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Author Topic: Redko's Afrika new textures ...  (Read 175934 times)

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Mick

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Re: Redko's Afrika new textures ...
« Reply #276 on: November 08, 2010, 12:01:19 PM »

Bien sur que si ...!!

Tiens la preuve ...



Et celui là tu connais ?

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redko

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Re: Redko's Afrika new textures ...
« Reply #277 on: November 13, 2010, 10:26:27 AM »

MTO - 11/13/10 update.

Hi guys. A little update for Mto map. After having shown the cities, desert and fields textures, here some pics of the mounts textures i'll use in the map. The surface to paint is quite big, so it's gonna take time : textures must flow naturally from the highs to the ground, so i have to paint little parts and check each time all is looking logical.

For the desert part is was easier as all is flat, you can just paint using a random technic. You will see here some little hills, it's just for the texture test rendering. I will post later pics for lager mounty sectors, shallow waters and the other cities.

Stuka this time, enjoy the pics.































Shallow waters haven't been implemented for the moment, but it's gonna be like SandOfTime  :). I post this just for the fun...the city attacked.




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Bee

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Re: Redko's Afrika new textures ...
« Reply #278 on: November 13, 2010, 05:15:34 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 ?

Looking great Redko.  Regarding TGB's, they are 1024x1024 textures (identical to TGA's of the same name) that the game uses when you are above a certain altitude.  They are a bit redundant if all your textures are 1024 anyway.  If your using 512 though, they keep things looking crisp when you're up high.
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redko

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Re: Redko's Afrika new textures ...
« Reply #279 on: November 14, 2010, 03:52:14 AM »

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 ?

Looking great Redko.  Regarding TGB's, they are 1024x1024 textures (identical to TGA's of the same name) that the game uses when you are above a certain altitude.  They are a bit redundant if all your textures are 1024 anyway.  If your using 512 though, they keep things looking crisp when you're up high.

That's why they are used as airfield textures...interesting thing ::).
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redko

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Re: Redko's Afrika new textures ...
« Reply #280 on: November 20, 2010, 04:29:19 PM »

MTO MAP - November 20 update - WIP

A new update for that map. It's taking a good face. I finished a major city in the middle of the map, supposed to be a sort of Tobrouk, the geography is close to that indeed. It's the biggest city i made for now with fully 3d objects and Lejo's objects help much for that = i noticed no fps impact  :). The density of objects is high. The patern fit perfectly with the ground textures...it's very nice to see real streets surrounded by houses.

Some pics :

























There is a sort of industruial habor in the north of this main city. I kept it and just remade it with new objects and textures:









I started the work on shallow waters too:




I started the work on the big mounts of the south part of the map:













So what is remaining before release ? paint all the mounts, finish the shallow waters, and populate the 2 islands of the north. All the cities of the South are allready remade and retextured, i will not post more pics for that to let you discover it by yourself. It's gonna be a nice map.


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agracier

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Re: Redko's Afrika new textures ...
« Reply #281 on: November 21, 2010, 03:04:02 AM »

These shots look so realistic that they are almost mesmerizing. TV producers could do worse than to use this map when making documentaries on desert battles. It would be a big improvement over many programs. Wonderful textures and great placement.

Which tempts me to ask a question - you paint manually when placing textures. But do you do so in map-maker, which seems to me a task of extreme boredom not to mention difficulty since it is so hard to discern height differences when looking straight down. In 3D view you can see them better, but then you can't place tiles in map-maker.

Or do you 'paint'/place textures using map_h? I've been doing that a few times for specific terrain types, for mountaintops or mountain ridges. You can often discern terrain from the brightness of RGB values on map_h and if you use map_h as a guide layer on map_t, or if you select multiple areas on map_h bit by bit, you can then 'paint' the appropriate layers on map_t in the RGB values you wish to use.

And a last small question: is the rusted petroleum/fuel tanks in several of the above screenshots a standard object? I've never seem to have seen it before.
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Uufflakke

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Re: Redko's Afrika new textures ...
« Reply #282 on: November 21, 2010, 03:20:06 AM »

And a last small question: is the rusted petroleum/fuel tanks in several of the above screenshots a standard object? I've never seem to have seen it before.

The rusty tanks are part of VPMedia's improved object pack (or whatever name it was) as far as I can remember. And isn't it included in Ultrapack? At least I have it in my HSFX4.1 install. The white oil reservoirs seem to be winterversions just like some other objects on this nice map I think.
Can't wait for the release of this map to bomb the reservoirs to see the explosions.  8)
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Mick

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Re: Redko's Afrika new textures ...
« Reply #283 on: November 21, 2010, 05:07:12 AM »


... the fuel tanks for you Agracier (very smart idea to use them as pipelines)

http://www.megaupload.com/?d=TQ4VS2Y2
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SAS~HolyGrail

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Re: Redko's Afrika new textures ...
« Reply #284 on: November 21, 2010, 05:33:07 AM »

This is just getting better and better by each passing day  8)
Superb looking environment redko  !!  :)

S! HG 

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gianluca

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Re: Redko's Afrika new textures ...
« Reply #285 on: November 21, 2010, 06:31:39 AM »


... the fuel tanks for you Agracier (very smart idea to use them as pipelines)

http://www.megaupload.com/?d=TQ4VS2Y2

hi Mick and thks for the link, however getting the message: no more available.....
best regards,
Gianluca
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redko

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Re: Redko's Afrika new textures ...
« Reply #286 on: November 21, 2010, 06:37:09 AM »

And a last small question: is the rusted petroleum/fuel tanks in several of the above screenshots a standard object? I've never seem to have seen it before.
The white ones are from "industry of slovakia" objects. I don't there they were repainted through Vpmdia repaint pack. The orange ones (rusted) are from Lal mod pack, Hangar Mod 2 if i remember well.

Yes, all is done through fmb, i never used map_t for a repaint, except for the shallow waters and the water painting. To know where to put the texture i use the camera tool, so i can get the volume to see what is up what is down. I can zoom forward and backward and turn around the "object"...a hill for exemple.

But better than words i'm uploading a little video, a sort of "tutorial" even if i don't like the word. It's gonna help you maybe...and you will see, as you asked once on Kyushu's thread ( a long time agoo  ;) ) for production "secrets"....that unfortunatly there is no secret. All is really painted by hands, Km/Km.

It's a long work but to me the only one that make textures appear natural on the ground and without any (almost) artificial pattern. i will post this video in 1/2 hours.
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Mick

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Re: Redko's Afrika new textures ...
« Reply #287 on: November 21, 2010, 06:37:57 AM »

.... the file is still there though, but Megaupload like many other upload free sites tend to give priority to their "customers" and especially in the afternoon, saturday or sunday, their servers are overloaded and they (logically) give priority to those who pay ...

Try again either today late at night or tomorrow morning ... ;)
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