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Author Topic: Redko's Afrika new textures ...  (Read 175933 times)

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redko

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Re: Redko's Afrika new textures ...
« Reply #300 on: November 22, 2010, 11:34:38 AM »

  ;)

Thanks man, i was so tired that i forgot the link ;)
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SAS~Tom2

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Re: Redko's Afrika new textures ...
« Reply #301 on: November 23, 2010, 02:52:02 PM »

This is a pure joy to watch!
It's a pleasure to be able to witness IL-2 theatre-history being written in your and agracier's new maps.
Amazing.

Tom
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agracier

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Re: Redko's Afrika new textures ...
« Reply #302 on: November 23, 2010, 03:01:40 PM »

Seeing how you place textures by hand, over an entire map no less, simply leaves me astonished. Such minute work to texture a map. Hats off ...
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redko

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Re: Redko's Afrika new textures ...
« Reply #303 on: November 23, 2010, 03:24:07 PM »

Seeing how you place textures by hand, over an entire map no less, simply leaves me astonished. Such minute work to texture a map. Hats off ...
:)
Yea but don't mistake. On the video i worked slowly to show how to make a natural shape for mount with a combination of 2-3 textures. For real i work much faster. I work with zoom back, just enought to see the ground and i use fast movements of the mouse to paint. I added a function on unlocked FMb = paint function is made by pressing "space" on the keyboard. In theory the paint function is made with CTRL + right clic on the mouse....and that's horrible for the fingers.

Paint Kyushu was a real "passion" hahahaha....changing the paint function for "space" or whatever makes the work being much reaser. For normal ground painting is not so different than a random painting technic a little bit like what i see on you maps, Chaco for exemple. You seems to combine specific map_t painting and a random system. It's only for specific parts i really paint with close attention.
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agracier

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Re: Redko's Afrika new textures ...
« Reply #304 on: November 23, 2010, 03:45:31 PM »

Yea but don't mistake. On the video i worked slowly to show how to make a natural shape for mount with a combination of 2-3 textures. For real i work much faster. I work with zoom back, just enought to see the ground and i use fast movements of the mouse to paint. I added a function on unlocked FMb = paint function is made by pressing "space" on the keyboard. In theory the paint function is made with CTRL + right clic on the mouse....and that's horrible for the fingers.

Do you make it unlocked FMB or is that just another term for the map maker? I am sometimes confused by the terminology.

But in any case could you give the line you added for the space bar function? Thi might be useful in some cases.
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max_thehitman

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Re: Redko's Afrika new textures ...
« Reply #305 on: November 23, 2010, 04:48:00 PM »

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.

Video "tutorial" for ground texturting - first shots for MtO


Ok here is maybe something that may be interresting to see. Don't take it as a "tutorial" cause it's not the case, it's more an illustration (short) showing how i proceed. Maybe i should make one for texture creating which is a little more technical and can be "teached". Here it's just a matter of paint, paint and paint....

The important thing is to able to switch between photoshop and FMB and work with the textures as a palette.

I puted in the video some shots of the map, movement is better than pics right ? ;)

Wait one hour the end of Youtube post treatment now the video is ugly, better to watch it in hd. Remember that this is still wip so the final map may change from this. Laggy parts are from Fraps, when Fraps is not running the game is faster over the big town.

Great video Mister Redko. Thank you for posting it.
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redko

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Re: Redko's Afrika new textures ...
« Reply #306 on: November 25, 2010, 12:48:39 PM »

Do you make it unlocked FMB or is that just another term for the map maker? I am sometimes confused by the terminology.
But in any case could you give the line you added for the space bar function? Thi might be useful in some cases.

I work on unlocked Fmb yes. The line i aded in the confi.ini file is this one, in RED :


[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Space=insert
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste

You can still apply textures by using crtl + left mouse clic too but it's a real inferno after 30 minutes  ;D....better to use another key.
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redko

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Re: Redko's Afrika new textures ...
« Reply #307 on: November 27, 2010, 05:22:03 PM »

Reintroducing sands 11/28/10

Most of this desert will be rocky, dusty and dry but i'm introducing little parts of pure sands. It's going to break a little too repetitive textures. I like to see some dunes games created by the winds....











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Blond

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Re: Redko's Afrika new textures ...
« Reply #308 on: November 28, 2010, 01:48:14 AM »

Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:




Example of Luftwaffe camo patterns... RAF is even darker:


( top image is +25% Saturation in Photoshop )
I am great fan of your work and textures... this is just a constructive suggestion
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agracier

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Re: Redko's Afrika new textures ...
« Reply #309 on: November 28, 2010, 02:09:14 AM »

Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:
I am great fan of your work and textures... this is just a constructive suggestion

If you've ever been into photography, then you've probably noticed that you can photograph any given landscape in a seemingly endless variety of ways and get a very varied result in terms of color and other factors. And since the North African desert is huge and immense, it shouldn't be surprising that you can find photos of it in a great variation of colors, tints and shades, not only depending on time of day and weather conditions, but also per location.

And besides, the map in question is a fictional area anyway, not meant to literally represent any specific area. It's a generic desert map if you will.

If you'd really like the textures to appear browner, all you'll have to do after installing the map, is open the textures in a graphics editor and run them all through the same color shift values ... easy as pie.
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Dakpilot

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Re: Redko's Afrika new textures ...
« Reply #310 on: November 28, 2010, 02:26:08 AM »

Looking Really convincing!!

I have to say, perhaps blond does have a point, from an artistic point of view these latest shots look perfect  :) but we are flying in an IL-2 world...where the chosen paintschemes are, for many already created campaigns, more suited to a more stereotypical yellower brown hue.

And if the washed out look is just gamma effect at midday then ignore all i said!  ;) ;)

Keep up the great work Redko we all appreciate it  8)

Do you still have any plans for the Libya map? which if i remember was the first mention in your venture into the Desert ;)

Cheers Dakpilot
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redko

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Re: Redko's Afrika new textures ...
« Reply #311 on: November 28, 2010, 02:31:53 AM »

Redko... I still think that North Africa desert is more yellowish to palid brown... than ebony white:
( top image is +25% Saturation in Photoshop )
I am great fan of your work and textures... this is just a constructive suggestion

Gapa mod man, don't trust pics, it's more saturated for real.

The orginal files :






The final ones :




Even the final tga files aren't representatives of the in game rendering colours. You would have to see it by yourself to check it. The thing is - and thats what i wanted to answer to  your PM question about your free sim - is that IL2 engine not only deals bad with textures but also for colours...and light. Which make that if you don't pay attention colours looks plastic and unreal.

Juts look the stock maps to figure that. It's a problem even for the best new maps here, i'm thinking for exemple to Porto's Hawaii...a real beauty, a jewel. The only bad thing is that it use the stock textures, and all green parts looks plastic. By desaturating it it would becomes a little more realistic, and simulate better the athmospherical perspective which is vital to made the landscape look natural.

Desaturated textures help also to melt them and avoid too many junction effect, it gives the feeling that all is a one single texture. No alpha channel here cause when using this you can't index the textures in the same time, and then it becomes to heavy files for some slow PC. The first version of Desert_Online was using alpha channel, but i changed this for the second version as some here seemed to have some fps troubles.

So don't trust the pics, it's better to see it in game to get a real opinion. I could resaturate a little the textures, it's ok, but only after having finished the whole painting process cause all the textures must allways work together. I need i have the same level of saturation (low or high - no matter ) to know where to paint, it's essential for a good painting.

That's why on the video "tutorial" i was requesting moders to work with all the textures opened. You can check step by step by switching from FMB to photoshop which texture is which and check if all saturation levels are good for each texture while painting the map.
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