Subscriber Modifications

Battle of Britain "Wings of Victory"
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rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

I took screenies of the il2 clod model to use as a guide for the detail level, and decided on less detail considering the amount of buildings in london and the size of bob2 bomber formations.

There is still some work left with regards to the adjoining buildings, but I think I'll first try to get the main building into the sim (let the pulling of hair and gnashing of teeth begin).



completed main building
Image
Yes, surviving historic buildings in the city might now look too clean for the period but the effects of smog can still be seen in the blackened yellow London brick clay of many older residential buildings.
I did notice the the nice shiny and clean state of the abbey in recent images. I might work on sooting up the textures later.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

Abbey is done







Image






Image






Image




Get it here:


http://https://www.mediafire.com/file/h ... Yfinal.zip






The brightness of the model can be adjusted in the wesAbbey.fx file(float4 diffuse = { 0.55f, 0.55f, 0.55f, 1.0f});. I lowered the brightness due to glare on the model base texture when viewed from a certain angle. It was set to float4 diffuse = { 0.75f, 0.75f, 0.75f, 1.0f}, too bright.

It could probably come up a slight bit to get the ground textures to match better.

Any problems ,just scream.
Last edited by rogeroger on 08 Aug 2017, 06:25, edited 1 time in total.

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PV
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Re: Subscriber Modifications

Post by PV »

Brilliant! I'll have to wait about 10 days to load it,
as I'm on the road at the moment, but looking forward
to it.

... I guess you've discovered what a pain it is to
find and remove the extraneous previous placements
in the area you've targetted to plant your building.

What I do is figure out the magic numbers for the
location - looks like around 284xxx... ,351xxx... but
I don't have a system here to check it - obviously you
have the numbers as you've got the object placed.
Then do a search on that in the OA folder, and pull
those numbered placements from the OA files where they
reside, one file at a time, placing them in a small temp
file in an empty OA folder, and run up the sim to see
which ones are candidates to delete (this is vastly easier
than doing it with a full OA folder, or even with the full
files which contained those placements). Then use the
placement process to delete them, and look at the resulting
files to see what I've deleted, then make corresponding edits
to the OA file in question. The numbers I suggested above
are in London Buildings 1, 2, and 3 files, North of the Thames 2,
and South London.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

Howzit PV

Some of the crenalations are showing up with single sided faces(visible only on one side, not that noticeable in sim), as well as some backfacing faces on the buttresses must be deleted, so I still have some minor work to do. I'll provide an updated bin file when I'm done.

... I guess you've discovered what a pain it is to
find and remove the extraneous previous placements
in the area you've targetted to plant your building.

Finding the correct file is a pain, but It's quite easy to locate them in the file. I also use a separate objectadds work folder, dedicated to the files I would like to change or clean up.
In object placement mode in game, I place a "dummy" object close to the one I would like to delete, then delete it and use tab, or shift tab to scroll through the rest of the objects. The objects in the near vicinity are usually the first selected.

edit: does not always work though, maybe just luck on my part

The numbers I suggested above
are in London Buildings 1, 2, and 3 files, North of the Thames 2,
and South London.

I've already placed the amended text files in the zip as well as a westabbey object placement file and fx file.


I'm looking at the chichester bell tower( situated next to the cathedral) as my next project, though any suggestions would be appreciated.


keep well and drive safely.
Last edited by rogeroger on 08 Aug 2017, 01:00, edited 3 times in total.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

PV

A while back I loaded your kent 2017 file to clean up cantebury, and I see manston area is a bit of a mess. Are you still busy there, can I clean it up a bit?

Boreas
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Re: Subscriber Modifications

Post by Boreas »

Looks great rogeroger. I’m about half way through replacing the 2d trees with grass as a first step in finding out how tidily they can be removed.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

Thanks Boreas
I’m about half way through replacing the 2d trees with grass as a first step in finding out how tidily they can be removed.

I'm very keen to see the results of your work.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

I have an update for Westminster abbey that completely replaces the old files.

I have a link to it here and I have also updated the original link in the post above.

https://www.mediafire.com/file/hq4ye3h3 ... Yfinal.zip

A heartfelt thank you goes out to Vramesh, his extra info on the use of the pretty poly editor made the job of getting the model into the game possible.

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PV
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Re: Subscriber Modifications

Post by PV »

rogeroger wrote:PV

A while back I loaded your kent 2017 file to clean up cantebury, and I see manston area is a bit of a mess. Are you still busy there, can I clean it up a bit?
Very shortly before you appeared, a matter of a couple of days,
I presented the first draft of the Thanet (Manston, Canterbury,
Margate, Ramsgate, Sandwich, Deal) terrain, and as often the case,
Stickman indicated he would tidy up the object placements which
had been corrupted by my rearrangements. I expect there are still
many things which could be done, as mostly the work, if it is not to
be overwhelming, is the removal of placements, rather than adding
new ones, but you must check with him how far he has gotten with
it, and start from his edited OA files.

Manston field itself is all bfield placements, which are definitely Stickman's
area, but I think that part should be OK, as I didn't alter it, and he had
done a pretty thorough job of it already.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

There are a lot of misplaced civilian buildings in that area, but I don't want to step on Stickmans toes if he is busy there. If he needs some help he must just holler.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

A new building :

Image



Image


Chichester bell tower

For those that don't know, you will find it just west of Tangmere air base.

get it here:

http://www.mediafire.com/file/476acxoxa ... _tower.zip

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stickman
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Re: Subscriber Modifications

Post by stickman »

rogerroger,
There are a lot of misplaced civilian buildings in that area, but I don't want to step on Stickmans toes if he is busy there. If he needs some help he must just holler.
I have not cleaned up anything around Manston yet, so feel free to do so.

Great modeling work you've done. :D

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

Aloha Stickman, and thank you. :)

Shpbin 5 crashed on me, seems to have maxed out after just eight bin files, so I used shpbin four for the bell tower bin.

Tangmere sees a lot of action in phase one(as far as I've got with the campaign), so I'm thinking that Bognor pier might be a a good addition to the area. Ive browsed the net for photographs, lots of external shots but not many close-ups taken on the pier itself though.

Any German airfield buildings needed?
I have not cleaned up anything around Manston yet, so feel free to do so.
YAAAY! off I go then. :D

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

Howzit PV

I've noticed when flying over my wesabbey model at dawn, that sunlight reflects off the base of the model, causing a terrain mismatch.

As a possible solution to this problem, I've provided a non-base model, and I'd be much obliged if you could perform your terraforming magic on the abbey site.

https://www.mediafire.com/file/v31csvvp ... 20plus.zip

I've included a texture and texture mapping update for the base and non-base versions of the abbey model.

The mapping of the rounded section of the roof, upper and lower has been fixed, as well as some minor texture and texture mapping alterations have been made to the cloister buildings.

rogeroger
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Re: Subscriber Modifications

Post by rogeroger »

Hi fellow bobbers,

Here is an update of my RR OBJECTS FOR BOB2 file. Includes objects from old file as well as new updates.
This is a work in progress, currently working on croydon area.


https://www.mediafire.com/file/z1n0yqmd ... ON%202.zip

You will need PV's "2017_June_Kent.rar" files installed, otherwise the manston area objects wont be placed correctly. File to be found on page 58 of this thread.

edit : IF YOU HAVE THE ORIGINAL RR OBJECTS FOR BOB2 AND ARE UPDATING, YOU MUST DELETE THE "glen trees.txt " FILE IN OBJECTADDS, OR YOU WILL HAVE DOUBLE TREE OBJECTS, RESULTING IN A POSSIBLE FPS DROP IN CERTAIN AREAS.

LONDON CENTRAL, holes filled in around the Thames, from docks to just after parliament buildings.

Image

MANSTON AREA,some trees still need to be relocated.
Image
Last edited by rogeroger on 09 Sep 2017, 00:48, edited 3 times in total.

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