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Zeebrugge Naval Air Station Flanders 1

I'm a bit stumped here. Does anyone have a way to change the z_railroad.bmp to give a narrower gauge to the mole railway? I'm also wondering whether the mole could be "scrubbed" of the rail lines and have a section of Robert's track raised in the same way that the shed and floatplane, so that they sit on the deck. Possible?
 
Railroad bitmap narrowing

Hi Ravenna,

I´ve just opened the bitmap with Dxtbmp.exe (The first time I´m using it...)
Impossible with anything else, I suppose, duhhh.. as you already know....

I made Dxtbmp.exe send it to its editor, who is waiting for further instructions.

By how many pixels do you want the image itself narrowed, i.e. how many pixels
shall I take out from between the rails?

There are only four pixels, so probably taking out 1 is the best. 2 will probably be
too much, although it would keep the same symmetry...

Nevertheless, the left area beside the rails has one more pixel than the one on the on
the right, so taking only one pixel out will centre things.

The black parts left and right will grow, but the whole bitmap will stay the same size.

Note: I did a trial, and took out 1 pixel. But there is a saving problem.
It appears that the editor it is using is MS Paint, and it saves 24-bit images with visible
thumbnails. These can be opened with any other program.
Obviously it is not the correct format, and something is different with the Alpha Channel.

Just in case you can do something with it, here it is attached.

Cheers,
Aleatorylamp
 

Attachments

  • narrower z_railroad.bmp
    3.1 KB · Views: 1
Thanks Stephan,
I tried using DXTbmp to send it to PSP, but I resized the image to 75% width and left the length as it was. I'll have a look at your image in PSP and try saving it as a 256 image.
 
Hi All,
You can resize the texture using DTX after reload into DTX use "save" function and choose "256 extended" option.

The problem is that the texture is stretched and does not look as good.

But all is not lost. I just have to change about 175 numbers in the SCA file. it will take a few days but I plan to do it.

Here is a shot with the texture changed.

Regards,
B24Guy
 

Attachments

  • RRtex1.jpg
    RRtex1.jpg
    61.7 KB · Views: 0
Thanks Scott and Allen. I'll try the update today.

I also tried to put the wandering hangar back where it should be but MB wouldn't save the file. I'll try using the GSLedit today.
Doing some reading on the German Marine Korps yesterday I came across information on the movement of AA units from Bruges to the port at Zeebrugge and around the major battery to the north-east. The AA I have in the current layout is really only accurate up to late 1916. If I do a fresh AA layout for 1917-18 it will be a pretty hostile environment for Allied aircraft. Is it possible to make a mission which allows alternative AA layouts, or do I have to make separate missions for each AA layout?
 
Ravenna, Allen

Ravenna, you would have to make separate missions.

Allen, I don't have your z_railroad.bmp file. Is it a copy of the v_railroad.bmp?

Progress went fast on the causeway tracks it was a repeatable pattern. Now that I am dealing with diverging tracks progress has slowed.


Regards,
B24Guy
 
Z_railroad.bmp is just a edited v_railroad.bmp. It is in the new upload.
 
Allen, looking good. A lot narrower.

B24Guy, I placed your rail car. It sits well and matches the rails, but it seems to be missing some texture on the top and on one side.
I've replaced the cranes with craneb (straddles rail line) and moved the large Z_sheds which was needed due to their size increase.
KDriver has sent me an amended z_railroad.bmp which I will look at as soon as I'm allowed near the PC:playful:.
 
Ravenna,
Sorry about that. I did not check but Wolfi used a left and right textures.
Sent you new files.

Regards,
B24Guy
 
Ravenna,
Sorry about that. I did not check but Wolfi used a left and right textures.
Sent you new files.

Regards,
B24Guy

Thanks B24Guy. The train will be added to the Layout for Zeebrugge and I'll have to do some moving trains in missions.
Does anyone know of a steam train smoke fx that can be used in CFS2?
 
Hi Ravenna,

If you don't have them already DL Wolfi's Train files. The FX's are included.
They are vehicles and move, I made them static inf. and raised them to sit on the Mole.
If you want an engine on the Mole I think the FX emitter position should be moved up.
The engine uses effect=fx_engsmoke one should be able to copy, rename and change the emitter point.

Regards,
B24Guy
 
Thanks B24Guy,
I was thinking that a locomotive would be good to have on the mole. I should have looked in the loco DP before I asked for smoke FX:banghead:. The train for the mole was to be static. Any moving trains would be in missions. Thanks for pointing me in the right direction.
 
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