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Author Topic: Redko's Afrika new textures ...  (Read 175788 times)

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redko

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Re: Redko's Afrika new textures ...
« Reply #84 on: September 08, 2010, 11:42:47 AM »

Mmmm i just tried to index the textures and blend it on gimp and photoshop, it can't do it. It's seems to be blended texture or indexed. ::)

i could release a map with indexed textures for low rigs, but without blending, but i'm not shure this is going to be  nice...
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agracier

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Re: Redko's Afrika new textures ...
« Reply #85 on: September 08, 2010, 11:45:00 AM »

Mmmm i just tried to index the textures and blend it on gimp and photoshop, it can't do it.

Could I ask what blended textures are? Sounds like something useful ...
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SAS~Malone

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Re: Redko's Afrika new textures ...
« Reply #86 on: September 08, 2010, 12:07:43 PM »

redko, i just indexed them all in photoshop. straight open/index/save, no blending, just because i like to trim file sizes where i can, and i'm not sure if it's a placebo effect, but it actually seems to look, and run, just a tiny bit better....
its awesome, mate -really, i've also just fired up the Afrika: LWPilot campaign again just to experience it with this great new look...thanks very much!  :D ;D

oh, the easiest solution for me with this tree spike thing, was just to replace those 2 line in the load.ini with the original desert map load.ini entries.
so;
Tree0 =
TreeLightMask =

would look like so:
Tree0 = Trees/MTO_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga

this results in there being the default trees on the map, which might not look all that great given the surroundings, but they're more natural-looking than the spikes.
guys, these are simple things that anybody can play around and do there own load.ini editing, it's really pretty simple, and can be fun, too!  ;)

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redko

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Re: Redko's Afrika new textures ...
« Reply #87 on: September 08, 2010, 12:35:07 PM »

Warning:
I will reupload the map tonight or tomorrow with some updates, corrected load.ini and a more detailed install procedure, it's going to be better for all and specially for newbies ;)


My bad guys, i should have tested the map before with some betatesters. Stay tuned on the thread  ;)
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redko

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Re: Redko's Afrika new textures ...
« Reply #88 on: September 08, 2010, 12:41:58 PM »

Problem solved. The map is activated with the 'online desert'. The map is tremendous, with breathtaking detail. I too get the same 'white spikes' and occasional black textures when I close up; guess it has to do with my graphics card (Nvidia 9800GT). Thanks again Redko!

Solution is given by Sas Malone here :

"oh, the easiest solution for me with this tree spike thing, was just to replace those 2 line in the load.ini with the original desert map load.ini entries.
so;
Tree0 =
TreeLightMask =
would look like so:
Tree0 = Trees/MTO_AlteredBush8a.tga
TreeLightMask = Trees/LightM256.tga
this results in there being the default trees on the map, which might not look all that great given the surroundings, but they're more natural-looking than the spikes.
guys, these are simple things that anybody can play around and do there own load.ini editing, it's really pretty simple, and can be fun, too!  "

I will upload tonight or tomorrow i version with indexed textures, it's better for slow pc...please follow the theard for the new link ;)
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redko

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Re: Redko's Afrika new textures ...
« Reply #89 on: September 08, 2010, 12:50:07 PM »

Could I ask what blended textures are? Sounds like something useful ...

You must have 'Map building for beginners" tutorial i guess ? Check in part 2 of this tutorial, on "new textures" section. You find find there an explanation of what blended textures makes = it helps to hide the junction points between 2 textures. Viking used that on many of his maps.

Take a look on Lybia folder to some textures, you will see some 'missing' parts, it's blended. As the desert textures deals with very bright colours, blending is a good solution to make disapear all those junction part...it would kill the map without that. Sometimes it's very hard to make disapear that just by working the texture it self.

Dark textures don't really need blending.
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redko

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Re: Redko's Afrika new textures ...
« Reply #90 on: September 08, 2010, 01:02:14 PM »

redko, i just indexed them all in photoshop. straight open/index/save, no blending, just because i like to trim file sizes where i can,

Ok it's what i was guessing...i have to chose between blending and indexed textures....must be a placebo  ;). No seriously, i will provide another one tomorrow with just indexed textures, and no blending. I think this would be better for people having old pc...and some CG seems to mal function with blending.

Thanks for help with advices and tips here, i'm glad to see SAS team's support  :)
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redko

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Re: Redko's Afrika new textures ...
« Reply #91 on: September 08, 2010, 01:29:15 PM »

Got a weird error with this one. I couldn't save, then when I zoomed out from ground level my gamma was shot, and the screen was nearly white, even when I exited FMB...

Looks nice otherwise, though ;)

yea i have this too on fmb. it's blended textures, it makes that sometimes. i will give another map version with classical textures tomorrow
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redko

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Re: Redko's Afrika new textures ...
« Reply #92 on: September 08, 2010, 01:45:02 PM »


Try the map at 6pm with medium clouds....you will like it i know... ;)
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redko

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Re: Redko's Afrika new textures ...
« Reply #93 on: September 08, 2010, 02:11:17 PM »

I think that the roads were altered here in the map as well. I remember Redko asking where the files for roads were to be found. I like the new roads very much for this ind of terrain, but now it's my turn to ask where these new road textures are, since I can't seem to find them in the Lybia textures folder and the load.ini gives the same location as before ...

You mistake mate. I haven't altered the roads, if you have this feeling it's the sign my texture maybe make it appear nicer, but these are the stock roads.
Actually i'm still looking for the sfs file including the roads textures. I remember having seen it once...but i don't remember where. The idea would be to replace the stock road texture by more realistic wheel tracks, manually painted...a little bit like the Palau's airfield, you see what i mean.
In the desert the effect could be nice. I'll pm you if i find again those files...i think i saw it somewhere on STD file.  ::)
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redko

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Re: Redko's Afrika new textures ...
« Reply #94 on: September 08, 2010, 02:31:37 PM »

@ Checkyersix
I get the same. What is happenening is some of the texture are too much for the graphics card. I was working on a new shallows today and it had a lot of detail and looked really good but when I checked it out in game the map went white and when I tried to exit, the main screen was white but you could make out the buttons for everything. I have a Nvidia 9800 1 gb. As far as saving do you have Uufflakke's houses?

I will post tomorrow a lighter map with indexed textures...it should help.
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Triad773

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Re: Redko's Afrika new textures ...
« Reply #95 on: September 08, 2010, 09:41:18 PM »

Hi- enjoying the map so far, it's great 8)

I did run into an issue tho, not sure if it is the map or something else funked up on my end- not unlike a mirage in the desert ;)



Stuff seems to float  :-[

Not sure if this was reported before or not.

This is basically along the runway on the northwest part of the map by the coast.

Triad
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