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Author Topic: New HB_PacificIslands (reworked by WxTech)  (Read 6444 times)

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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #12 on: August 15, 2022, 08:25:12 AM »

I like the notion of more historical airfields!

I was thinking of addressing the continuous and enormously wide beach zones. That was a comically bad aspect of maps from the earliest days. In the Pacific the riotous growth of trees and foliage tended to take over almost every square inch of available land, with beaches being narrow zones in the main, and relatively few.

This would mean a not insignificant retexturing.
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starfighter311

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Re: HB_PacificIslands(retextured)
« Reply #13 on: August 15, 2022, 04:15:18 PM »


 :) Hello! WxTech

Thank you for your modifications, the palm trees are much more beautiful and some reliefs are starting to take on a more realistic shape,
I am delighted to see that this card interests you, it is true that we are quickly hooked.
I'm sure a lot of things will be perfected with great results, so take your time.


 ;) Thanks again for all you do.

starfighter311

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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #14 on: August 17, 2022, 06:37:44 PM »

Just spent a couple hours or so working over the shoreline. The legacy super-wide beach zones from the old maps of years ago look too cartoonish these days. As I've mentioned before, throughout the Pacific beaches tend to be narrow and not all that common, with the forest and shrubbery tending to take over any available soil. I added a new texture to replace the light toned 'sand', and moved the forest down a bit closer to the shoreline. More refining to do.

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starfighter311

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Re: HB_PacificIslands(retextured)
« Reply #15 on: August 17, 2022, 08:45:06 PM »

 
 :) Hello! WxTech

Ooooh very well! I love what you did,

I also reworked all the textures, I just finished and made some screens
and I also replaced the sand texture (too clear), I corrected them all and adjusted them to not have any lines and not have a visible edge
and I arrive at an almost identical result, here is an example of the general rendering:

 


I find that your result is much more aesthetic and above all you have succeeded in making the beaches more realistic.

I think I recognize this texture, I should send you what I did and see together what is compatible or not.
I will resume the message tomorrow, it is already 5:45 AM at my place the day dawns and I find it hard to continue...

Sorry for my bad english

 ;)
starfighter311

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starfighter311

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Re: HB_PacificIslands(retextured)
« Reply #16 on: August 18, 2022, 02:32:19 PM »

 
:) Hi! WxTech

I resume yesterday's message

and this time not too sleepy, sorry...

As you explained very well yesterday and you are absolutely right, geologically these islands cannot be made up of coral sand (like Wake or Tarawa),
but rather volcanic type (like Hawaii) with a very dark floor and sand made up of basalt black-brown in color.

I found the beach texture you used and reworked it so that it adapts better to the whole map, and I think I found a good compromise.

 

 
   
- Textures intended for testing purposes
  link:
https://www.mediafire.com/file/iw9mqx5uf8dsix5/%252BTex_WIP_HB_PacificIslands_v2.4.zip/file

Now I don't see what more I can do at my level, it just lacks a forest cover more extensive in some places,
so do whatever you want, let your creativity run free...


 ;) See you soon...

starfighter311



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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #17 on: August 18, 2022, 06:14:15 PM »

Very similar indeed. I have been increasing the forest cover. It might be good to have a coral or other beach along part of the very shallow shore of the big bay on the north island. And potentially another beach or two here and there. The hard part is getting strongly contrasting textures to look naturally blended, without artificially straight edges.  ;)
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genXgamer

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Re: HB_PacificIslands(retextured)
« Reply #18 on: August 18, 2022, 07:29:16 PM »

G'day Guys

Flew this map again last night, like the changes made.
Agree with WxTech that we should not rid the map of beaches altogether as this would simply be wrong.
Plus it adds to the overall appearance of the map.

Can we address Dandolo513's request of putting a couple of sea plane bases on the map.
By this I mean find the most suitable locations and place runway and taxi points.
Actual bases can be built or imported from a template if necessary by the mission builder.



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Kelso

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Re: HB_PacificIslands(retextured)
« Reply #19 on: August 18, 2022, 10:35:36 PM »

- Here the updated textures,
A little suggestion:
if you are modifying existing / ready textures - rename them. They are definitely used on other maps and modifications will make them look bad.
It's good to see this project continue to grow  :).
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starfighter311

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Re: HB_PacificIslands(retextured)
« Reply #20 on: August 19, 2022, 01:46:18 PM »



Hi all!

 :-[ My sincere apologies to everyone, and especially to WxTech
I worded my message incorrectly with the new textures, this is not an update,
but a version intended for testing.
I corrected the post #16.

Really sorry for the confusion.


starfighter311


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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #21 on: August 19, 2022, 05:28:50 PM »

Further geomorphological shaping of the landscape, increasing of forest coverage, a new airfield texture, and a stab at making a beach. I have to fine-tune a bit more the color and tone of the ForestFar texture.

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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #22 on: August 19, 2022, 08:05:17 PM »

This is to highlight the runway textures being made partially transparent. The default condition of essentially full opacity can result in a jarring contrast, where the runways/taxiways/parking aprons look like cut-out placards dropped onto the landscape. By making these textures partly transparent, they look more like a natural part of the scene. Here I've set opacity to 0.35 in the Ground airfield's base.mat file. I've also made the color a little less green by setting the RGB values to 1.0 0.92 0.84.

If you obtain my Map Objects Fix pack  (  https://www.sas1946.com/main/index.php/topic,68674.0.html  ), you can make such a change yourself. The folder/file:

  3do/Airfield/Ground/base.mat

The changes to make (you can leave all 3 RGB values at 1.0 -- the transparency is set by the 0.35, which you can set to taste):

  ColorScale 1.0 0.92 0.84 0.35
  AlphaTestVal 0.0


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WxTech

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Re: HB_PacificIslands(retextured)
« Reply #23 on: August 20, 2022, 04:03:43 PM »

Nearing completion. I used a couple of different textures for the top two layers of the forest, and made some color and tone changes overall to give the forest a bit more vibrance. I reduced the contrast of both the forest ground and the ForestFar texture.

I've put all textures in their own standalone folder, to avoid conflict with other maps sharing any.

I have an annoying pair of shallows gaps on the river and lake on the south island. That is, there are a couple places where the water is darkest blue against the shore, and they stand out as eyesores. Dealing with these things can be frustrating.

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