F.L.A.R.E. Revived
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Balkans looks superior to F.L.A.R.E but that’s just my opinion.
ITO and the new Balkans are the best looking tiles I’ve seen.
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well wasnt the only big issues with photoreal textures the low resolution at low level and the tiles set limit?
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Sometimes yes.
I haven’t flown Balkans but ITO looks good hi or low from what I recall. I think its subjective and personal opinion, but I have to say the screens from Balkans look outstanding; particularily the mountians.
What’s FLARE look like when you change the season to spring or fall?
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Balkans looks superior to F.L.A.R.E but that’s just my opinion.
ITO and the new Balkans are the best looking tiles I’ve seen.
Damn glad they’re superior. Now we’ll soon have a plethora of theaters with updated tiling!!
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No clue. Haven’t seen it yet.
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I’m sure Korea will look great with FLARE work finished.
Some will prefer FLARE over the sat images; its just personal taste. I’m sure everyone will be pleased to see a New Korea
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Anything over stock. Anything, IMHO.
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Yes sir. Sick of seeing those tiles
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I would just like us to take a look at this vid.
Please ignore the VERY good flying skill’s of the pilot, he doe’s this for a living…LOL.
Then we’ll…“see”…!!!I sound like him just getting out of bed
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I sound like him just getting out of bed
Don’t want to Vision that……LOL!!!
But wait, there is Much more we can do in Korea with a few simple “Tricks”:
just an example of a learned technique……
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Agree.
Or spend 5 minutes to Cate script. It is better to do variations of rivers, roads, coastline and transition, than a unique city, etc … This will not affect campaign files and greatly improve terrain imho.+1 please mind about that, as also demer said there are tricks that can improve the terrain even if they aren’t about textures!
Variations are more important than any good looking geo-sat painting, geo-sat is great but more time consuming in production as every detail should be eye attracting but still seamless to not be a chessboard… and imho to obtain a good results it requires a big number of tiles for variations! having a perfect tile that is so great looking makes a punch in the eye if it’s being repeated 100k times (even if this is a good thing in terms of performance).
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pretty sure that is the point of F.L.A.R.E., is it not?
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pretty sure that is the point of F.L.A.R.E., is it not?
Not sure on who is doing what and how is doing that, and in what direction as, as far as I read here, there are different opinions… If these are the headlines of the project, perfect.
But as Socrates thought, is better to talk about something, than to read the book about that. As you can get whatever idea from the book and you won’t know if it’s right, but when you talk with the writer you will understand exactly what was the right idea…
(not saying that I’m right with my suggestions anyway but I got so fare no responses :mrgreen:) -
okay, the established goal is to remove the tiled appearance of the korea theater, by removing repetitions in tiles and using tile elements that dont visually seem to repeat.
from what we have seen, the tile art is not quite so detailed as satellite pictures, but also does a lot to improve the terrains appearance. it also includes edits elsewhere, such as changing weather textures, altering 3D models, and fixing other errors that affect terrain realism.
note that I getting this from this thread, btw. feel free to correct me if it seems I am mistaken on any of the stuff here.
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okay, the established goal is to remove the tiled appearance of the korea theater, by removing repetitions in tiles and using tile elements that dont visually seem to repeat.
from what we have seen, the tile art is not quite so detailed as satellite pictures, but also does a lot to improve the terrains appearance. it also includes edits elsewhere, such as changing weather textures, altering 3D models, and fixing other errors that affect terrain realism.
note that I getting this from this thread, btw. feel free to correct me if it seems I am mistaken on any of the stuff here.
Yes, I think that is the general sense, but this:
Good advice. We are taking on some of the more difficult tiles first. I’m talking the bases that aren’t finished first. Jammer has the coastlines that aren’t finished, and Fulcrum is doing the cities. Gio was very organized and he has the tiles and PSDs organized into sets… For example, there is a folder called HCITY-Cities and in that folder we have folders Original Day, Original Night, and PSDs. Any tiles in the Original Day/Night folders haven’t been completed. Whenever we complete a file we remove the original from that folder. Once the folders are empty (for example lakes) we know that tile set is completed. So we’re approaching it by folders or tile sets. Jammer is right about the % complete though. It’s more than I thought it would be completed. I’ll try to take a pic of Terrain Editor to give an idea.
seems to me no variations creation! as stock korea has no kind of variation for the most eye attractive things :mrgreen:
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I am missing your point here. the point wasnt to increase the number of tiles used, because BMS is hardcoded to limit the number of sets to a max of 4096. the point was to make the tiles less repetitive, i.e. take out features that repeat.
you are correct in that using different tiles is one way to avoid repetitiveness, but that means that you ultimately need more unique tiles - a limited resource. this way, each tile will stand out less, but will also have less features that make you think its just copypasta…
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taking 2/3 variations per each transition and path tiles means maximum 4 sets of tiles, that is 64 tiles, even if you double that, it is a very small number, currently korea has about 1100 tiles with some unused, and they are not well organized in the .bin (119 sets). This mean being atm a lot under the 4096 limit, improving the only “problem” that is in there.
So imho:
after finishing the textures, we waited years we can wait some time more, editing to the .L2 and .bin is a must to get this in a good shape from all the aspects AND make the variation to the river/roads coastline is a must.
NO NEED to make new “background” texture, just change the path of them, this will finally give the seamless looking to the terrain, as you won’t see the same river/coast/street/ pattern repeated all over.
I bet that the river set uses the standard plain tile with the river path painted on it, same thing for roads ecc., this is a low time consuming but big visual improvement. -
bin editor says 24 tiles not used and 119 sets, so we have 137 free sets and it’s a good number to create new tiles but I wait with patience a good compromise.
cheers
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Here is a video I made showing different types of tiles in Falcon as well as more FLARE footage. You should be able to see the benefits of photo-realistic tiles vs. original tiles and vice versa. This is the last footage we’ll post until we make some good progress. I think FLARE looks good and will look better once we work in the elevation fixes, add definition to the mountain textures, etc… But let us have a couple weeks to make our mark on them ;).
1080HD so you can watch in full screen
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Awesome vid Demo!
F.L.A.R.E is going to be great