Runway Textures
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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. -
and because we are suckers for detail:
edit and more detail - variety looks more 3d and vivid:
@Polak
1.well it’s simple u create a mask of the new texture and u paste it over the old. Then u stretch it to meet the original… using a seamless texture u can easily do it. For numbers and symbols on the runway u do the same and play with opacity - transparency to meet the exact size as the original… easy I believe.
2. I don’t understand m8 sorry. The bitmap was outline traced. What is e_marque? The vectored arc was edited and the curve was finetuned.
3. if u refer to DCS no relation at all.If there is a free no copy rights background please share and I will use it. Maybe I could do them all. I have some concrete asphalt and the rest… from libraries
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Not trying to sidetrack this, however what being done here is relevant. I have been able to replace parts of a standard airbase with different features (taxiways, buildings runway parts etc…). Has anyone had an issue when replacing runways at a standard single strip Airbase via Falcon editor? After saving the the change it defaults to 01-10.
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It looks promising, go ahead!
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Not trying to sidetrack this, however what being done here is relevant. I have been able to replace parts of a standard airbase with different features (taxiways, buildings runway parts etc…). Has anyone had an issue when replacing runways at a standard single strip Airbase via Falcon editor? After saving the the change it defaults to 01-10.
U must respect and change the numbering for the runways here:
https://www.benchmarksims.org/forum/showthread.php?14127-Questions-questions&p=216287&viewfull=1#post216287 -
Arty,
What Taxiway or what Airbase is using that texture #182 you so skilfully edited? I really like this embossing effect. This is cool :headb:To continue this discussion in meaningful way, I would like to see the effect of the edit in the game. I know how to switch the texture I just need that info about what Airbase or at least what taxiway model is using this.
Again we are here only touching subject of “jaggies”, which is A PROBLEM, but not as difficult perhaps and time consuming to solve as those butchered textures of runways and taxiways. Do you see where are they messed up?
E-marque is elliptical marque. This is how you draw arcs or circles. Make path command in Photoshop is technique involving vector graphics and IMHO no need to go to any external program for any better results. Or … this is why I want to see text#182 and compare in the game.
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It is CT125 Seosan Airbase.
ok on the E-marque only it’s for photoshop and I use CorelDraw. When u use bitmaps only u loose detail when u use vectors the loss is minimal when converted to bitmap cause I work on 300dpi easily.
Edit: try this one is the last one: http://www.mediafire.com/download/648qjlu2ya446he/182(2).dds
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looks sooooo good! wonderful work!
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In any case … if you can find a way to make it work … it would be realllly cool.
Good Luck guys!
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I’d like to tackle new runway textures. The original aren’t terrible, but they do tend to stick out like a sore thumb, I am thinking they can be a bit too clean or need some sharper detail. I want to utilize photos with the new textures.
I copied all the ones I could find over to a new folder and made a few batch sheets. If anyone could confirm if I am either missing any or have any unnecessary ones in there, that would help - there are 187 files!!!
I found 209 when I had a look a while back
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I do not understand. If the streching is calculated you can make such a “reverse streched” texture which is connected well them to each other.
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U must go with layers.
u must use or create a seamless texture for the stretched runway and use fill, this will be your base. That way it will look super. First layer.
On it put the markings. Second layer.
On them put the landing black wearing the ones tires leave when they touch down. Third layer.
General wearing spills bump whatever looks great. Forth layer.Forth layer maybe will need the same technique as first layer fill.
Fifth layer the black runway ending that connects to the grass.
Sixth layer in case there is grass u can use a seamless grass texture.here is an example on taxi ways… all r different layers… the markings the black sides the grass on the sides the grass on the round turns the asphalt. The asphalt is done with fill… and it’s still big maybe I should use smaller size, so when in pit the small dot’s look like real and not as rocks.
The markings should be done with vector so that they are crisp clear, sure we u can put wearing effects on them.
But when u work on a 96dpi picture and u stretch it or whatever the final result will not be that great.
For my likes it should be great from ground cockpit view like this:
and not from high alt.
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I do not think you should put bump effect… because irl, on such runway tires would blow up
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I do not understand. If the streching is calculated you can make such a “reverse streched” texture which is connected well them to each other.
Do you mean stretching the DDS texture (effectively shrinking it’s height in a portion of it) so it ‘evens out’ in 3D world?
U must go with layers.
u must use or create a seamless texture for the stretched runway and use fill, this will be your base. That way it will look super. First layer.
On it put the markings. Second layer.
On them put the landing black wearing the ones tires leave when they touch down. Third layer.
General wearing spills bump whatever looks great. Forth layer.Forth layer maybe will need the same technique as first layer fill.
The markings should be done with vector so that they are crisp clear, sure we u can put wearing effects on them.
But when u work on a 96dpi picture and u stretch it or whatever the final result will not be that great.
I’m using layers… sorry, what you wrote is hard to process
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Do you mean stretching the DDS texture (effectively shrinking it’s height in a portion of it) so it ‘evens out’ in 3D world?
Yes.
As I see you have wonderful texturing skills. I would be great if you be involved in this project.
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look here phait:
Bad example of stretching on the black straight asphalt…
Here I used the seamless texture once:
Now I used the same texture 5 times sized down and overlapping one another as this:
And this is the result inside Falcon:
which looks pretty cool IMO as for the black straight asphalt. Now I have to do the same for the curved one. I just left it as is to see the difference and how to reverse stretch it.
Also as u can see the center yellow line is perfectly aligned.
Edit lol on the last pic I forgot to use the black bordered line…
Edit 2: hmm I didn’t forgot the black bordered line but cause I did converted all the vectors in one bitmap and in this texture the yellow lines are smaller it resulted the black border to almost vanish… hmm if it doesn’t work per vector then I should make it thicker.
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Yes.
As I see you have wonderful texturing skills. I would be great if you be involved in this project.
thanx Molni…
Well I believe I have ready the basic yellow lines turns etc so for the rest it mostly needs aligning them with the current textures. If I will ever finish a 3d city… damn… always something new pops up. And the thing is that from those 200 textures most are taxiways IIRC