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Author Topic: High Resolution / True Color Textures Mod  (Read 184784 times)

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SAS~Sani

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Re: High Resolution / True Color Textures Mod
« Reply #444 on: February 16, 2013, 04:40:05 PM »

Goddammit this old game still rocks!! ;D ;D
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Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #445 on: February 16, 2013, 04:48:16 PM »

Uufflakke, I'm worried that the inclusion of shipwreck in textures that are used by many maps would basically transplant the same ship on every map that uses the texture.

Also, I'm a bit worried about scale of the ship as it appears in the game - if you put a cargo ship floating on top of it, would it appear the same size, smaller, or larger? How would the depth of the water affect it?

It might be more interesting to look into possibility of making submerged ship models. I don't know if such a thing is even possible, or if all ship models are bound to the surface of the water, but it comes to mind that if you offset the geometry of a ship, and then place it on the surface, it should appear below the surface... but then I don't know if the game would even render it at all. I know ship models have parts under the water, but I don't ever remember seeing them through the water's surface.


It might be interesting to check this out anyway, because it certainly would add a new element to the game, to have ships sinking close to shore become shipwrecks for the duration of the mission at least... or for manual placement, of course.
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RealDarko

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Re: High Resolution / True Color Textures Mod
« Reply #446 on: February 17, 2013, 01:06:18 AM »

I love that shipwreck, it adds a pretty feel to any map, good work!!
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Uufflakke

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Re: High Resolution / True Color Textures Mod
« Reply #447 on: February 17, 2013, 02:14:43 AM »

@Herra Tohtori:
Basically I don't mind if others can not use the coral reef texture for their maps because of that ship.
If they want to apply the texture to their map the ship is easily to erase.
On the other hand I don't know if I leave it in or not. Not because of the scale (that is easily changed to a smaller version and yes it is a bit too large in my opinion), but it is gonna be a bit too repetitive when used over a larger area.
But remember the texture used on the previous page is just a WIP, no final state or anything.  ;)

There has been a discussion about shipwrecks in the past. It would be nice to have a few ships with just the upperpart above waterlevel or laying on it's side. I'm sure a 3D modeler can do this with ships we already have. But in game we don't see the submerged part. And that is something I don't understand of this game: how is it possible that water is transparant when using the shallow water texture (and it doesn't matter if shallow waters are close to coastline or in open sea) but we don't see submerged part of ships.
But I think that is a discussion for a new thread as it has nothing to do with the High Res/True Color Textures Mod.  :D
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agracier

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Re: High Resolution / True Color Textures Mod
« Reply #448 on: February 17, 2013, 02:29:55 AM »

I seem to get the impression that somehow the coral reef texture is available for download and using on maps ... or so I think from some of the posts. But I haven't seen any links. So I suppose it's my perception? I'm reading too much into some sentences?

And that said, it would be nice to try out the texture ... shallow water textures are not something I'm that knowledgeable about and some more textures would always be useful ...
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Uufflakke

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Re: High Resolution / True Color Textures Mod
« Reply #449 on: February 17, 2013, 02:38:33 AM »

No, there is no download for this texture.
If I release it will be released together with a map that consist of just High Rez textures.
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agracier

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Re: High Resolution / True Color Textures Mod
« Reply #450 on: February 17, 2013, 09:57:36 AM »

I made some 2048 textures using Ufflakkes method and tried them out. They work quite well and look very detailed ...



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slipper

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Re: High Resolution / True Color Textures Mod
« Reply #451 on: February 17, 2013, 10:51:31 AM »

Agracier

Quote
I made some 2048 textures using Ufflakkes method and tried them out. They work quite well and look very detailed ...

What method are you using to make the 2048 textures please? My screen resolution only goes as high as 1680 x 1050 so i cannot paste a screen capture as 2048 into Gimp.

Are you using four 1024 images joined together? Sorry to ask but i can not find much information on creating 2048 textures.

There was some discussion here but seemed to be some confusion on wether joining 1024 textures gave good results.

Would like to hear how you make yours if possible please, and also where you read about Uufflakkes method? Can't seem to find it.

I have toyed about with making some 2048 textures by joining 4 1024 textures together, it does seem a bit better.

Also how do you get the colours to be so clear?  on my textures the colours look okay in Gimp but appear a bit 'washed out' and faded when loaded in game.

thanks for any reply mate

slipper

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Helen-of-Sparta

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Re: High Resolution / True Color Textures Mod
« Reply #452 on: February 17, 2013, 11:14:01 AM »

Hello Slipper,

This discussion and instructions maked by Uufflakke at my Norway/ Narvik WIP map at WIP map section  ;)
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slipper

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Re: High Resolution / True Color Textures Mod
« Reply #453 on: February 17, 2013, 11:37:51 AM »

Thanks Helen

completley missed the discussion there. Looks a great map by the way, obviously a lot of time and effort gone into it.

regards

slipper
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agracier

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Re: High Resolution / True Color Textures Mod
« Reply #454 on: February 17, 2013, 12:08:40 PM »

Uffllakke's method was indeed described on anther thread ... but it is still possible to make rather good 2048 textures from old 1024 textures.

Now either you have a series of very similar textures, made from Google Earth screencaps, and made in the same area, so that colors, tone and landscape all look similar. If you even have 2 textures that are more or less the same, you can start combining these by copying into an empty 2048 graphic file. But instead of simple copy/pasting, it's best to rotate the 1024 textures 180 or 90 degrees when pasting in a second time. That gives some variation.

And then you get to work with the clone brush to remove edges and fill up any patches that need reworking.

Even if you have just 1 old 1024 texture, you can paste it into an empty 2048 texture, then rotate it some or flip or mirror it and then paste the results into the 2048 file, making them different each time ... by doing this you remove to a degree any repetition or kaleidescoping you get by pasting the same image 4 times ...

And once you get the hang of using the clone brush, (hint - don't set to 100% hardness), then it is not all that time consuming making 2048 textures. And the results will be very nice.

Up to now, I don't know how to go about auto-popping 2048 textures or how to make a template for popping them. Haven't had the time to try this out yet.
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agracier

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Re: High Resolution / True Color Textures Mod
« Reply #455 on: February 17, 2013, 12:13:46 PM »

Also how do you get the colours to be so clear?  on my textures the colours look okay in Gimp but appear a bit 'washed out' and faded when loaded in game.

The clear colors are mainly from choosing the best areas in Google Earth to screencap ... some parts of the world are in rather low quality imagery on GE. No detail, awful colors. But others are very nice and crisp and clear. It's just a question of looking around until you find the right place. Sometimes you get lucky and sometimes you waste your time on GE ...

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