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Author Topic: Redko's Afrika new textures ...  (Read 175929 times)

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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #264 on: November 07, 2010, 04:00:41 AM »

How about something like this?

I know the colours shift when you make them TGA, but this is less wrinkly looking. Sorry to post that in an Afrika thread but if it is of use, feel free. Just thought I'd try.

Triad

More or less something like that indeed.  8)
But I would like to know how to do that myself. So I can fiddle around a bit to create several ice textures with ice flees etc.
I've already started a topic about changing the ice texture a couple of weeks ago so maybe we can discuss it over there. Otherwise this topic gets mixed up too much. Discussing sand textures and ice textures in one topic is a bit too much I think...  ;D

https://www.sas1946.com/main/index.php/topic,10004.0.html
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Mick

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Re: Redko's Afrika new textures ...
« Reply #265 on: November 07, 2010, 06:28:21 AM »

... bon pour l'instant j'ai ces 'tains de paratroopers russes qui me mettent le bronx ...

... well at the moment I have those silly" Russian paratroopers mono sim not created" etc ... although I never invited them ...  :'(

I'll try another  il2fb.exe ... ::)
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redko

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Re: Redko's Afrika new textures ...
« Reply #266 on: November 07, 2010, 02:35:54 PM »

Enough for this week end. I'm tired but the work is going fine. I post this just after a nice trip on Agracier's Djibouti map  :).

New ground textures here. I haven't decide the final colour yet. I you can't see which texture is which, what is new or not...it's a good sign = it means the melting is going good and the limit of each texture is not clearly visible  ;). It's still going to be nice at low flight...and maybe a little better than Desert_Online and SandsOfTime as for the moment all textures are in resolution 4.









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agracier

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Re: Redko's Afrika new textures ...
« Reply #267 on: November 07, 2010, 02:51:15 PM »

for the moment all textures are in resolution 4.

I was wondering what you mean by resolution 4 or resolution 2 for textures ...
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redko

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Re: Redko's Afrika new textures ...
« Reply #268 on: November 07, 2010, 03:17:30 PM »

I was wondering what you mean by resolution 4 or resolution 2 for textures ...

Oh you now, it's when you put a number multiple of 2 after a texture on the load.ini. Like this :

[FIELDS]
LowLand0 = redko_tex/lybia/redkolybia1blend_fields.tga,4
LowLand1 = redko_tex/lybia/redkolybia3blend_fields.tga,4
LowLand2 = redko_tex/lybia/redkolybia80_fields.tga,4
LowLand3 = redko_tex/lybia/redkolybia40Cblend_fields.tga,4

MidLand0 = redko_tex/lybia/redkolybia73.tga,4
MidLand1 = redko_tex/lybia/redkolybia76.tga,4
MidLand2 = redko_tex/lybia/redkolybia84_fields.tga,4
MidLand3 = redko_tex/lybia/redkolybia85_fields.tga,4

With 2, the size of the texture is 2 times smaller on the ground, with 4 it's 4 times smaller. The more the texture is small (if you keep fixed the resolution of course) more precise and detailed is the texture. So you can consider that the texture is twice or 4 times higher in resolution.

It works well specially with 1024x1024 textures. More the texture is detailed, more it's nice for low flight. The bad point is that as the texture is smaller in the ground, you have to work twice to paint all th map. It takes twice time but it deserves it.

For Desert_Online i started at 4 for each texture, but there was to many repetition (that the second bad point of higher resolution) so i decided to mix 2 and 4. so now the result, Desert_Online and SandsOfTime are pretty nice for low altitude flight. But these 2 maps are in a way the bastard of Lybia repaint...a map I started at resolution 4 for each slot. The melting was not god enough to keep this, too many repetition too. So i decided to mix 2 and 4...and then i started with the repaint of Desert and Sands which are released now.

For Mto, i progressed a little bit more with the texture, and the melting is good enough "for the moment" to keep all in resolution 4. You can fly low and the rendering is nice, very detailed, but without repetition.

That's why i'm testing the map with a gladiator, it's a slow plane, you can fly slow and low to catch every single detail.

For exemple, for the texture you are using in Djibouti map for the city ground, i would use it with 2 or 4. The granular effect will be nicer improving the low flight over the city. As you map is big, i would use a mix of 2 and 4 resolution. It's somthing you have to test to your like, it's not easy to know where to use 2 or 4, or more but personally i won't use normal resolution anymore, except for the shallow waters i guess.
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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #269 on: November 07, 2010, 03:26:54 PM »

Interesting. I never understood what .tga,2 or .tga,4 meant. Now I know.  :)
But another question: what means a .tgb?
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agracier

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Re: Redko's Afrika new textures ...
« Reply #270 on: November 07, 2010, 03:30:07 PM »

ahhh ... OK. I never called it resolution, but something like 'multiplication factor' ...
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redko

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Re: Redko's Afrika new textures ...
« Reply #271 on: November 07, 2010, 03:56:49 PM »

ahhh ... OK. I never called it resolution, but something like 'multiplication factor' ...

Ok let's call it "multiplication factor" if you want. The important is that of course it as an impact on the size of the texture, but also on the resolution : at constant number of pixels, for exemple 1024x1024, if you touch to size of the texture, you also increase or decrease the resolution of the texture cause the number of pixels remain 1024x1024.  ;)

I tested with 512x512 and 256x256 textures too, but the effect is no so convincing. For all my last maps, i mean the desert ones i changed my procedures. In Google earth i take capture only between 2km and 1,60 km high. I create a 1024x1024 texture. I used at the end a sharp filter through my photo editing soft. Then i apply factor 2 for all textures...and step by step i pass to factor 4 depending of the result. Sometimes i keep factor 2, sometimes i use.

The thing is a very detailed texture must be aside to another one detailed textures, if not the difference in terms of detail/resolution (call it factor) is visible..and it shouldn't.

If you have a texture with a normal factor, and another one with factor 2 or 4, the junction will be ugly. 2 and 2, 2 and 4, 4 and 4 are ok, depending of the altitude in google earth when i saved the image.

To see it for real...take Desert_online for exemple, and erase all the numbers, then take your plane and try to fly low, you will see that it's not really nice. Go back to my original load.ini after  :P.
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redko

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Re: Redko's Afrika new textures ...
« Reply #272 on: November 07, 2010, 04:10:10 PM »

But another question: what means a .tgb?

No idea. I just know that i can't open it with gimp and photoshop, so i have to convert it to normal tga. I use "tga/imf viewer converter" soft for that. It's for your icy river texture you are wondering ?
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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #273 on: November 07, 2010, 04:16:59 PM »

No, not for the ice texture actually but I've seen the .tgb some times and was just wondering...
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Mick

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Re: Redko's Afrika new textures ...
« Reply #274 on: November 07, 2010, 04:37:21 PM »

Biplanes for Redko (with proper visibility that is ...) ... ;D









I know, that one is not a biplane but it is so ...desertic ... ;)



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redko

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Re: Redko's Afrika new textures ...
« Reply #275 on: November 08, 2010, 11:50:04 AM »

Biplanes for Redko (with proper visibility that is ...) ... ;D

Superbe collection  :o :o. Il a vraiment vole l'avant dernier ?  ::)
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