bytes (0x002D)
;; Lat: 0FFE5AFE1h Lon: 076EA3F8Ch
; ----------------------------------------
Area( A S15:31:02.31 E167:13:27.35 100 )
Runway( S15:31:02.28 E167:13:27.35
Alt 21.0
Heading 0.0
Length 4248 ; in feet
Width 492 ; in feet
Markers 00
Id 0
Lights 0
Surface 42
Threshold 0
)
EndA


My guess is that the CFS2 runways are much like the FS98 style in that the center is stretched out and the ends caps are square. You can see this at the stock Midway where to keep the PSP runway center looking square MS had to lay many runways over each others.

View attachment 35868
 
I am sorry I wasn't around much this week... had some problems to solve in real life...
I think great progress you have made... perhaps, manipulating a bit those dark demarcating lines could really
do it some good... if you send me your final (up to now) tile, I'll work on creating an illusion of a thinner line by
manipulating vector lines... they can be made so tenuous the seem thinner... AT ANY RATE, YOUR STUFF IS
FAR MORE CREDIBLE THAN THE STOCK STUFF!!!!

Congrats,
G.

Gaucho_59

I separated the layers into jpgs. You'll have to remove the white from each one in order to use them. I included the pdn file in case it's easier for you.

Thanks again.

Chuck
 

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Shphawk

The stock runways are something that I have vary little understand of and have been unable to duplicate. I have used BGL Analyze to disassemble the allrunways.bgl but it fails to re-assemble right. A converet to .sca and back to bgl with NO editing and CFS2 shows no runways at all stock airbases.

Also from the looks from the SCASM code the stock runways are not "editable" objects in the since that we can rebuild them in gmax or some other program. Below is the runway for the stock Espiritu Santo. Espiritu Santo is PSP.

; LatRange( S15:31:01.30 S15:30:44.72 )
; ----------------------------------------
; ----------------------------------------
; Object # 1, offset: 0x01C3 size: 45 bytes (0x002D)
;; Lat: 0FFE5AFE1h Lon: 076EA3F8Ch
; ----------------------------------------
Area( A S15:31:02.31 E167:13:27.35 100 )
Runway( S15:31:02.28 E167:13:27.35
Alt 21.0
Heading 0.0
Length 4248 ; in feet
Width 492 ; in feet
Markers 00
Id 0
Lights 0
Surface 42
Threshold 0
 )
EndA


My guess is that the CFS2 runways are much like the FS98 style in that the center is stretched out and the ends caps are square. You can see this at the stock Midway where to keep the PSP runway center looking square MS had to lay many runways over each others.

attachment.php

Thanks Allen. That is a bummer. I was hoping we could get at least three more runway textures working with the other 5 to give us a little more variety. Now I think I'm going to need a little program that can swap textures so that we can have some variety in a limited capacity. One thing I've realized during this little project is that we all like things a little different and I want to give a little something to everyone.


Chuck
 
Thanks Dvslats. I tried to google "steel manganese alloy" but I didn't find an image that showed the color accurately enough. Any help would be appreciated.


ShpHawK
Chuck

Think this is a good representation. It has different variations of lighting.
Steel magnesium alloy, raw of the rollers.
 
shphawk
It may be possible to build new runways in gmax. We have the length and width of the stock runways but doing so for all stock runways would be a pain in the rear.
 
shphawk
It may be possible to build new runways in gmax. We have the length and width of the stock runways but doing so for all stock runways would be a pain in the rear.

Indeed, it would be a long tedious pain.

I like the quality of the runway you show in the screenshots above.
 
Bmp...

Thanks buddy. I could not have gotten this far without your help. I use Paint.Net for a lot of the editing, and I have the file saved in layers. If need be I can save each layer as a bmp or jpg. What will work best for you? Thanks for the kudos, you know far more than I do, I just got lucky this time.

ShpHawK

Best to work with is extended bmp because you can work on a high def paint and then convert it to extended bmp without loss of detail...
and probably best of all... an extended bmp for each layer...

Ciao for now,
G.
 
Hi Shphawk

Zinc chromate varies in color depending on the paint manufacturer. It's still produced today. It can be anywhere from a pale mustard yellow to a bright green with a yellow tint. The olive drab is an army truck / armor color, not the same color as army aircraft olive drab. More green to it than the aircraft version.

Hope that helps

Thanks Capt Kurt, that does help. These pics are for you. You had suggested that I make the tracks on the dirt runway wider. I'm not completely satisfied, but I think it's an improvement.

ShpHawK
Chuck
 

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