Runway Textures
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The runway detail in 1024x1024 looks much better than the original. One suggestion, on real airfields, the black edges you see along along the runways are an asphalt shoulder that helps channel water off the runway’s surface. In Falcon, all of the edges look very black like brand new asphalt. In the real world civilian airports, the edges are sun baked and faded to a very dark grey. If you have time, an added touch a realism could be achieved by lightening the edge’s colour pallet ever so slightly. The second lowest picture, left shoulder looks very close to actual runways I have seen.
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Drooooool.
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Could u go for 2048x2048… In case u see fps hit there can be and a 1024x1024 version very easily. Some guys with monster pc’s can enjoy the 2048x2048.
It was something I wanted to do too but never got the time. I tried some and the change and look is outstanding…IIRC u must have them all.
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It has to do with the uv mapping of the 3d object on 3dsmax.
U have to try and counterstretch it to get to the point it must be.It needs some time and effort… one of the reasons I left it as I didn’t had time…
Also since u r there… one good (maybe) idea would be to create and some dark ones…
Meaning u do the ones u started and then black them out… select the tarmac of the runway only (not taxi not the markings) and play with brightness and contrast and maybe some HDR would be nice…
If u create masks (save them ) of the markings I can give u the black runway tarmac to apply it.
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It has to do with the uv mapping of the 3d object on 3dsmax.
U have to try and counterstretch it to get to the point it must be.It needs some time and effort… one of the reasons I left it as I didn’t had time…
I have barely any knowledge with the LOD editor, but know how to replace a DDS in Windows explorer
Do I need a 3D package to fix this?
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Good luck… And looking forward to try your mod.
But I’m afraid that the 1024*1024 textures will put the computer on the knee, especially on the future version.
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Good luck… And looking forward to try your mod.
But I’m afraid that the 1024*1024 textures will put the computer on the knee, especially on the future version.
How so? If I can’t remedy the stretching then project is null and void. (At least, as long as I won’t accept the stretching)
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I gonna see with someone who could (?) help you… Not sure.
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No 3d needed.
just photoshop.
U see the stretching in Falcon… U just unstrech and try… just a part of it to finetune the stretching then u use that part (since u got the correct stretching) and copy paste it to cover the whole area.adding more tilesets to the runway with LE ain’t hard but doable. The trick - heavy load is with the markings and specially the numbers as those are declared to the object as what number the runway is. If u replace the exact numbers u r ok if u want a second set (darker or different texture) than all those must be done by LE first to declare the new sets and then in Falcon Editor to declare the correct texture used.
What I don’t recall and have to see is the texture sets limitations… as those are many textures…
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In any cases … Updating the runway could maybe be possible (?), but IMO, changing taxiway is impossible without re-doing all the 3D mapping = need for you to have the 3D models of airbases and re-do the entire mapping under 3DSmax of all object and re-import them into BMS… = loooooooooooot of work.
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… Just had some info.
Not possible without a total re-mapping of all airbases.
Furthermore, Kunsan is already using 2048*2048 textures (can’t be increased) … and generic airbase mapping is wrong anyway.
In other words … It is much much much more complicate than it seems to be … You are probably loosing your time.
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well not exactly…
This is where vectoring programs come in (Corel or AI)…
U can take the texture convert it to png make it vector per color and then apply your colors-textures convert it back to bitmap then to DDS done.
Yes needs some work but (for me) it’s easier then 3d and maybe the same work as if u had the 3d model. Either way is texturing just different tool.
But having the 3d model I believe is out of the question so using a vector program is just cool and the way to go… If I have time I might do an example to let u see how.
About the FPS hit sure we don’t know about the new version but using JanHas new shelters that has enormous textures on it 24mb each IIRC there was no significant FPS hit… So fingers crossed DeeJay…
Also in my tests can’t recall 1024 or 2048 (searching the files but can’t find them ) I show no fps hit.
Yeap I found a source it was 2048…
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Very nice idea! Just for the start try to work your textures in this order :174,186,187,192, 193,194, and then 2328, 2329, 1154,1158,329.
Let us know if you can get them repainted with decent “in game” results (I am talking taxi line alignments, arcs that “stretching”, etc, etc.) 2328 and 2329 are also special! Do not go with upward re sizing to ALL textures, some of them really have impact on performance. About that stretching and misalignment, I am afraid, just repainting would not do it.I wrote before I read everything….
In any cases … Updating the runway could maybe be possible (?), but IMO, changing taxiway is impossible without re-doing all the 3D mapping = need for you to have the 3D models of airbases and re-do the entire mapping under 3DSmax of all object and re-import them into BMS… = loooooooooooot of work.
Basically this is the only method in the nutshell.
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But having the 3d model I believe is out of the question so using a vector program is just cool and the way to go… If I have time I might do an example to let u see how.
Please do (!) and let us all see what happens. Hey, you never know……
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In BFB theater all the runways are in higher resolution respect the stock install.
Regards
dema
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No 3d needed.
just photoshop.
U see the stretching in Falcon… U just unstrech and try… just a part of it to finetune the stretching then u use that part (since u got the correct stretching) and copy paste it to cover the whole area.Do you mean stretching the texture in the source file?
…adding more tilesets to the runway with LE ain’t hard but doable. The trick - heavy load is with the markings and specially the numbers as those are declared to the object as what number the runway is. If u replace the exact numbers u r ok if u want a second set (darker or different texture) than all those must be done by LE first to declare the new sets and then in Falcon Editor to declare the correct texture used.
What I don’t recall and have to see is the texture sets limitations… as those are many textures…
So there are runway number/marker etc. “decals” that are placed over textures I’m redoing?
In any cases … Updating the runway could maybe be possible (?), but IMO, changing taxiway is impossible without re-doing all the 3D mapping = need for you to have the 3D models of airbases and re-do the entire mapping under 3DSmax of all object and re-import them into BMS… = loooooooooooot of work.
Not sure that makes sense to me. I could just work over the original texture as a base, as I have with these examples. Or is there something I’m not understanding?
… Just had some info.
Not possible without a total re-mapping of all airbases.
Furthermore, Kunsan is already using 2048*2048 textures (can’t be increased) … and generic airbase mapping is wrong anyway.
In other words … It is much much much more complicate than it seems to be … You are probably loosing your time.
You mean re-texture mapping the 3D objects (more than a simple DDS replacement)?
well not exactly…
This is where vectoring programs come in (Corel or AI)…
U can take the texture convert it to png make it vector per color and then apply your colors-textures convert it back to bitmap then to DDS done.
Makes sense, but IMO very unnecessary. As you can see, one is quite able to work from the original texture.
Sometimes it looks alright… until you get closer.
But still not sharp and ideal.
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In just 10 minutes 2048x2048:
this is 182.dds after it’s converted to vector:
Here is the final wireframe… the semicyrcle not perfect (just a quick display here):
And the final outcome:
and the files one is dxt5 the small dxt1
https://www.mediafire.com/folder/zpcd3gzkdo355/runway_tests -
@Arty,
Sorry, but:
1st - I am afraid, you are not addressing the main issue here (“stretching” aka wrong texture aspect).
2nd- jaggies in arc created by your vector method (after rasterisation) are the same as one created by e_marque with tolerance 0.5 in PS (just see “in game” how it looks)
3rd- that background is little familiar :), but that is entirely different and not related here story.