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Author Topic: Texture slots for Maps discussion...  (Read 27111 times)

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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #84 on: May 22, 2012, 01:16:21 PM »

Yea but how you want solve the problem with RGB if all from 0 to 255 is in use at the moment. that is main problem :) there is no color 280 in rgb model
do not shout !!! ;D
  While I do not know ...I guess ...

Are you will  try to do it ? ;)

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carsmaster

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Re: Texture slots for Maps discussion...
« Reply #85 on: May 22, 2012, 01:29:00 PM »

Are you will  try to do it ? ;)
If I have time, I'll look into the matter.
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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #86 on: May 22, 2012, 02:03:54 PM »

that is good news for all , I been trying last all week no results

Thanks
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lowfighter

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Re: Texture slots for Maps discussion...
« Reply #87 on: May 23, 2012, 12:11:46 AM »

I think this is a really great starting point! Say having only one type of road and the railway. Think what you pay and what you gain by this change...
If java wizards can do something like this!!!
And maybe the whole point is to see whether it's possible to do anything about this, no matter if it's better or worse. Just START IT and ideas/changes and so on can come on the way!

many maps do not use or need all 3 types. Pacific island maps can do very well without railways and get by with just one type of road, many desert maps don't always need railways either ...


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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #88 on: May 23, 2012, 02:26:07 AM »

I think this is a really great starting point! Say having only one type of road and the railway. Think what you pay and what you gain by this change...
If java wizards can do something like this!!!

result may be catastrophic for all maps already done,''If'' we convert one of road slot, to texture slot all old maps will have too be edit
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Uzin

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Re: Texture slots for Maps discussion...
« Reply #89 on: May 23, 2012, 03:43:38 AM »

 Isnt it possible to make a dynamic switcher according to the road type present on a particular map ? And make free texture slots according to that switcher findings ? So old maps would be as thay are, new ones (or modded old ones) might have increased number of texture slots ? I know, I know, am wishing too much . ;)
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lowfighter

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Re: Texture slots for Maps discussion...
« Reply #90 on: May 23, 2012, 04:19:56 AM »

Because it's an experiment, I think it's not important  to care at this moment about the standard maps. Question for me is more like: is it possible at all to create a mod which when enabled would allow loading and working with the new map_T's and when the mod be disabled return to normal map mode?
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Blumax

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Re: Texture slots for Maps discussion...
« Reply #91 on: May 28, 2012, 06:18:09 AM »

Oh i like where this is going, you have my attention! is anybody working on these ideas? we never know what can be achieved until sleaves are rolled up and the work begins, many things once thought impossible for IL-2 are now a reality and only by experimenting and pushing the bounderies were they achieved.

I always put my own roads in by hand using roadplates, a lengthy process and requireing the need to set vehicle waypoints but visibly much better although i do think that we could do with some more realistic looking roadplates.
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Kopfdorfer

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Re: Texture slots for Maps discussion...
« Reply #92 on: June 02, 2012, 04:12:46 PM »

I may sound very unintelligent as I seem to be the only non-modder here,  but just to prove that I am really not too bright I am going to voice/pen/type a thought anyway.
The game has/stores information telling it the coordinates for each point on all contours, correct?
Therefore it knows where the landform is and its shape/contours.
Could code not be written for roads/railroads to be incorporated into the FMB (unlocked only , I guess) and placed in the same manner as waypoints? Kind of like an object but with different characteristics to the game engine.
The game already inludes as fine as 5 degree increments - at least in 2 dimensions ( how you place an object in the facing you want it). As I see it the game engine understanding that roads and railroads also change direction in the Z axis is what is necessary.
Really all the stuff is in there; some computer brainer just needs to make the road/railroad images talk to the contour information and talk to an interface of some kind to the map maker ( or at least road/railroad builder).

Anyhow, that's as far as my mind takes it.

Good Luck with this to the thinkers out there.

Kopfdorfer
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