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Author Topic: Kyushu repainted by Whitecat 4.0  (Read 9862 times)

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WhiteCat

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Kyushu repainted by Whitecat 4.0
« on: May 03, 2018, 02:33:07 PM »

Hi guys!

Back to old Il2 after a long hiatus, because after 18 years I think it's still the best damn WWII flight simulator and you guys have been very busy in my absence creating amazing things, so I felt very tempted to reuse some new textures, specially from Cyberolas´ Singapore or Burma (hats down man!) to apply them to my favourite map, Kyushu. It is my favourite because both personal reasons and also because it's so damn difficult, it has several problems: awful map_T, the need of good high altitude looks because the missions are at 7000 m escorting or attacking B29s, need of good low altitude looks because if you are japanese you need to take off from somewhere and you don't want to close your eyes the first 5 minutes because the textures at low altitude look awful, long stretches of quite flat woods and plains, and lots lots of cities.

To get the 'elephant in the room' out as quick as possible, if you are a religious fanatic of Redko's Kyushu repaint, and you don't think it's needed any other repaint of Kyushu (including my previous ones) maybe stop reading or even better comment below something like 'stop working on this Whitecat, we don't want it!' :) Redko's repaint has some very strong positive points, but in my personal taste it has also some weaknesses so I have been struggling of what to do about this map. I don't think I have found perfect solutions so I will comment some problems, and please bear with me I will compare at some point with Redko's but by all means I'll be very respectful no worries.

OK so comments, questions and problems I have:

Nagasaki at 1000m:
No problem with this one, a good start :) Cyberolas' city textures tweaked a bit to match the rest of the Japanese landscape, look quite good in my opinion :)



Saturation vs desaturation:
I struggle with this. Unsaturated textures look great at high altitude, but at low altitude, even at 12 noon without clouds, they look sadder than a bad foggy day in Holland after your wife has left you, while in reality Japan is not like that on a sunny day. This effect is even worse if you unsaturate cities. Here below you can see that I sort of did something in the middle, and left the awesome Cyberolas Singapore city textures a bit more saturated. The problem is that, if you do that too much, the cities look in the landscape like a postage stamp in a white envelope. Not very good. What do you think? :)



Closer look to Nagasaki:
I would love to leave Cyberolas' texture for Japanese cities, problem is, the location of houses doesn't match at all, looks horrible. It's my main problem with this repaint right now. It will require to edit in the dozens cities of the map the actors.static, for two reasons: relocating big buildings and changing the small black ones which look horrible. There is also another problem, when the houses are destroyed, even the red-roof ones look black and horrible in the distance so they don't match with the texture. I would need to do something like I did in Iwo, Kyushu pre-bombardment and Kyushu post-bombardment. I could solve like Redko did, no houses in the cities. But, thing is, it's nice to bomb houses... muhahaha :D
Also, city-center textures in the core of the cities is one of the best features in Redko's version in my opinion, but to add matching houses there, if I were to use photographic textures, would thousands of houses, and putting only a few looks really weird. With many houses I know that at some point the FPS drops a lot, although it helps if you use the same house all the time apparently... So lots of thoughts there about automated actors.static manipulation, destroyed houses, etc... :)




Forest hills:
If you are an old timer you will remember my first texture of Kyushu in allaircraftarcade (now allaircraftsimulations) when I came up with the hilly forest idea, because the long stretches of flat forests in Japan were terribly boring (not the case in New Guinea for example). Redko took the same to his Kyushu, with high contrast, and I have seen the same in other maps like Cyberolas Burma. Problem with hilly forests is that, the texture that gives you the hills, especially when it's with high-contrast, when it is at the border of the forest, creates this very ugly black effects, like some bloody black caves plenty of Ucorns at the border of Fangorn forests, but men, Japanese forests are not bloody Fangorn :D They are just forests. I reduced the contrast of the textures a lot, and used less-dense forest tree textures, so that gives you forests a bit more boring, with less dramatic hills, but no weird effects at the forest. And no repeating artifacts at high altitude! :D but yes they are more boring... thoughts?

3500m:


7000m:


Uniforming colors:
Take a look of Fukuoka at 7500m. Again, textures of Cyberolas resist all altitudes, I take my hat off. You can see different textures there for the fields around Fukuoka, some of Cyberolas, and mountain textures from Mixx. I use what I call a uniforming colors method. It makes all the landscape seamless at long distances, and minimizes weird effects less repeating patterns, plus minimizes the issues with the Il2 long-distance renderer (more than 10 km + or -) that has much poorer quality than the short renderer (<10 km). On one side, it avoids weird effects, but it's much boring than using different color textures with much more personality like Redko's.



Trees:
Another big issue with this one. I have used my Vietnam jungle trees that I see lately all over the PTO maps, but not because I like them here. I don't think they are appropriate for Japan, way too tropical. The reason I have taken the MTO altered bush out, is that it has a very strong pop-up tree issue that kills immersion heavily. But, I love MTO cherry-blossom-like trees for Japan. I realised that for example the pop-up issue was much smaller in Cyberolas Singapore, and when I went to look why, here we go, he had used my trees which for some reason have less issues with that. Lots of thoughts about this too :) I may try to make some new cherry blossom pop-up trees to substitute my Vietnam jungle though :D



Roads:
No picture here, why? because there ARE NO ROADS. My number 1 immersion killer for 2018's IL2, and something unsolvable apparently due the old nature of the engine. Sorry I cannot stand the zig-zag roads anymore, actually I will probably eliminate them from all the other maps like here, for my private use, using my transparent road texture. Any road-lovers out there? :D

Jokes apart, I'd love to hear your thoughts about all this! :)
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SAS~Bombsaway

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Re: Kyushu repainted by Whitecat 4.0
« Reply #1 on: May 03, 2018, 02:49:01 PM »

When I do a retexture I use unlocked FMB to blend the areas together so to reduce the tile effect as much as I can. On a large map this can take a huge amount of time but in the end it's worth it. I hate the tile effect.   ]cussing[

Using ,2 or ,4 in the texture entry can help keep the low altitude blurr effect down.

I have never really like the layered forrest texture trees. I try now to find textures that look like forest from the air or limit the area of forest to keep the tile effect down.

3d trees, I agree with you in that the cherry blossom would be nice.  :)

When doing a retexture, repopulating is a pain but it has to be done. Turning houses and all to fit with a new or better town texture.
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WhiteCat

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Re: Kyushu repainted by Whitecat 4.0
« Reply #2 on: May 03, 2018, 04:13:23 PM »

Yep, unlocked FMB it's great but changing manually Kyushu... oh my.. :D I will try to dig automation somewhere, specially for repopulation

I avoid ,2 ,4... creates checkers effect at high altitude.

Mmm interesting, getting rid completely of the layered trees.. no roads, no trees... this will be a really zen map :D I don't discard it.

Thinking again about city centers, below an experiment with retouched / recolored Redko city textures... they blend actually quite good with all with the rest, and present less problems with the destroyed houses because they contain more black etc. Look:

Fukuoka, hazy, destroyed



Nagasaki, sunny non destroyed


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SAS~Bombsaway

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Re: Kyushu repainted by Whitecat 4.0
« Reply #3 on: May 03, 2018, 04:27:34 PM »

If you blend surronding textures ,2 and ,4 wont show the tile effect or checkers as you say.

Take a look at some of the retextures I have done....

The Marshall islands....

https://www.sas1946.com/main/index.php/topic,56378.0.html

The Faulklands/Malvinas is one that has a large area without the tile effect...

https://www.sas1946.com/main/index.php/topic,29185.0.html

The Coral Sea map....

https://www.sas1946.com/main/index.php/topic,39081.0.html


These are just a few that with the right textures and blending can keep the tile effect down.
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WhiteCat

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Re: Kyushu repainted by Whitecat 4.0
« Reply #4 on: May 11, 2018, 03:55:07 PM »


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WhiteCat

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Re: Kyushu repainted by Whitecat 4.0
« Reply #5 on: May 12, 2018, 05:25:44 AM »


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SAS~Bombsaway

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Re: Kyushu repainted by Whitecat 4.0
« Reply #6 on: May 12, 2018, 07:36:47 AM »

Now that's interesting. :)
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WhiteCat

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Re: Kyushu repainted by Whitecat 4.0
« Reply #7 on: May 12, 2018, 09:32:27 AM »


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WhiteCat

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Re: Kyushu repainted by Whitecat 4.0
« Reply #8 on: May 13, 2018, 05:54:58 AM »

Sakurajima volcano (the one in the little peninsula south of Kyushu, near where you start Quick missions). Required a bit of Map_H tweaking (and a lot of Map_T of course). Damn this Map_H, is so difficult to edit!! ]cussing[



The real one in Google earth ;-)


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SAS~Bombsaway

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Re: Kyushu repainted by Whitecat 4.0
« Reply #9 on: May 13, 2018, 07:03:10 AM »

Very nice. I cant wait to fly over this map. :)
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max_thehitman

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Re: Kyushu repainted by Whitecat 4.0
« Reply #10 on: May 13, 2018, 07:16:18 AM »



WOW!  It looks AMAZING  :o 

Fantastic map-making Art !
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WhiteCat

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Re: Kyushu repainted by Whitecat 4.0
« Reply #11 on: May 13, 2018, 09:29:39 AM »

Thanks for the feedback guys! :) Final version of the volcano: I am done with Sakurajima, will move on to other parts of the map. I am happy with this version, I would like to make more gradual slopes if I can, but I wanted to get well the border of the craters.
Map_H is a hell, are there any tricks to edit manually the pixels, because with tiny differences of height, all the greys look the same.
Also, I took Map_H from Redko's map, did he edit it? Is there any Map_H version handy of the vanilla Kyushu?
More screens from Sakurajima from different angles: And yes, the craters are hollow :)






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