New Texture Balkans
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Thats impressive……but…
any screenshot from target area?
I hope that I won’t have to play “reverse” campaign, in that "reverse"campaign I take off in ex-Yugoslavia and attack Brindisi or other photo-realistic target in Italy…
just my 2 cents -
Thats impressive……but…
any screenshot from target area?
I hope that I won’t have to play “reverse” campaign, in that "reverse"campaign I take off in ex-Yugoslavia and attack Brindisi or other photo-realistic target in Italy…
just my 2 centsAlready answered:
Yes next step will be textures for importants objectives and towns in east Europe area: Belgrade, Banjialuca, etc.
Stay tuned
cheers
Danguard
:woohoo:
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You guys should do Korea because I’m not sure if FLARE will ever be release.
On the other hand this work looks far better than FLARE IMHO.
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You guys should do Korea because I’m not sure if FLARE will ever be release.
On the other hand this work looks far better than FLARE IMHO.
Agree.
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You guys should do Korea because I’m not sure if FLARE will ever be release.
On the other hand this work looks far better than FLARE IMHO.
i concur
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You guys should do Korea because I’m not sure if FLARE will ever be release.
On the other hand this work looks far better than FLARE IMHO.
Very soon i will work on korea
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@Fighting:
Very soon i will work on korea
Eccellente
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update
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Me likes it!
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I too, hehe
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great job rudy, I wayt to download it, you are terrain’s man good luck, it is a pleasure to look what did you mean, best regards
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great job rudy, I wayt to download it, you are terrain’s man good luck, it is a pleasure to look what did you mean, best regards
Very soon the download is still work to do…
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Those farm textures are pretty good as far as they are pass the test of not showing ugly repeatitiveness of any pattern or particular color patch in them. That is how IMHO each texture should be evaluated. If they pass that test they should be considered as worthy further work and development.
Unfortunately, such a texture material, when served in excessive quantityand area, tends to be suffering from effect of “sameness” . This is where terrain editing and not only tile painting should enter and correct this issue. That is what , as you know, I am talking about from some time. Criss crossing roads and rivers help only a little to remove this effect perhaps because they are made on the same background (or perhaps not ).
It is really pretty difficult and hard to control issue and perhaps those who are not familiar with tile painting trade may not fully feel, appreciate, or understand. And yet quite a lot serious, if not scientific, study has been commissioned, sponsored and spent by Microsoft/others to study this phenomena with some interesting conclusions, but IMHO not clear and effective ways to remedy problems.
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Those farm textures are pretty good as far as they are pass the test of not showing ugly repeatitiveness of any pattern or particular color patch in them. That is how IMHO each texture should be evaluated. If they pass that test they should be considered as worthy further work and development.
Unfortunately, such a texture material, when served in excessive quantityand area, tends to be suffering from effect of “sameness” . This is where terrain editing and not only tile painting should enter and correct this issue. That is what , as you know, I am talking about from some time. Criss crossing roads and rivers help only a little to remove this effect perhaps because they are made on the same background (or perhaps not ).
It is really pretty difficult and hard to control issue and perhaps those who are not familiar with tile painting trade may not fully feel, appreciate, or understand. And yet quite a lot serious, if not scientific, study has been commissioned, sponsored and spent by Microsoft/others to study this phenomena with some interesting conclusions, but IMHO not clear and effective ways to remedy problems.
Good observation Polak,
we are putting in place a new technique for the farm, and roads, rivers with the super variations i hope to be able to see the result very soon. -
Yes, putting 16 or more PR textures in the row with the road or river is possible and in a way could be called new “supervariation” technique. Looking forward to your results :headb:.
However, bear also in mind, that PR despite its power and appeal is not the only answer to everything. To contrary, if used in limited number (because of some code texture limitation) only amplifies the difference between PR and traditionally tiled part.
Moreover, even 100% PR theaters like Guam do not seem to be what this community is looking for, or expecting. Maybe there are other factors in play, I am not sure.
What I am sure of is, that a lots of time goes to make tiles and final result of the theater may depend on keeping very careful balance between PR and regular tiling (all in good coordination with heightmap), keeping out of clashing colors, tone and contrasting transitions in very tight and carefull selection and choice.
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Yes, putting 16 or more PR textures in the row with the road or river is possible and in a way could be called new “supervariation” technique. Looking forward to your results :headb:.
However, bear also in mind, that PR despite its power and appeal is not the only answer to everything. To contrary, if used in limited number (because of some code texture limitation) only amplifies the difference between PR and traditionally tiled part.
Moreover, even 100% PR theaters like Guam do not seem to be what this community is looking for, or expecting. Maybe there are other factors in play, I am not sure.
What I am sure of is, that a lots of time goes to make tiles and final result of the theater may depend on keeping very careful balance between PR and regular tiling (all in good coordination with heightmap), keeping out of clashing colors, tone and contrasting transitions in very tight and carefull selection and choice.
I will do my best
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Yes, putting 16 or more PR textures in the row with the road or river is possible and in a way could be called new “supervariation” technique. Looking forward to your results :headb:.
However, bear also in mind, that PR despite its power and appeal is not the only answer to everything. To contrary, if used in limited number (because of some code texture limitation) only amplifies the difference between PR and traditionally tiled part.
Moreover, even 100% PR theaters like Guam do not seem to be what this community is looking for, or expecting. Maybe there are other factors in play, I am not sure.
What I am sure of is, that a lots of time goes to make tiles and final result of the theater may depend on keeping very careful balance between PR and regular tiling (all in good coordination with heightmap), keeping out of clashing colors, tone and contrasting transitions in very tight and carefull selection and choice.
You are right, im bit sad that bms terraing graphics are going to satelite/photo textures way, its wrong style for combatflight sim where you have to spot small targets on ground. Even best photo or satelite textures are just pixel mess in low alt.
I don’t wanna more flat fake buildings (a’l’a dcs’s) or fake forest. Rise of flight style graphics should be best choice, 3d forests so no need for forest texture etc…