Tom`s texture pack
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The thing is, it is entirely possible to do this, I am sure you have seen this, but just look at this screeny from the Sinai2 release; here we have great looking almost photoreal tiles, no coast issues, no repeating patterns, or if they are, very well hidden. And it runs without any FPS issues at all.
This knowledge can surely be ported over to Korea and there are at least 4 or 5 guys here in this thread who would be willing to put the time in do the donkey work……
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The thing is, it is entirely possible to do this, I am sure you have seen this
Yeah Mark, I have seen theese.
They ARE 100% photoreal tiles for that entire area. This is the reason there is no repeating patterns or coast issues. We cannot have this solution to the entire theater. -
Hi Polak, I did not realize the whole theater was photoreal… Even the deserts? …I knew areas were, that explains the lack of repetition then. Still, its pretty large area, it must be probably a quarter the size of korea…I know Fighting Falcon has almost completed the Balkans in photoreal as well, and then there is Spain and Guam…maybe, this is the way forward instead of banging our heads against the hard coded limits of the terrain engine and the way it renders the landscape. It all seems tantalizingly close !
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I did not realize the whole theater was photoreal… Even the deserts? .
Sorry, no such a thing like 100% photoreal. Consequently IT-BMS was not and I believe also that Spain and Balkans by FF cannot be as well.
There are simply too many tiles for the 64SEG Falcon terrain to be able to be entirely photoreal. However, notable example and in a way exemption to this will be Guam theater, where the ratio of the land area was fractionally smaller than area of the ocean and that allowed Demer to squeeze all land photoreal tiles under 4096 upper limit for tiles. Such a solution can be for now only used for small island theaters. -
Another solution on this would be to save those photoreal tiles by building the cities in 3d. A medium to small city takes 20 tiles in average… if you have some hundreds per country then there are some thousands of them…
Now some are generic ones and not photoreal - specific. Also on the other hand with current engine some small villages and cities will not be done 3d so it will be tiles.
Anyway I believe 3d cities will help on the subject. -
Ok, thanks for info. If you use photoreal tiles, why does this edge the limits of what Falcon can handle, aren’t you just replacing the same number of textured tiles with the same number of phototiles? What would be handy would be a way of knowing which tiles are placed where on the terrain, then you could at least figure out which ones to edit. (if you wanted to…) Arty its weird that using 3D is less stressful to the game engine than textures etc - its the other way around in FSX!
myself, I think these smaller theaters are the way to go, like the Fallon one - you can use decent photoreal textures, have a limited number of objectives that dont bog down the CPU etc - after all, I dont think I ever usually fly more than 200 miles from the base - the theater does not need to be a 1000 miles across……
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Ok, thanks for info. If you use photoreal tiles, why does this edge the limits of what Falcon can handle
You’re slightly misunderstanding what Polak is talking about when he says Photo realistic. He’s speaking, the entire theater done by satellite images, so every single tile is real and unique to the actual terrain for the entire theater.
The max amount of tiles you can have in BMS is 4096, a 64x64 theater contains 16777216 tiles, far more than the max amount allowed by BMS.
RAM22
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NICE TEXTURE
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myself, I think these smaller theaters are the way to go, like the Fallon one
I just add to this thread my impression about smaller theaters.
Sorry, but they (32seg and 16seg)are not working as far as maintaining illusion of open space. The edge of the theater is always there and what is worse in most instance it is visible on the horizon from the start. That kills totally IMHO feel of expanse and it is not worth pursuing. Minimum is 64 seg and I would be interested if anyone tested in flight smaller theaters (I did) and has different opinion about it .
BTW, this should be in the theater forum section and not here in mods.
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Ted, I agree about theater size.
Brian
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Hi, yes, I guess there is that problem. Sorry if this thread has wandered into another area! So, back on track, Is there a way to identify which tiles get placed where and why? and how the various tile classes get placed together ? Just for experimentation, i tried last night tweaking one of the forest tiles , to see how gimp worked etc and put it back into Falcon. It was only by chance I found it, the altered colour made it stand out. Maybe Tomcatz can chip in with some help as to how he works the tiles?
One big thing to try and address is the way the repeating tiles form distinct lines on the terrain, I wonder how that can be addressed? If that could be solved, it would go a long way towards making the system we have much better…
Cheers, Mark
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it is simple as hell - just add 2 more variants for each tile…u must have one basic, very generic tile without repetitive details - use this one in 65-70 %, then use one a little bit more specific tile in 20%…the last one can have some cool and iterresting areas (but not too much visible in long distance) - use this last one 10-15%
very easy, but it will take your time
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Tom, any work in Balkans textures? I’d like to have your textures in my campaign too.
Cheers
dema
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Thank you for work Tom.
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Thank you guys,
Well- I corrected the “wama”-coast files. Basecally for nowadays I work on “real-fall-textures” for korea. Overall It looks well so far. But it is very hard to change thousands of textures and allways find the right ones on that big big map.
Some people asked me why the water is black. The solution is simply that my program did not show me the water colour. So the shader for water should be activated.
My very best regards
Tom -
@Tom:
Thank you guys,
Well- I corrected the “wama”-coast files. Basecally for nowadays I work on “real-fall-textures” for korea. Overall It looks well so far. But it is very hard to change thousands of textures and allways find the right ones on that big big map.
Some people asked me why the water is black. The solution is simply that my program did not show me the water colour. So the shader for water should be activated.
My very best regards
TomHi Tom, thats great news! the screenshots I saw recently looked awesome. Can I ask how possible or easy it would be for you to address the issue of linearity in the tiling / textures? There are areas where different tiles meet that have very obvious straight edges and also when tiles repeat, you get linear patterns. Of course, i realize this may not be easy, but I just wondered what was involved. If its just a question of time and effort, and is relatively simple, there are several people here, myself included who would be happy to help, I am sure? Anyway, Cant wait to see the Fall textures !
Cheers, Mark
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Any news ?
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link crash
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File not found