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Author Topic: 4096 pixel textures for PCP runways (Marsten Mat)  (Read 4454 times)

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genXgamer

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #12 on: July 22, 2022, 11:18:31 PM »

Hi WxTech

In regards to the specularity, I like it.

In the article I posted above it mentions a couple of times that they were painted, doing some research there seems to be much debate in what colour this actually was.
I believe they were painted a grey green colour.
How long this paint lasted before the steel was exposed I do not know.




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WxTech

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #13 on: July 23, 2022, 03:23:06 AM »

I'm reminded by your latest screenie that we'll have to figure out how to get you current on the effects front, so that ground smokes don't remain stuck on the ground.  ;)
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genXgamer

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #14 on: July 25, 2022, 04:32:47 AM »

Knew that was coming.

Tried 1.5 tonight, no different.

On the same mission as screenshot above:
Fuel drums/tanks and aircraft, smoke runs along ground.
AA guns and vehicles, smoke rises at 45° angle.

This is with B.A.T. 4.2.1

Remove your effects 1.5 folder (back to stock) all smoke rises vertically.
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WxTech

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #15 on: July 25, 2022, 06:52:46 AM »

It would be good to hear from anyone else running the same BAT version and my effects mod. I should issue a query...
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WxTech

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #16 on: July 25, 2022, 07:27:55 AM »

Thinking on it some more, it would seem that your game is reading my effect files, but is ignoring the classfiles.

Do you have the handy utility classcheck.exe? If so run it and then in the output file (doubleon.txt) search for the string "72DCDD". That's the first characters of the main Explosions.class classfile. If it's present anywhere else in your installation, that could be the cause of your problem. It seems that odd things can happen when two or more versions of a class are present anywhere in a mods folder. You would have to rename it, and any other related classfiles that are same-named with mine, with preceding "-" characters. If that doesn't do the job, then moving those files outside the game (or at least outside the mods folder) would be required.

If there 8s no such 'conflict', then the next step is checking for errors in log.lst.

And if there are no hints of errors, then it would be a big mystery to this Java chimp.
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genXgamer

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #17 on: July 25, 2022, 08:20:06 AM »

Hi Glenn

I ran the conflict checker earlier in the evening and that was all good.

After reading your reply I jumped on my PC again at 20 minutes to midnight.
Ran classcheck again with same results, opened console and nothing stands out as being wrong.

Will generate a log report tomorrow.
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genXgamer

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #18 on: March 13, 2023, 02:33:48 AM »

A more realistic appearance for our PCP runway?
Do you think the edges should have some overlap, maybe not to the same degree as I've done but a little.

What do you think?






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WxTech

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #19 on: March 13, 2023, 04:32:59 AM »

I like the staggering. I'd known of it for some time, but didn't take the time to come up with an efficient way to create it. How did you approach it?
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genXgamer

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Re: 4096 pixel textures for PCP runways (Marsten Mat)
« Reply #20 on: March 13, 2023, 05:06:43 PM »

Simply using the eraser tool in Photoshop, as I wanted to see what it might look like in-game.
The plank overlap on the texture is 50% so that's what I went with, may try less.
I have a number of ideas for the PCP runway but the one I'm most interested in is DESPEREAUX's idea.
This is one object that could use some puffiness.

https://www.sas1946.com/main/index.php/topic,69073.0.html



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