AiTiles [Rev. 3] - AI Upscaled Terrain Tiles for Falcon BMS
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That’s just the conclusion I’d wish to hear, dear Dodam.
And, about your kind proposal, my huge thanks in advance if you don’t bother to do that… it would be simply great and one more valuable gift.
Even more valuable for a mission creating addict as, on my little own, I think I am.With best regards.
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I’ll probably only be able to do it once the theatre creation is stable, but it’ll be something to do in the future (though I have no clue if the campaign / 3D engine can handle realistic OOBs – the ROKA has 37 divisions and 30 brigades unattached to a division).
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Looks very good, well done! Will there be any issues for multiplayer use ?
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Looks very good, well done! Will there be any issues for multiplayer use ?
textures have no effects on mp
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Looks very good, well done! Will there be any issues for multiplayer use ?
I guess there won’t be crashing issues from what dema has said, but visual cues might look a little different – e.g. you might be able to recognise roads a bit more than the rest of your package, so if you give directions to other people for a visual target relative to that road, it might be just slightly harder to spot the target.
There is also a small chance that the network does something weird (e.g. it sees what’s supposed to be a blue slate roof and turns it into a swimming pool). I don’t think it should be an issue overall though!
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Job well done……Much appreciated!
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Okay, I have uploaded Rev. 1 (the screenshots have also been updated)– I don’t think I’ll make significant changes to the architecture now, but more training should help. Try it and let me know what you think! (Note: There’s some artifacts around tile borders of the tiles – they’ll be fixed with the next revision.)
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The link suffers from its success =).
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I’d be happy to help host a torrent.
Cheers, Uwe
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I just tested it today and I noticed ; some tiles are missing and we can see the border of each tiles ( visible with the LGB training TE)
original:
Mod:
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Some of the night tiles were porked. Maybe not present in the new “mod” set.
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I just tested it today and I noticed ; some tiles are missing and we can see the border of each tiles ( visible with the LGB training TE)
@tad:
Some of the night tiles were porked. Maybe not present in the new “mod” set.
Oops, I think I forgot to copy the old tiles into the modded tiles for Rev. 1 – I don’t touch the tiles that aren’t 512x512 (I think there are 200 tiles that are either larger or smaller than that out of ~7100), so not all tiles get upscaled. I’ll post a version that has this fixed in a few hours. (The tile borders thing is mostly an artifact from not having enough context, but I’m working on fixing that too.)
Thanks for the feedback!
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The tile borders thing is mostly an artifact from not having enough context, but I’m working on fixing that too
Perhaps to save on your time this could be solved by knowing how the seamless borders are obtained in the basic/original set.
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@tad:
Perhaps to save on your time this could be solved by knowing how the seamless borders are obtained in the basic/original set.
In the original, I think the tile creators just build as a set of 16 – that’s not something I can do, though. (It wouldn’t fit in the GPU to begin with.) The network sees a context of 48x48 pixels for each pixel at low resolution, so it can get a little confused at the edges (where half of that information just doesn’t exist).
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Finally I can download. But I suppose it’s a matter of hours before I redo it.
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Ahhh, I think I exported the night tiles wrong in the alpha channel – shouldn’t be too hard to fix. (Sorry, I’ve never worked with DDS files before.)
*EDIT: Actually, it’s just doing weird things and outputting non-zeros when it shouldn’t. I’m going to use the bilinear as a zero mask for the night tiles for now. (This is from not having used any night tiles for training – it’s something I’ll revisit once the day tiles have been done to my satisfaction.)
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IIRC night tiles do not use any alpha channel.
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@tad:
IIRC night tiles do not use any alpha channel.
Yeah – they are DXT1. Anyway, the night tiles issue has been fixed in Rev. 2. I’m going to be testing some solutions to the edge issue (they won’t be as bad as in sukhoi’s screenshots – most of that was the night tile issue), and I hope to have another revision out later today or tomorrow. You probably won’t notice the edges unless you’re over water, though.
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nice mod, but i got a lot of stuttering while moving the cockpit view
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I just tested it today and I noticed ; some tiles are missing and we can see the border of each tiles ( visible with the LGB training TE)
original:
http://puu.sh/HIxAl/b4c7c359b0.png
Mod:
I can see lots of errors on the image…