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Author Topic: Rabaul 1944 WiP  (Read 74334 times)

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Bee

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Re: Rabaul 1944 WiP
« Reply #72 on: March 12, 2012, 07:11:42 PM »

Thanks for the critique, it really does help!   
I was going for a fairly grim looking effect overall. Sort of, South Pacific meets Heart of Darkness.  The trees are only place holders at the moment, although I did darken them to match photos.  Indeed, some might even say they need to be darker.

Once I've got the textures more cohesive, I was planning to add brighter greens to some areas.  The idea was to depict the overwhelming destruction and decay, with the occasional splash of colour and beauty. 

I'm glad the brightness got mentioned.  I was getting my arse kicked by the BumpH files that bleach out every texture they sit under, and had increased the light levels to try to compensate.  I'll dial it back a bit. ;)
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SAS~Tom2

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Re: Rabaul 1944 WiP
« Reply #73 on: March 12, 2012, 07:44:02 PM »

Thank you for the feedback, Bee! I am pretty sure this will be one of the maps that has a unique look and original WWII ambient. Take care and carry on..

Cheers :)

Thorst-


Edit..time to go to bed, I start to mix up letters (which I do anyway at all times lol). ;)
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HundertzehnGustav

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Re: Rabaul 1944 WiP
« Reply #74 on: March 12, 2012, 07:54:29 PM »

i would say yea... that is a major difference.
but ask first... ;)
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Bee

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Re: Rabaul 1944 WiP
« Reply #75 on: March 13, 2012, 12:42:51 AM »

i would say yea... that is a major difference.
but ask first... ;)

Not sure what you mean.  Ask first about what?  :/
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farang65

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Re: Rabaul 1944 WiP
« Reply #76 on: March 13, 2012, 03:06:01 AM »

Hi Bee,

I think maybe H.G. is talking about asking the original map makers if you can re texture it.

Just a thought

Kirby
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SAS~Tom2

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Re: Rabaul 1944 WiP
« Reply #77 on: March 13, 2012, 01:05:37 PM »

I think he meant the NamWood? :D
Confusing pal, Mr. Gustav. :)
 ;)
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Uufflakke

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Re: Rabaul 1944 WiP
« Reply #78 on: March 13, 2012, 03:00:38 PM »

If it's got to do with the denser jungle NamWood I created you can try it out or do what you wanna do with it.
I also repainted the random trees and left out the conifere like tree. Don't know by the way if it is also in the same thread to be honest.
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Avala

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Re: Rabaul 1944 WiP
« Reply #79 on: March 13, 2012, 04:34:06 PM »

Thanks! 

Thanks too for the advice regarding map_c tools guys.  After a bit of fiddling around I was able to modify the coastlines successfully.  Later I'll be able to detail it properly using satellite images for reference.

Still having problems though with some areas (see below).  For example, Simpson harbour keeps the green beach no matter what I do to the map_c.  The coral texture stops dead and can't be added. It must be caused by a different file methinks.  Other parts of the coast have similar problems.  Any insights will be most welcome.  ;)



If I am understanding your problem correctly, and if you are working with the layered file in photoshop

Open your Map T, choose "Magic Wand Tool", select water area in map T, then choose "Select>Modify>Expand" make it expand by 1 pixel (now the selection will overlap your land by 1 pixel). Make new layer, apply RGB value for "Water3" (thats usually the beach) on that layer/that selection (or you can apply any other value that you choose for your beach texture). You should have beaches then, and if need you can correct them later by hand.

In the same way chose water areas on map T, without expanding and add RGB value for water, on top of the layer for beaches.

For corals, you must paint areas where you want them on your map C, but you must also paint RGB value for its texture to the same areas on your map T (usually the RGB value for "Water2"), otherwise the game wont show them. The painted area must not be too big in one take (in a block), or game wont show it again, so chop it in several smaller areas or erase some areas a bit (no need for 100% of opacity for eraser tool, play with it).

For the woods, you can use some repainted (I have one too) and you can make their colors according to you needs, or you can even mix the layers from different sets (gives more random natural look).

Something like this:


[WOOD]
Wood0 = forest/summer/Jungle0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = Italy_DF/forest/summer/itawood4.tga
Wood4 = Italy_DF/forest/summer/itawood4.tga
WoodMask2 = forest/summer/ForestMask.tga
WoodMask3 = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

Oh yes, you can also lower the value for red in the water line: (the red numbers)

Quote
[WATER]
Water    = water/PacificWater.tga
WaterColorATI = 0.070 0.155 0.275
//WaterColorATI = 0.100 0.175 0.230
WaterColorNV  = 0.000 0.155 0.275
//WaterColorNV  = 0.100 0.185 0.268

You'll have more natural water, not so "Baltic dark purple"  :D





Hope that helps a little bit  :P



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Avala

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Re: Rabaul 1944 WiP
« Reply #80 on: March 13, 2012, 04:48:26 PM »

If you don't want your BumpH files to overkill your tga textures do the following:

Once when you are happy with the colors and tones on your tga texture . . .

Convert tga files to gray scale: "Image>Mode>Grayscale".
Now make it invert: "Image>Adjustments>Invert".
Then make brightens to -120, and contrast all the way to the minus (to the left end): "Image>Adjustments>Brightens/Contrast".
Now apply some gaussian blur in any value that you want (for example 2): "Filter>Blur>Gaussian Blur".

That usually does the trick for me  :)


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Bee

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Re: Rabaul 1944 WiP
« Reply #81 on: March 14, 2012, 07:57:56 AM »

Invaluable information.  Saving it to notepad for future reference.  Thanks Avala!

A little more progress.  Turn left from the Kokopo road and take the wibbly-wobbly track to get to Vunakanau...



Swapped all the hedge trimmers for some rough concrete.  Not sure yet if the second strip was concrete as well.  Research continues.
Everything is massively Wip still.

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Whiskey_Sierra_972

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Re: Rabaul 1944 WiP
« Reply #82 on: March 14, 2012, 10:38:14 AM »

Great looking map!!!

I have make transfer request to have my plane based there!!!
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SAS~Tom2

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Re: Rabaul 1944 WiP
« Reply #83 on: March 15, 2012, 04:56:50 PM »

I did not give the proper link for Uufflakke's NamWood and -trees file, I gave the link of the downsized tree version, however, both contain the NamWood jungle files for Forest_Summer..

https://www.sas1946.com/main/index.php/topic,19034.0.html

IMHO those a tad darker might fit nicely to this map. OK; way enough from me, please carry on without my disturbance. ;)

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