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Author Topic: BAT Clouds Texture vs VP Mod Pack Clouds Texture  (Read 5251 times)

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SAS~Storebror

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #12 on: January 27, 2020, 11:42:00 AM »

Vpmodpack is fully il2ge compatible because it only uses greyscale cirrus cloud layers and all maps are adjusted to my setup.
Oh boy...
Nothing here is incompatible with il2ge, just saying.
It's just a matter of getting newer map building techniques aligned smoothly together again.
BAT is under active development and so is il2ge.
Nothing's cast in stone here. Well maybe VP is, dunno.

]cheers[
Mike
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whistler

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #13 on: January 27, 2020, 11:53:15 AM »

Very good arguments, vpmedia. I don't know much about texture formats, much less about graphics extender.

BAT maps have different textures by default. As many as you can think of, including tbauchot's colorful skies, that was up to each map creator. When you enable DEF-SKIES all maps will use one single texture: Clouds269.tga (plus one noise). This texture can be greyscale but, we will be limited to a single sky type. Is this the goal? Then I got it wrong.

The alternative is to convert all BAT sky textures to greyscale, and then all "Random Skies" textures for completeness. That would work for BAT users but still, what's the plan for il-2 fans that don't use VP-Modpack or BAT? I bet there are quite a few out there.
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whistler

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #14 on: January 27, 2020, 12:10:35 PM »

PS: I would like to have an example of a tbauchot sky texture converted to grayscale. To understand how it is supposed to get it done and to test it!
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Vampire_pilot

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #15 on: January 27, 2020, 12:21:56 PM »

The first post says that all BAT maps have Clouds269.tga, so you dont need to edit 400 load.ini's. ;)

First post is wrong there.
That's only the case when Default Skies Mod is activated. Otherwise the original map's setup is valid.

slibenli

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #16 on: January 27, 2020, 02:31:31 PM »

Some experiments ...









I also lowered the cloud layer to 2000m.

shardana

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #17 on: January 27, 2020, 03:20:11 PM »

Beautiful...
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whistler

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #18 on: January 28, 2020, 09:26:21 AM »

Well done slibenli :)

(I am assuming here many things because I just see beautiful images with no context)
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SAS~Storebror

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #19 on: January 28, 2020, 10:20:42 AM »

I assume that this is the compatibility update for mod map cloud layers.
Beautiful, way to go.

]cheers[
Mike
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vpmedia

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #20 on: January 28, 2020, 11:16:34 AM »

To me it looks like the cirrus clouds alpha channel got enabled in il2ge. I'm happy to be proven wrong wrong about 32bit textures being unusable. :)

vpmedia

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #21 on: January 28, 2020, 11:22:14 AM »

BAT maps have different textures by default. As many as you can think of, including tbauchot's colorful skies, that was up to each map creator. When you enable DEF-SKIES all maps will use one single texture: Clouds269.tga (plus one noise). This texture can be greyscale but, we will be limited to a single sky type. Is this the goal? Then I got it wrong.

I was thinking of this as a quick, temporary fix but looks like it will not be required anymore.

whistler

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #22 on: January 28, 2020, 11:37:33 AM »

Which is great! We may all end up adopting 8bit grayscale textures for best cirrus effect but it is good that slibenli has all areas covered. We may eventually don't need these kind of sky textures at all!
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slibenli

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Re: BAT Clouds Texture vs VP Mod Pack Clouds Texture
« Reply #23 on: January 29, 2020, 02:11:55 PM »

Yes, those are rgba clouds rendered by il2ge.
I lowered the cloud layer height to 2000m because from the looks of it, the texture seems to represent not cirrus but some lower cloud type.
I think it would be a bit arbitrary/hackish to determine the layer height from whether the texture is rgba or greyscale, although it might work for the existing textures.
Any thoughts?
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