Osan for vanilla
-
FYI:
It will look something like that…
Comments are welcome.
Best regards
EarlybiteLooks like an interesting and welcome project. Just to satisfy my curiosity, how do you do it? I guess the process starts by tracing the edges of the runways, taxiways, ramps, etc. from the terrain tiles to create the initial outline for the 3D model?
Keep at it please!
-
Looks like an interesting and welcome project. Just to satisfy my curiosity, how do you do it? I guess the process starts by tracing the edges of the runways, taxiways, ramps, etc. from the terrain tiles to create the initial outline for the 3D model?
Keep at it please!
I take/took the (in that case vanilla) tiles, turn then, that the runway(s) is/are absolut vertical 180° with a graphics program (in my case Paint.Net). That is the most important, IMO.
Then, in Sketchup, you import that absolutly vertical picture. Then you size it, that the dimensions fit to the tiles in the sim.
That is “all”…(BTW: The reason why my model does not fit 100% to the vanilla tiles is, that the vanilla tiles are not full degree aligned. They are 85,25°, and that isn’t possible in the BMS Editor.)
Reverse, so you will, you export that into Sketchup imported background, as big as you can and absoltly vertical, into your graphics program.
In my case I exported both, the background and the model, but the model only as grid lines, to know which part of the model lies where on the background, as layers.
Then you can cut the parts which shall overlay as texture, but cut a little bigger to avoid visible borders.BTW: I have three layers now to create the textures. Layer 1 for the lines, Layer 2 for the model and Layer 3 for the background.
Then, again reverse, into Sketchup as texture.
Aspect ratio inside Sketchup is another thing. I do need to resize the textures, because of finding the aspect ratio that matches to fit. You only have to watch that borders match by aligning.Then from Sketchup into LOD Editor…
-
Taxiway:
Just modelling the (first) runway…
Stay tune!
Best regards
Earlybite -
Maybe create a new, slightly rotated airbase tile to fit runway lod?
-
Maybe create a new, slightly rotated airbase tile to fit runway lod?
It’s not done only with the runway…
All the vanilla Osan-tiles have to be replaced, if you wanted to have it perfect.
You can see it in the pic from my previous post. What fits at the top, does not at the bottomBut that is, IMO, not really an issue. If the airbase is finished (it never will be), you will not notice tiles.
-
FYI
First testings:
I made a small ram start, all fine.
You can take off and land.
Now finishing the runway…Best regards
Earlybite -
And “ready”!
And, yes, there is still much to do. But so far it is usable.
E.g. the lines are not that pretty I would prefer. I have to redraw thousands of lines for that in a better resolution.Taxiway needs borders, currently is only a middle line…, the grphics quality of the textures are not so good, because taken from the vanilla tiles, which have a low resolution, a.s.o.
But all connections fit, no breaking line<finger crossing=“” <g=“”>>.
Tomorrow I will upload the LOD’s, the objective (very pure), and some intstructions, e.g. it needs two new features, the runway now has four parts.
I hope it is worth it.
Best regards
EarlybitePS.: Currently I’m working with a thirty days full version of Sketchup, nineteen days left. Maybe I have thirty days more, and maybe I get a student version… So finger crossing.</finger>
-
For early access download:
http://www.individcore.de/Earlybite/BMS/Osan%20Airbase.html
Best regards
Earlybite -
Hi,
now I have two choices:
A) I take what I currently have and repaint e.g. the taxi lines in higher resolution e.g. with borders
or
B) I make new tiles from Google Maps and rebuild all
Teaser:
-
Well,
YouTube could create some overlays with some markings and Alpha Layers overhead the ground plates. So you could create small textures while having sharp markings
Cheers
Tom -
@Tom:
Well,
YouTube could create some overlays with some markings and Alpha Layers overhead the ground plates. So you could create small textures while having sharp markings
Cheers
TomYoutube? How shall this work?
-
Iam not AT home for some weeks. But IT works just like markings an tailnumbers on aicrafts.
In this way you could create sharp ground textures while saving Performance. Just take a Look about ostsee Theater.
Cheers
Tom -
@Tom:
Iam not AT home for some weeks. But IT works just like markings an tailnumbers on aicrafts.
In this way you could create sharp ground textures while saving Performance. Just take aus Look about ostsee Theater.
Cheers
TomSorry for asking again: Youtube? How can you do something with Youtube?
Is there somewhere something to find in the internet about it? -
Sorry for asking again: Youtube? How can you do something with Youtube?
Is there somewhere something to find in the internet about it?
this is for FSX but that’s what Tom says about. -
FPS check:
-
Hi,
now v 1.1 is fully operational, with textures and (if you want) new night tiles, lights at night, great various ramp start places (have a look in the Editor!)…
Install instructions are in the web page…
You can download here:
Osan Airbase v 1.1Enjoy.
Best regards
Earlybite -
Hi,
a lot I’ve learned now…
Texture testing for 1.2:
… and will.
Best regards
Earlybite -
Raise the resolution as high as u can. Go even for 8192x8192. U can always reduce it easily but the opposite is painful.
yellow line I say it’s tooo fat. -
Raise the resolution as high as u can. Go even for 8192x8192. U can always reduce it easily but the opposite is painful.
yellow line I say it’s tooo fat.Hi Arty, thanks for reply!
The resolution…, I have one picture, resolution 760016000.
<currently>With Sketchup, I take this picture as background and material, then I fill each part of the model with that background, then I make for each part a single texture. This is (original) ~ 2048^2 (later I make 2048^2 for the dds-file)…, that “guarantees” me that I have no breaks in the lines from part to part.
How could I get 8192^2 textures out of my 760016000 background picture?The yellow middle line…, only a test.
The issue here is again the “small” resolution (7600*16000)…
A line needs material, say 8 pixel width at 8192^2 to get a thin line with volume. AFAIK…, of course.Currently I’m wondering how to get black bordered yellow taxi lines, which are not fat…
My currently one idea is, to split the back pic into 3 parts, double the resolution, drawing, resizing and putting again together…
Do you/someone has some information about the colors from that sides? I have found some videos from Osan at YouTube, but not showing any details about the colors of that borders…?</currently>
-
hmmm…
If u go the 7600x16000 idea… then detail when in ground will be bad.Rough math:
u will have 60 pixels for 1 meter on the 16000 side
and u have 5.6 pixels for 1 meter wide on the 7600 side…
thus your yellow line is that fat.Those rwy twy models are the base of the textures I created for the generic airbases. The general idea was very good but…
For accurate math: u must put the model down for each part…
The centerline yellow twy line is something about 20 cm? sorry long time can’t remember… a quick tip is that the F-16 front tyre is the same thick as the yellow line. There are hundreds of pdf’s on the net with those specifications - measurements. 15 to 30 cm https://en.wikipedia.org/wiki/TaxiwayAlso from within pit the yellow line is about the size of the camera infront of the HUD.
IIRC 2048 was an acceptable res for twy and 4096 for the runway. Depending also how u have the 3d model and uvw mapping.
For me perfect is 4096 on the twy and 8096 for the rwy.
2048px for the 173ft=52m(width) twy = 39px/m
going
4096px for the 173ft=52m twy = 78px/m this is close to 1px per cm thus more detail thus less pixelazation thus clearer more accurate lines.
Now how do u connect the lines accurately… My one nightmare when creating the generic rwy twy textures…
Use reference points and adjust pixel by pixel.
BUT first set a general plan. Connect current textures with accuracy in a straight forward way. Then play with the tool u will select.
Others go the Photoshop way, others Autocad, others 3ds max I went CorelDraw with scaling x=100% I work on y so how much I must reduce? I had the basic numbers and then laid out the textures and lines and etc.Cannon has a good guide u can find at the HotList.
here u can see with blue letters - symbols marks on the runway…
So if u want to keep the 7600x16000 at least erase the line - markings and do them in photoshop or whatever u choose, up the resolution, tarmac will look bad but the lines will be ok.
but you must find the actual measurements for high details and see if you have enough pixels to represent those details.
20cm are 1/5 of 1m so if you have 39px/m then it goes to 7,8px (7 or 8 pixels) for the twy centerline for example.