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Author Topic: 4096 maps  (Read 5147 times)

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marcost

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4096 maps
« on: November 27, 2019, 12:16:04 PM »

I'm interested in suggestions/opinions on this. I'm working on Ardennes,Kuban and Normandy using both edited existing and new 4096 textures.

Screenshots:


















Regards,

M
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WxTech

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Re: 4096 maps
« Reply #1 on: November 27, 2019, 12:21:45 PM »

Wonderful! What impact do such large textures have on frame rates? The view you provided through the Spit gunsight reinforces how crude the stock cockpits are. ;)
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marcost

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Re: 4096 maps
« Reply #2 on: November 27, 2019, 12:32:44 PM »

As far as I can tell without controlled experiment (Black Death etc), no FPS hit with my card (1080Ti). The textures are in RGB format so 50mb each currently! Indexing seems to affect the detail.

Kuban currently at 1.5gb for the textures!

I’m not an artist and all credit to original map makers BTW! Inspiration thanks to Cyberolas, Carsmaster and Uufflakke etc. Some textures I have got from Google Earth at hi-res, but many others are modified existing textures.

Maybe someone will take on the cockpits  ;)

Regards,

M

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marcost

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Re: 4096 maps
« Reply #3 on: November 27, 2019, 12:42:27 PM »

A few more shots:







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Wa99el

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Re: 4096 maps
« Reply #4 on: November 28, 2019, 06:28:27 AM »

That looks really great. Which texture size do you use for the bumph textures (shadow)?

At the moment I am working on textures for the north sea map. Ican do 2048 x 2048 pixel textures.
I am not sure if the satelite textures from google maps will be enough for 4096.
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marcost

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Re: 4096 maps
« Reply #5 on: November 28, 2019, 07:16:00 AM »

Hi,

The tga and BumpH are both 4096.

You can save images up to 4800x4800 with Google Earth pro. The satellite images are not all the same resolution though, so you have to sample from an area with good resolution. Western Europe and USA are better than East Europe for example.

Regards

M
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Wa99el

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Re: 4096 maps
« Reply #6 on: November 28, 2019, 11:50:30 AM »



Hi,

The tga and BumpH are both 4096.

Y....

Thanks for the info.

20 years ago with 1024 x 768 display the graphic was good for its time but today with
1600 x 900 display and even more the textures are looking blured.


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marcost

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Re: 4096 maps
« Reply #7 on: December 04, 2019, 12:06:16 PM »

Cannon's smaller Channel map:







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Wa99el

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Re: 4096 maps
« Reply #8 on: December 04, 2019, 12:27:17 PM »

This really is looking good. :)

I made some tests and now I am able to create 4096 pixel textures too. It works.
Much work prepares me to clean up the textures. This includes the removal of
animals on the pastures, power poles and shadows of trees and bush groups.
I also remove the shadows from smaller trenches and bumps.

I will add these later to the bumph texture. The reason for this is that the
static shadows on the textures are sometimes confusing when flying. For
example, a texture was photographed in the early morning and in the
simulation on the map is late afternoon. It's as if 2 suns are shining on the earth.

I've played the days a bit with the textures and it's very easy to transform
them into winter textures. The 4096 pixel textures are perfect for this.
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marcost

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Re: 4096 maps
« Reply #9 on: December 04, 2019, 12:57:20 PM »

Hi,

Yes I have the same problems with the modern textures - animals, pylons and shadows!

Regards,

M
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carsmaster

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Re: 4096 maps
« Reply #10 on: December 07, 2019, 02:10:15 PM »

I'm interested in suggestions/opinions on this. I'm working on Ardennes,Kuban and Normandy using both edited existing and new 4096 textures.

Good luck in job. ]cheers[
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steeldust

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Re: 4096 maps
« Reply #11 on: December 08, 2019, 05:31:37 AM »

looks very convincing and much more realistic!
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