Tom`s texture pack
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Hi, yes, I guess there is that problem. Sorry if this thread has wandered into another area! So, back on track, Is there a way to identify which tiles get placed where and why? and how the various tile classes get placed together ? Just for experimentation, i tried last night tweaking one of the forest tiles , to see how gimp worked etc and put it back into Falcon. It was only by chance I found it, the altered colour made it stand out. Maybe Tomcatz can chip in with some help as to how he works the tiles?
One big thing to try and address is the way the repeating tiles form distinct lines on the terrain, I wonder how that can be addressed? If that could be solved, it would go a long way towards making the system we have much better…
Cheers, Mark
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it is simple as hell - just add 2 more variants for each tile…u must have one basic, very generic tile without repetitive details - use this one in 65-70 %, then use one a little bit more specific tile in 20%…the last one can have some cool and iterresting areas (but not too much visible in long distance) - use this last one 10-15%
very easy, but it will take your time
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Tom, any work in Balkans textures? I’d like to have your textures in my campaign too.
Cheers
dema
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Thank you for work Tom.
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Thank you guys,
Well- I corrected the “wama”-coast files. Basecally for nowadays I work on “real-fall-textures” for korea. Overall It looks well so far. But it is very hard to change thousands of textures and allways find the right ones on that big big map.
Some people asked me why the water is black. The solution is simply that my program did not show me the water colour. So the shader for water should be activated.
My very best regards
Tom -
@Tom:
Thank you guys,
Well- I corrected the “wama”-coast files. Basecally for nowadays I work on “real-fall-textures” for korea. Overall It looks well so far. But it is very hard to change thousands of textures and allways find the right ones on that big big map.
Some people asked me why the water is black. The solution is simply that my program did not show me the water colour. So the shader for water should be activated.
My very best regards
TomHi Tom, thats great news! the screenshots I saw recently looked awesome. Can I ask how possible or easy it would be for you to address the issue of linearity in the tiling / textures? There are areas where different tiles meet that have very obvious straight edges and also when tiles repeat, you get linear patterns. Of course, i realize this may not be easy, but I just wondered what was involved. If its just a question of time and effort, and is relatively simple, there are several people here, myself included who would be happy to help, I am sure? Anyway, Cant wait to see the Fall textures !
Cheers, Mark
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Any news ?
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link crash
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File not found
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IS THERE ANYONE WHO CAN GIVE A LINK THAT WORKS PLS???
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PPPPLLLLSSSSSS???
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Link is expired.
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yeah need new link for this. Awesome work
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yeah need new link for this. Awesome work
I disagree, repeating textures are too visible. But quality is good…
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Well- I still trying to overwork my textures. The latest news: The textures are useable for spring, summer and fall now.
I expect that I will need some weeks. Hope this is okay so far … Cheers,
Tom -
Tom you made great job man!!!everything you did is great!!!
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Great job!
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@Tom:
Well- I still trying to overwork my textures. The latest news: The textures are useable for spring, summer and fall now.
I expect that I will need some weeks. Hope this is okay so far … Cheers,
TomThanks Tom.
Just a request though - if the new textures are “some weeks” away, which in flight sim time could be a while, any chance of the old texture pack being put up again? I’ll take anything over the fugly default terrain.
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is anyone can give a link for download, all links provided seems not work. I really want to have it, Please!