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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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