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City Textures rework

are the long beaches a facility .mos?
Yep, 108 global layer entries thus far. I'm busy with beaches from Portsmouth to Selsey Bill, and then I'll tackle the area from Margate to Whitstable. Thereafter it's back to Weymouth where I will finish the stretch of beach there. After this I don't want to see another mos beach facility file for quite a long while.

I know that it seems a bit crazy to tackle something of this scale, but it really is satisfying viewing the results when a stretch is completed, and it makes huge difference to the overall picture. Another plus is that I get to review past work done, and it has highlighted areas that can do with a few more building modules.

The area from Dungeness to beachy head will have to be done at some stage because the gap will be noticable from a distance when flying Luftwaffe or Raf cross channel missions.

THE BLACK LINE IS WHAT I HAVE COMPLETED THUS FAR
bandicam-2025-10-24-14-53-33-274.jpg
 
That's a lot of sand! I don't even want to think what a pain it must have been to place it all, but the result is very nice. Any thoughts of doing some cliffs? Beachy Head? The Needles?
 
Any thoughts of doing some cliffs? Beachy Head? The Needles?
Calais?

I did consider extending the existing Dover cliffs model towards the castle in the past, and Shessi posted earlier this week :
The cliffs do actually start just after Folkestone Harbour, if you feel like tweaking.
I will consider adjusting the Dover cliffs model towards the end of this project, and then look at creating the other cliffs mentioned here. I'll add it to the 'list'.

Maybe I should create an actual list, lest I forget.:)
 
I decided to replace some of the vivid green bits in some of the terrain textures. I haven't quite decided if it is an improvement yet. If you look at the last image in the previous post you can see the difference at Margate


cfs3-2025-11-06-16-49-46-75.jpg


cfs3-2025-11-06-16-57-09-73.jpg



cfs3-2025-11-06-16-59-49-74.jpg


cfs3-2025-11-06-16-51-55-05.jpg



cfs3-2025-11-06-16-51-00-50.jpg



cfs3-2025-11-06-16-54-37-41.jpg
 
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G,
Yes, without doubt looks more realistic. The variation in colour/texture, both between fields and within a field itself is much better. You do get large fields looking a uniform colour/tex, but usually it's in springtime, when plants are growing with vivid shade of greens, all at the same time.

What I would say is that most early sims seem to make the greens a little yellowy for the UK, whereas they should be a touch deeper green. That's just an observation, these screenies are fantastic and very realistic.

We ALL remember the garish vivid bright green grass and the luminescent blue sea of the original CFS3....argggg!! :eek: .....and this is light years away from that.

BTW very pleasing to look at these pics...Britain in Summer....''There'll be Bluebirds over the.....'' ;)

Cheers

Shessi
 
BTW very pleasing to look at these pics...Britain in Summer....''There'll be Bluebirds over the.....'' ;)
Great! They are conveying the right atmosphere then. I'll keep'em.:)

My updated beach map. Just a section from Hastings to Dungness to do for now, and then I can continue work at Weymouth.

bandicam-2025-10-24-14-53-33-274.jpg
 
Back to my flak gun model this week. I'm still using my test model to get the physics sorted out. I used the hierarchy panel and "affect pivot only", then set up the pivot xyz co-ordinates as instructed by the sdk. It works, though the barrels aren't always facing in my aircraft's direction when flak appears.
Thanks again to Frosty and Thudman for their advice.

Here you can see the guns attempting to train and the flak bursts around my aircraft.

cfs3-2025-11-16-10-43-18-02.jpg



Google ai suggests that I use dummies for the main carriage and barrel, and then link all the various parts to the dummies to avoid complications.
bandicam-2025-11-16-11-20-21-473.jpg



bandicam-2025-11-16-11-18-24-037.jpg


I set up my main model in exactly the same way but it is unresponsive in the sim.

With regards to my main flak model, I worked in an existing gmax building file to get the correct scale and then deleted the original building model, leaving just my gun at the correct scale.

This is pretty lazy modeling practice and I suspect that the file is corrupted by left over data from the old building model and my continued experimentation efforts.

My next move is to recreate my 7.51 flak gun model from scratch in a clean new gmax file, a total pain in the arse, but what can you do.


On the beach front I have completed the long stretches of beach along the South eastern coastline. Here you see two long stretches of beach meeting at DUNGENESS. I have also slighly edited the Dungeness texture. Beachy head still awaits Clive's reworking of that cliff model.

cfs3-2025-11-11-14-25-17-10.jpg
 
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G,
Nice updates. Gmax has scale function, so you don't need to start with a correct scale file, it's not lazy, just 'practical' ;) I take it they're based on the standard 3.7'' QF AA gun.

Not causing you more work/grief, but while you're in the Dungeness area...maybe the Sound Mirrors at RAF Denge??

Cheers

Shessi
 
I take it they're based on the standard 3.7'' QF AA gun.
Yeah, though the screenies depict a test model, my wip model can be found in post #474.
Not causing you more work/grief, but while you're in the Dungeness area...maybe the Sound Mirrors at RAF Denge??
Wow! that is so bizarre! They have an art deco vibe to them. I had to google these sound mirrors because I knew nothing about them, designed by William Tucker after smoking excessive amounts of weed.:)
These are seriously amazing though, a real work of functional art. They belong on a Pink Floyd album cover.

images.jpg
 
Yes agreed, they're 'old' and sci-fi-esque, maybe a bit Flash Gordon or Metroplis. Interestingly, there are a few of these around the UK.

S
p's They look complete, and don't need another brick in the wall... ;)
 
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