WIP - Libya BETA for BMS
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The theater is 128 segment already and pumping the textures up to 1024 would not be good for load times, plus the installer package would be huge. At this time a huge amount of the tiles are not set so don’t know the entire impact in 3D on Framerates and/or smoothness of play.
The original tiles from Demer were all 128, we’ve pumped that up to 512 and we believe that’s acceptable, it’s more of the quality of the work on the textures at that size and from what’s been done and what I have seen it’s great.
RAM22
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no mate I wan’t saying that your work is not qualityfull… for sure it is! and the bump from 128 to 512 is huge, but working on 1024 is “for the future”. For sure it have and fps impact on old pcs but you can release two version one high res and a low res or just resize then that preserve quality. this was thought me by ZELEGEND and I 100% agree with that…
512 would be good, in my first pass on taiwan I made them only 256…cheers
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@RAM22:
I have no idea what the dream was about as I can’t remember it all.
Yeah, sure
On a serious sidenote, stop having sex dreams about me, that ship sailed long ago. :p:)
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How you misconstrued your name on a piece of paper into sex dreams is beyond me. I’d think that would be more of a Horrific Nightmare than anything else.;)
RAM22
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@RAM22:
How you misconstrued your name on a piece of paper into sex dreams is beyond me. I’d think that would be more of a Horrific Nightmare than anything else.;)
The more you deny it, the more obvious it gets.;)
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The more you deny it, the more obvious it gets.;)
I guess it might seem that if your intellect is that of a 5 year old.
RAM22
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@RAM22:
I guess it might if your intellect is that of a 5 year old.
Relax, i was just pulling your leg.
I guess this is the point for a call back OT.
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ROTFLMAO…U GUYS ARE SEROUSLY FUNNY…
QT -
@RAM22:
The theater is 128 segment already and pumping the textures up to 1024 would not be good for load times, plus the installer package would be huge. At this time a huge amount of the tiles are not set so don’t know the entire impact in 3D on Framerates and/or smoothness of play.
The original tiles from Demer were all 128, we’ve pumped that up to 512 and we believe that’s acceptable, it’s more of the quality of the work on the textures at that size and from what’s been done and what I have seen it’s great.
RAM22
I think 512 is fine and won’t bloat the installer that much.
We have 76 sets\788 tiles ATM and the entire folder only weighs 27MB…… so there is plenty of roomdemer
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From this altitude they are looking nice, … dunno how they will look from 10000+.
The look really good RAM. I tried to focus on them and pick out a repative pattern, but the tiles seem random enough to prevent such a thing.
There’s defintely a repetitive pattern to them. Most noticeable at angles, not striaght on up/down/lt/rt. But the 45’s angles is where you can see the pattern. The ripple pattern also had this original problem but after some time I was able to tweak them to finally rid of any noticeable patterns. Well, I still see some bit of repitition in them but mainly because I made them and I’m looking for it, lol.
Do Sanddunes develop so many ramifications (no pun intended)?
That dark sand tile was a first attempt at the harder terrain areas found through the theatre here. Yes that corrosion effect is found in multiple areas through out the theatre. If I can get the repitition out of that tile, than that’ll server as the tile set to use in the elevated areas of the theatre.
Right now, I’m more focused on what color to use more than anything with that tile, lol. There’s so much variation found through out this theatre that’s really hard to find a good middle ground to base some of these tiles off of.
imho 1024 would be better… resize would be easy and quality worth the weight just my impression
Good to see ya around Canister!
I put alot of thought into which size tile to use for the majority of the theatre, and with the way that I’m making tiles, 512 was the best for performance and acceptable visual for me. I work with mutliple large files when creating these sets, each file weighs in at about 300mb!
With keeping these tiles at 512, it’ll allow me to use extra large tiles for the airbases, which in my opinion is the only area that truely needs good clarity in the textures.
you can release two version one high res and a low res or just resize then that preserve quality.
Thinking about doing so, won’t know until the end of it all though.
I think 512 is fine and won’t bloat the installer that much.
We have 76 sets\788 tiles ATM and the entire folder only weighs 27MB……Actually, we’re up to 80+ sets now and the folder is now up to 96mb.
Granted, there’s alot of unused tiles that are in the folder yet, and alot of sets that we’ll end up using not at all, so there’s still some extra junk in the folder.
I’ve just gone ahead and added 3 new sets of tiles just for the coastline in a attempt to make the coast appear more natural. With the alpha layers and dxt5, that’s the bulk of the weight right now.
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Why the new tiles for the coastline and why so many you may ask, lol. Well, here’s why:
Now this is just the very basic’s of the coastline tiles so far, really, it’s just the shaping of it. I’ve yet to add in any beach type look to it other than a slight coloration near the water line just for visual feedback on my part of keeping everything aligned. The bad side to this is that you’ll no longer have a dramatic change near the coastline, in example, the old green crud that used to be on all of the coastal tiles that went inland a good 0.25 - 0.50km or so, that effect will no longer be there. Just because than we’d have to pump out another 4 sets of tiles just to cover that transition with the way I’ve made the shapes. Instead, there’s only going to be a beach effect and possibly a subtle change of the dunes pattern. There’s also plans to add more variation and natural shapes to the rivers, as long as the coastal tiles work out as planned that is;
the only that thing RAM won’t let me add to much variation to is the roads, lol.
We’ve already had about 20 discussions on this matter and it simply comes down to how the ground units move across the tiles. I was lucky to get him to allow the “s” pattern in there!
That’s all I got, I’ll leave it to RAM to be the PR guy, just wanted to show everyone the main reason why we’ve decided to stay @512 for textures thus far. Like said before, we’ll make the airfields have bigger textures, but that’s the only area’s that’ll recieve anything over 512.
Figure at this rate, we’re probably headed towards 300+ MB’s or so just for the textures when everything is said in done at this size.
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Why the new tiles for the coastline and why so many you may ask, lol. Well, here’s why:
Now this is just the very basic’s of the coastline tiles so far, really, it’s just the shaping of it. I’ve yet to add in any beach type look to it other than a slight coloration near the water line just for visual feedback on my part of keeping everything aligned. The bad side to this is that you’ll no longer have a dramatic change near the coastline, in example, the old green crud that used to be on all of the coastal tiles that went inland a good 0.25 - 0.50km or so, that effect will no longer be there. Just because than we’d have to pump out another 4 sets of tiles just to cover that transition with the way I’ve made the shapes. Instead, there’s only going to be a beach effect and possibly a subtle change of the dunes pattern. There’s also plans to add more variation and natural shapes to the rivers, as long as the coastal tiles work out as planned that is;
the only that thing RAM won’t let me add to much variation to is the roads, lol.
We’ve already had about 20 discussions on this matter and it simply comes down to how the ground units move across the tiles. I was lucky to get him to allow the “s” pattern in there!
That’s all I got, I’ll leave it to RAM to be the PR guy, just wanted to show everyone the main reason why we’ve decided to stay @512 for textures thus far. Like said before, we’ll make the airfields have bigger textures, but that’s the only area’s that’ll recieve anything over 512.
Figure at this rate, we’re probably headed towards 300+ MB’s or so just for the textures when everything is said in done at this size.
man, glad to see you on that project! I’m on taiwan and pak terrain and working with the same headline so far…
after some blank night thinking about this topic I thought that have 1-2 variation for horizontal and vertical road would be awesome with just a bit of more space, then 1 variation for the coastline and the other transition forr-farm would have a good visual effect with low more space required…
would be great to talk with you by pm on in archer’s ts, sahre knowledge!cheers
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@RAM22:
SOOOoooo, I need an opinion.
This is a WIP of sloping sand, you know the kind on the side of elevated terrain. I don’t want your SLOBBER, just your input is appreciated.
What do YOU think???
It looks good and nice since now, RAM, keep on this way.
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Took a hop in Drakko’s Italian Desert skin.;)
Over Libya at 15000ft
5000ft, Drakko’s skin looks great in this theater
Thanks Drakko.:drink:
RAM22
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I cant wait the new theater to test by myself too!!!
I want to see these sand dunes!!! -
Tiles are looking good from 5000ft and from 15000ft, and Drakko’s skin fits really nicely there,
but right now there is no action in your campaign.… runs and hides.
Cheers,
LS -
RAM, you surprised me - you had my same idea to post for Drakko the same pic with the same plane, the same pic in the same theater… don’t know precisely now if should I congratulate you, or shoot with my lupara gun, 'mate
It’s up to you now: make your choice :dhorse:
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What the hell is a lupara gun?? I might opt for that!!!:D
RAM22
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Oh, if it’s for that you have not to be scared too much… it is only a special gun we use here to shoot at wolves (“lupi”, in Italian), more or less like an Ithaca .10 of yours and loaded with heavy duty ammunitions.
Still of your mind? :uham:
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LOL, we eat Wolves here in Tennessee.:lol:
RAM22