Runway Textures
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About the stretching problem - during the OSAN Mod we encountered the same problem. Only way of fixing is remap the Model. AFAIK it could be done with the LODEditor or tolls like that, but for keeping such a high detail like posted here before, you would need more texture files which had to be added to the database. Different parts of the runway use different mapping sizes. For using the same sized textures for every runway part, you would have to remap the whole thing. Otherwise you are stuck with different sized textures for the runway (like seen before). Squeezing the texture is not an option because you would loose some detail. Not an easy decision where to go from here…
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The non-movement area boundary line shows where the movement area ends. Movement area is under ATC control (ground controller). Airline gates area is outside movement area for example. For movement on the ramp or parking areas ATC need not be and usually doesn’t want to be involved.
Here is an example Chicago Executive http://www.chiexec.com/nav/pil/images/mapmovement10-19-12sm.jpg
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I’ve found an old tutorial about (re-)texmapping using LE:
http://pookieweb.dyndns.org:61127/tutorial.htm… sooo if anyone wants to remap the runways …
Credits to the HAPPY CAMPERS.
Cheers,
LS -
Lazy thanx for the guide but I don’t think messing with texture mapping is what I want right now as it will increase the creation time and we don’t know what surprises 4.33 is having for us as for airbases runways and taxiways… So going to all that trouble for nothing hmmm u understand my thinking here I believe.
Till now with the path I take I don’t face vertical problems that remapping is required, even if so the result will be much better than what we have now without altering the mapping I believe.Now I just created a new taxiway asphalt from zero as the initial is copyrighted and I still don’t have permission to use it, and to be ok with BMS rules and freely distribute the final project.
OLD:
NEW: (click on the links bellow the pics to see them in full resolution.)
I believe the new one is even better… what do u say guys?
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I prefered the old colors on asphalt, cause in the real it’s even clearer than the old. In the new one it’s too much dark. Also, I never seen in an airport the taxy so splitted. Too much squares. The size between the lines should be 5 or 6 times bigger and lines almost invisible. The effects on the asphalt is beautiful, but the asphalt color should be light grey.
Beautiful project, Arty!
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Great. I Do really loving that Textures. So keep going please. I waiting for that nice runways and taxiways.
Cheers
Tom -
Really really impressive work. I wish I had that level of talent. I have a thought . To me it appears that the texture is about a third too big in relation to the a/c though. For example yellow stripes “appear” about 2 feet wide, divisions between slabs look to be about 8 to 10 inches.
Cheers: Dave -
well u know what they say:
“Head aches” “Cut off Head”…I will remove the splits so everyone will be fine with it… right? :lol:
Now how big is a cement block in real?
when I mean block I mean this in the red area:
Variations on size and darkness I believe are unlimited per airbase/country examples (sure mine is darker so I will brighten it up):
Greece:
Israel:
USA:
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Arty very nice…
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Is this JanHas F-16? -
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My idea, bigger squares with more light, less contrast on split lines
http://i63.photobucket.com/albums/h130/dema75/test_zps9b1842ee.png~original
Dema I thought so too but on the blocks splits the material is tar which is totally black… So having it that light gray doesn’t look so realistic… IMO.
About the squared sized don’t worry… guys please give me some time… there will be variations. I will not use the same for all airports. I already have many to choose from… I will try and make some sets per variation and resolution.
First I want to finish one airport and see how it goes.
Everything is layered and there will be room for alterations - variations.
Sure fire away with ideas info whatever u believe it will be constructive…
I’ve just done another taxi texture and added the heat exhaust dirt behind the engine and now trying to add some truck tire marks on the asphalt… hehehe
ASAP as it’s done I will post photos.
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Thanks Arty for this work. I saw some pictures on some airports and yours and we can say different airports different asphalt and cement blocks. So your work will be more realistic if you have that idea and it’s great.
Cheers m8
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My background is military and civilian civil engineering and I have inspected lots of concrete pavements. The lighter concrete colors above are the more realistic. I applaud your work on the construction joints, cracks and spalls. They are very close to real conditions. Size of the concrete sections are non-standard, varying normally from about 15 x 15 feet to 20 x 20 feet. The rectangular sections would be about 10 x 20 feet.
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Next texture ready and more rich then the first… I have some fx to try on the yellow line so not to be like cut by the knife…
Done the engine exhaust marks on the asphalt and some truck tire marks, also improved a bit the yellow line.
(if u click on the images then u can zoom in)
Phait I will do and a try on creating the tire marks on the Runway. Not absolutely sure if I will do it ok but I have readied some airplane tire marks based on the tire it’s self and on ones from real high resolution photos.
In case u have done something on it let me know.
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Currently life’s kicking me in the nuts and this whole idea seems like a pain so I’m gonna have to bow out for now
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ok m8 take care…
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Great work Arty!
I think you can go even brighter on the concrete, in the day pictures you could go at least as bright as were the taxi/landing light shine as it’s a bright sunny day( if it’s a bright sunny day that is, but maybe it’s morning?)Again great work!
/F -
I’m very happy that arty is in the project. It seems to me the effort will lead to a usable stuff which can be released and use as a general upgrade for BMS4 environment.