• Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning old domain name stealing credentials

  • IMPORTANT INFORMATION - ALL MEMBERS PLEASE READ

    Due to an increase in the number of new members who are trying to systematically download our entire Resource Library (one new member yesterday tried to download 3,000+ files AT ONCE!) we are being forced to implement some changes regarding who can download what, how many files at a time and at what speed. As the forums and Resource Library share the same bandwidth when the Library gets overloaded with demand like that the forums fall over, as we have all seen recently. It's sad that greed has forced our hand in this way but we must do something for the benefit of all our legitimate members (many of whom paid money for the upkeep of the site) and to prevent the files stored here being used for nefarious purposes. Many of our uploads have specific conditions tied to them that forbid uploading to any other site or deny uploading to any site that has a 'paywall' (i.e. a pay to download policy). Due to the number of mass download attempts recently we can only assume that somebody, somewhere, is attempting to stock up a new file library with our files and we owe it to our up-loaders to protect their files and intellectual property especially as many (like my own LDR Development projects) are made available at SOH only and are specified as such in the 'read me' files.

    The forums and Resource Library will be taken offline as of 13:00 EDT with the forums coming back online shortly after without the resources library while we work on setting up permissions on the new Library module.

    We hope our members understand why we need to do this and will bear with us while we implement the changes.

    Thanks in anticipation, SOH ADMINISTRATION

    Downloads are now active. You may proceed with downloading as desired

    The download limits are a work in progress. Some settings are likely to need tweaking in the coming days.

WW1 Western Front scenery package!

I found the cows at Halluin but where are the French troops?

I think the installation guide should have simply said download everything in the SOH/No Dice scenery sections.

Be careful with the mw_fuel. I taxied into the middle of a refuelling area on one of John Fortin's aerodromes and blew up when I hit the invisible refuelling point.
 
I found the cows at Halluin but where are the French troops?

I think the installation guide should have simply said download everything in the SOH/No Dice scenery sections.

Be careful with the mw_fuel. I taxied into the middle of a refuelling area on one of John Fortin's aerodromes and blew up when I hit the invisible refuelling point.

Make sure you put out that cigarette before refueling!
 
Troops

I had forgotten that there are WWI troops available. Some of these are standing with no gun raised. They woulld be useful along the seawall on the mole at Zeebrugge. They could be deployed as a layout to save monkeying around with the gsl.

B24Guy,
could you make a change to the height of the standing German trooper so that he stands on the seawall instead of on the ground?
 
Hi All,

Voyager, Thanks for the tip about the Tonden GSL. I had not added it.

Kdriver, I found the French troops at 3 (so far) airfields. But I don't remember witch ones.

Ravenna, most likely I could do that. What troops would you like to see? I just have the WWI personnel.

One also needs Bloodhawk's WWI weapons for the Gotha.

Regards,
B24Guy
 
Hi All,

Voyager, Thanks for the tip about the Tonden GSL. I had not added it.

Kdriver, I found the French troops at 3 (so far) airfields. But I don't remember witch ones.

Ravenna, most likely I could do that. What troops would you like to see? I just have the WWI personnel.

One also needs Bloodhawk's WWI weapons for the Gotha.

Regards,
B24Guy

Thanks B24, the trooper I had in mind was from Simonu's WW2 US and German Troops pack. The standing, not advancing figure is Ger02. The gun is not needed but doesn't look too out of place from an aerial perspective.
I'll find the WW1 weapons a bit later today.
 
Hi All,
I found that LW_wharf_section_D1 uses the stock bitmap inf_large_building_1 this stock bitmap is changed by the Europe_textures_for_CFS2_stock_buildings package. This gives the wharfs windows.

I fixed it by changing the bitmap name in the stock BGL file and renaming a texture to work with it.
This required two new files for the Rebuild_Inf_Object_CFS2 package.

Here are the files to fix this problem.

You Will also have to replace inf_large_building_1 texture with a stock one.

Regards,
B24Guy
 
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Having looked at those wharves with windows for the past 2 years I always felt there was something not quite right. Thanks B24G for fixing this! :wavey:
 
Hi B24Guy,

Thanks for this, but won't changing the texture called for in the BGL affect the PTO building? It will change from a bamboo to a white painted building.

Rather than having two BGLs with the same name calling for different textures, do you think it would be better to have a single BGL calling for the one texture which would have both a PTO and ETO version?

Cheers,

Kevin


Hi All,
I found that LW_wharf_section_D1 uses the stock bitmap inf_large_building_1 this stock bitmap is changed by the Europe_textures_for_CFS2_stock_buildings package. This gives the wharfs windows.

I fixed it by changing the bitmap name in the stock BGL file and renaming a texture to work with it.
This required two new files for the Rebuild_Inf_Object_CFS2 package.

Here are the files to fix this problem.

You Will also have to replace inf_large_building_1 texture with a stock one.

Regards,
B24Guy
 
Hi B24Guy,

Thanks for this, but won't changing the texture called for in the BGL affect the PTO building? It will change from a bamboo to a white painted building.

Rather than having two BGLs with the same name calling for different textures, do you think it would be better to have a single BGL calling for the one texture which would have both a PTO and ETO version?

Cheers,

Kevin

Hi kdriver,
One has to have different textures. One for the euro texture and the bamboo texture for the wharf.
I think both structures are used in the GSL layer.

Regards,
B24Guy
 
I made a copy of the stock bamboo inf_large_building_1.bmp and renamed it inf_large_building_1a.bmp to restore the PTO building to its original appearance.
 
Hi kdriver,

You want the inf_large_building_1a.bmp to be the PTO texture. (included in the zip file)
You want the inf_large_building_1.bmp to be the stock bamboo building texture.
The new BGL goes with the Rebuild_Inf_Objs_for_CFS2 package. Put the BGL in your inf/scenery folder and inf_large_building_1a.bmp in the inf/texture folder. Then grab a copy of the stock inf_large_building_1.bmp file and put it in the inf/texture folder.

I should have said in the previous post that both BGL's use most if not all of the texture bitmap.
To get them both to use the same texture would require remapping all the polys of the BGL.
Something beyond my meager skill.

Regards,
B24Guy
 
Hi B24Guy,

I've emailed Allen regarding making this change to his stock objects rebuild package.

Cheers,

Kevin
 
Hi kdriver,
Allen does not need to do anything, the modified BGL file is included in the zip I posted.

Hope this helps,
B24Guy

P.S. The best way would be to change LW's library file to give it a different texture name, but restrictions on the upload permissions create a problem.
 
Hi B24Guy,

Either way this change needs to go in the scenery library. There are five versions of this bitmap I know of. I've attached them with the new names.

Kevin
 

Attachments

  • inf_large_building_1a.zip
    328.8 KB · Views: 5
Hi B24,

Allen has suggested making a new BGL with a new GUID number using the ETO specific bitmap.

I can do that. Like his European versions of the stock hangars, I can name the object inf_large_buildinga_eu and keep your renaming of the texture.

The new object can go in the recently uploaded expansion pack. Allen's, Lindsay's and Pat Sullivan's scenery objects packs remain unaffected.

Kevin
 
If need be I should be able to use BGL Analyze and disassemble it and do the changes than drop it on scasm.exe.

Edit. Did the edit.
View attachment 79493
 
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