Subscriber Modifications

Battle of Britain "Wings of Victory"
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rogeroger
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Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

Thank you for the info ShadowShooter. :)

Keep well.

Boreas
Technical Sergeant
Posts: 500
Joined: 07 Jan 2007, 21:45

Re: Subscriber Modifications

Post by Boreas »

I like the road mod rogeroger. This is a lighter stock terrain colour update to work better with the autogen trees: https://www.mediafire.com/file/4r4j23h8 ... C.zip/file

It will look best with darker trees and an adapted version of my streams and blendmap mod. If used the later will overwrite any road mods unfortunately but they could be pasted into the blendmap separately.

Darker trees: https://www.mediafire.com/file/ja9c95ia ... 2.zip/file
Streams blendmap: http://www.mediafire.com/file/sdw6gnfot ... 2.zip/file

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rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

Nice river blendmap texture Boreas. I like the wider river and less foilage look. Iv'e included it with my road texture for this package.

This is a lighter green version of my stock2.13 terrain edit. I've included updated tree objects aswell as a blendmap file with my road textures and Boreas's river texture. There is now a band of trees stretching from Lympne airfield to Margate. It's a narrow band at present but I will expand it in the future. Ive included my sweetfx version and settings that I use with the terrain.
Bobsweetfx folder contains optional sweetfx and the other folders you copy to BOB main,copy and replace.
FIRST BACKUP ORIGINALS.
https://www.mediafire.com/file/g5gz2r87 ... en.7z/file


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WITH SWEETFX
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Keep well folks.

rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

This a blendmap edit. I felt that the white lines on the roads needed to be smaller and a lot more subtle.
https://www.mediafire.com/view/9ya6ejwz ... p.dds/file


Just a note about the lighter green terrain:
I'm currently using cockpit glass reflections and edited the colours taking this into consideration. Cockpit glass reflections tend to desaturate the terrain colours and this is why I never used them in the past. I oversaturated the terrain colours slightly to compensate for the cockpit reflection desaturation effect.


WHITE LINES VERY SUBTLE
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ShadowShooter
Senior Airman
Posts: 141
Joined: 10 Mar 2011, 11:50
Location: Queensland, Australia

Re: Subscriber Modifications

Post by ShadowShooter »

Yes, the lines look more realistic now. :)

rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

Thanks for the feedback Shadowshooter, I've been sitting on these for a while and its pretty quiet here so I decided to upload these default skins. They are skins I pieced together from stacks of clod screenshots. I have recoloured rlm70/71 for continuity and these colours seem to make the most sense to me for Schwarzgrün(black green) and Dunkelgrün(dark green). Ive looked at various colour guides and some would have you believe that blue gray and grey are actual shades of green. Historically correct or not, I enjoy using them personally. At the moment I use the default skins because I prefer the defaut lighting effects. The multiskin versions are almost completed except for some decal backgrounds that still need editing.

To use them you will have to remove the appropriate fx files from the cockm16 and imagemap folders to disable multiskin for the desired aircraft. You can create backup folders within the cockm16 and imagemap folders for fx files and the original textures(what I usually do).

https://www.mediafire.com/file/ne8tgsmc ... ns.7z/file


Edit: I noticed that the he111 and stuka are missing squadron badges. I'll edit some in and upload those changes when done.

multiskin aicraft texture fx files LIST
__________________________________________

cockm16:
--------------

bf110.fx
Bf110=.fx
Hurri.fx
Spit.fx
he111.fx
he11nalf.fx
ju87Tmpl.fx
ju88skin.fx

imagemap:
--------------

M109ULF.fx
D17RFLAP.fx
D17ulflp.fx


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PV
BDG
Posts: 5188
Joined: 13 Nov 2004, 08:21
Location: Lost in the tundra, Canada

Re: Subscriber Modifications

Post by PV »

Wow. Those look fantastic. Amazing what can be coaxed out of this old machine.

Boreas
Technical Sergeant
Posts: 500
Joined: 07 Jan 2007, 21:45

Re: Subscriber Modifications

Post by Boreas »

I added rogeroger's road mod to my stock terrain colour mod 2020C in this download for installation with jsgmi which also includes my streams, trees and sea/haze fresnels.
https://www.mediafire.com/file/g8t2xmk8 ... d.zip/file (corrected version)

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Last edited by Boreas on 15 May 2020, 19:21, edited 1 time in total.

rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

Whenever I spend some time with cfs3, on my return to bob2 the terrain freaks me out, it's just too busy. I created this terrain a couple of months ago and I've used edited cfs3 eto textures created originally by John Benfield. My first terrain was based on these textures, though I have learned quite a bit about texture editing since. Remove existing trees from objectadds folder, backup, copy and replace, you know the drill by now. :)

https://www.mediafire.com/file/ca6tu3zq ... in.7z/file


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rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

Aaaaand here is a slightly darker version of the eto terrain, I think it looks a bit more natural, sort of moody.

http://www.mediafire.com/file/c0omtl38y ... er.7z/file
Doesn't look like much difference in the screenshot, but you will notice it in the sim.

I'll probably scatter a few more trees about the place. This terrain seems to look better with a minimum of trees, just enough to break the landscape, great for fps.

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rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

This is a wip, a mix of 'eto' and 'martins' terrain textures. I think its a nice mixture of small fields, lots of trees and sparse fields. I'm currently re-arranging the tree objects.

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Mickvet
Senior Airman
Posts: 109
Joined: 04 Feb 2008, 17:46

Re: Subscriber Modifications

Post by Mickvet »

Looks really good. Quite realistic.

rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

It's been very quiet around here otherwise I would have uploaded this earlier. I completed this a while back but hadn't created a fartiles file. I just did that now, so here is the Martins/eto terrain.

http://www.mediafire.com/file/2amca62ij ... in.7z/file

Place the fartiles file in the LANDSCAP folder, remove old tree files from the Objectadds folder and dump the new tree files there.

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Mickvet
Senior Airman
Posts: 109
Joined: 04 Feb 2008, 17:46

Re: Subscriber Modifications

Post by Mickvet »

Thank you.

rogeroger
Staff Sergeant
Posts: 271
Joined: 13 Aug 2016, 15:04

Re: Subscriber Modifications

Post by rogeroger »

You are most welcome! :wink: :)

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