Runway Textures
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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
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Yeah Arty, plz finish this project if you can. Its more important than the 3d cities.
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well this is phait’s project… I just poped up like a xxxx (as always :rofl: )
phait the yellow lines will have to go to the runways too… I have some textures and libraries with seamless textures etc I will send u a link… The thing is that the libraries are a bit huge and I will have to take out the ones that are of interest…
I must have and some cracks and general wearing somewhere…Also it would be nice to do and some wearing effects on the runway markings like the paint levels or whatever…
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Nice!!
I’m looking forward to seeing the download link -
Yes.
I’ll play with the reverse-stretching/shrinking.
well this is phait’s project… I just poped up like a xxxx (as always :rofl: )
phait the yellow lines will have to go to the runways too… I have some textures and libraries with seamless textures etc I will send u a link… The thing is that the libraries are a bit huge and I will have to take out the ones that are of interest…
I must have and some cracks and general wearing somewhere…Also it would be nice to do and some wearing effects on the runway markings like the paint levels or whatever…
Yeah I’m a stickler for detail which is also why I tried the faux bump-mapping, but DeeJay has a good point. Interested in your resources, check my thread in Software forum about file transfer P2P
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It is pretty amazing that after up to 5 pages of this discussion participants cannot arrive together at understanding of true and main problem of this project.
Do not want to sound grumpy guys, but here are some comments:
a. just take look at the texture of runway and see that lower right quarter of it has been “compressed” to fit the 1/4 of the texture. To make matter bad, other left half was also compressed but not as much (but to what degree precisely anyone’s guess) .
b. in the game both parts are being STRETCHED over the partial length of the runway and due the fact that they have no details as the lost it due to compression , they do not fit other “unstreached or uncompressed” components of the runway and taxiways (not to mention they look bad).
c. remedy to that, as pointed earlier by Dee-Jay, is to create new textures and remap the runways. Can this be done in LOD Editor? - perhaps yes, but that could be a torture.
d. can it be better done in 3ds Max or other 3d Editor, possible, but can we export LODs to 3ds or other 3dsMax format? Unless, using 3D grabber perhaps not.So this is in the nutshell.
PS. not that this really matter, but using term “dpi” as a description of resolution of the picture is of no relevance (“dpi” is dot per inch - is anyone printing here anything?)
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I’ll play with the reverse-stretching/shrinking.
Once the texture has been downsized, that is it, there is no magic way to return to original detail.
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I’m aware of that, and I know this “solution” is not ideal. I did in fact try it, before my grid diagnostic ^ and results were meh.
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PS. not that this really matter, but using term “dpi” as a description of resolution of the picture is of no relevance (“dpi” is dot per inch - is anyone printing here anything?)
Yes polak u print. U print on the screen… like goes also for monitors with the lpi and dot pitch. As I explained most of the textures are 96 dpi which is very low… u can have a picture at 96dpi and one at 300dpi.
Now when gfx designers work on gfx they work on 300dpi or even higher depending on the project and wanted outcome. So when u do transformations and u apply effects u don’t loose much detail and the result is crisp and clear compared if u worked only on 96dpi that causes more color overlapping which is what we have now in many areas and specially in runways and taxiways.
Now the 300dpi has major effect when u work with vectors. if u work on 96 dpi u will start with pixelation so with the 300dpi u eliminate this to the minimum.
I hope this makes u understand the difference.
About the only way is 3dstudio max and re mapping the object.
On the runway if u use a seamless texture all those stretches u see will be gone. what u see is cause phait tries to fit a texture to another texture which is obvious it will never fit unless u r lucky.
So this was my recommendation to phait to create a new base layer with a seamless one, then on top put the runway markings and etc. I have done it in the past and it was superb, I just didn’t keep screenshots.
I will try and create a quick one for u to see… just give me some time please. It will not be final but just to give u an idea.