Osan for vanilla
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FPS check:
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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>
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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. -
Thank you, Arty.
The first is the best! I hope I will be able too. Looks really nice.
I just split my background picture into three parts, each part has 250 Mb, in words two hundred megabyte! Size: 15200*10660. One gigabyte for one pic!
And meanwhile, I’m not under ~ four gigabyte RAM, for one pic.
How did you that earlier?!Too bad, that I cannot differentiate the colors from the Google map…
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When I did the rwy twy mod I was with 8gb… Well I did it with much patience and luck.
Luck cause many times memory went to HDD and took many many many minutes and hours just for one simple operation.
What I was afraid mostly was HDD failure cause of intense use. Thankfully all went well.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Yes, and all the good ideas have to wait…, hoping they are still present, when the machine has done
This:
is from an 8192^2 dds-file…
32 MB…But this is what we want to have, isn’t it?!
I have to split into more tiles…
Currently are only five tiles for rwy and twy! (A little lazy to align much tiles. <lg>)Though, at the end will be the “same” MB, equal if e.g. 32 MB are in one tile, or in three. Or is there a difference for the sim?
Best regards
Earlybite</lg> -
Well I don’t think it will affect the sim that much .
The 8192 might be much for many users but can be used for the high res folder. Also the 8192 is reducable when the opposite will just take memory.
This is if the whole texture is at good detail. If the majority of the texture is low quality but the lines are Crystal clear… hmmm well I wouldn’t like it and the benefit will not be that much.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Well I don’t think it will affect the sim that much .
The 8192 might be much for many users but can be used for the high res folder. Also the 8192 is reducable when the opposite will just take memory.
This is if the whole texture is at good detail. If the majority of the texture is low quality but the lines are Crystal clear… hmmm well I wouldn’t like it and the benefit will not be that much.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
Yes, bad texture quality leads into art for the model.
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t made some “tests”…
This
is what the issue shows.
The tiles are a mix of… I do not really know.The Osan taxi squares in RL are 45° to the runway and square…
In the vanilla tiles there are not. It seems that there someone has stretched a little the width but not the height. How so ever…In the picture the deeper part is from Google maps and sized as long it takes to “fit” with aspect ratio.
And it seems that the runway length from that Google map is the same as the vanilla runway has, not from the vanilla tiles, but from the model.Nothing special, only FYI…
Best regards
Earlybite -
FYI:
The very beginning of v1-2…
Are the border lines to lighten?
Best regards
Earlybite -
Some more:
Best regards
Earlybite -
Are the border lines to lighten?
IMHO yes, they look like they are fresh painted one hour ago.
I would maybe not play with the yellow color itself but make the layer
more transparent (50% ?) and add some dirty weathering layer ontop.All well mixed should result in more realistic looking lines and markings.
Just my personally 2 cent.
Nice effort on Osan though, Hr. FB
Cheers, :yo:
LS -
I hope I can now move forward…
Best regards
Earlybite -
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Hehe bazinca…
https://s25.postimg.org/ca049trfj/I_saw_it_2018-02-14_142059.jpg
With that 3D model currently I cannot hold UHD, only HD.
First I made the textures into 81928192 and that was/is good looking! But every DDS file would need 85 MB, and it seems that I will need ~ 14 files. So, no, I cannot hold that resolution and I sized down to 40964096.
The issue is, that Sketchup delivers only a bad looking texture, very hard to align (especially only by mouse and those needles), so I have more to guess as I will know, which position the texture has and it needs always alignment, model creating, converting, Editor looking, damn, a little more up and left, a.s.o…
For version 1-2 is it (what you see in #37) good enough…
OR what do you mean?
Best regards
Earlybite -
Well don’t ask me…
All those blur and pixelated rwy twy textures in addition that making new airports is a heavy work that is taking looooong time got me started to retexture the current stock airbases.
Also cause of my limited pc ram when I created those textures I couldn’t go for 8192 res so that is why I went for 4096 for the rwy’s and 2048 for the twy’s and respectively 2048 and 1024 for the lower resolution package.
So I will be a bad answer for your question…hmmm now that I have the ram… should I dig up the source files and create the 8192 ones? :lol:
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Well don’t ask me…
All those blur and pixelated rwy twy textures in addition that making new airports is a heavy work that is taking looooong time got me started to retexture the current stock airbases.
Also cause of my limited pc ram when I created those textures I couldn’t go for 8192 res so that is why I went for 4096 for the rwy’s and 2048 for the twy’s and respectively 2048 and 1024 for the lower resolution package.
So I will be a bad answer for your question…hmmm now that I have the ram… should I dig up the source files and create the 8192 ones? :lol:
Well, if you have a set of textures which can be multiple combined, why not…, else it needs a lot of disk space.
You could have made it also with less RAM…, then it will be swapped and if your swap files are on a SSD, well, then it is ok so far.
BTW these lines are 5 and 2 pixels width, with 3 pixels it looks better, but the lines would look really fat. Where also 2 pixels for the yellow line are a little to much, but 1 pixel only is too less material. I tried also w/wo antialiasing , w/wo softening.
Howsoever…