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    • phait
      phait last edited by

      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!!!

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      • phait
        phait last edited by

        Here is my first test (I say test because I haven’t yet setup a systematic way of doing this so they are consistent, like Photoshop actions, etc.).

        This is a 1024x1024 DDS, the original is just 512x512. Have not done FPS tests yet (until I at least complete an entire airbase)

        Chuckles 1 Reply Last reply Reply Quote 0
        • Chuckles
          Chuckles @phait last edited by

          The runway detail in 1024x1024 looks much better than the original. One suggestion, on real airfields, the black edges you see along along the runways are an asphalt shoulder that helps channel water off the runway’s surface. In Falcon, all of the edges look very black like brand new asphalt. In the real world civilian airports, the edges are sun baked and faded to a very dark grey. If you have time, an added touch a realism could be achieved by lightening the edge’s colour pallet ever so slightly. The second lowest picture, left shoulder looks very close to actual runways I have seen.

          Frederf 1 Reply Last reply Reply Quote 0
          • Frederf
            Frederf @Chuckles last edited by

            Drooooool.

            Arty 1 Reply Last reply Reply Quote 0
            • Arty
              Arty @Frederf last edited by

              Could u go for 2048x2048… In case u see fps hit there can be and a 1024x1024 version very easily. Some guys with monster pc’s can enjoy the 2048x2048.
              It was something I wanted to do too but never got the time. I tried some and the change and look is outstanding…

              IIRC u must have them all.

              HOT LISTalt text

              System Specs:

              i7-2600K @ 4.8 Ghz WaterCooled / 16GB Ram. 128GB SSD/1TB HDD / GTX980Ti 6GB DDR5 / HOTAS COUGAR. TrackIR 4 / 3x24" Mon. & SoftTH. (res:5760x1200) / Cougar MFD's / Wheel Pedals / Win 10 64 bit.

              alt text

              phait 1 Reply Last reply Reply Quote 0
              • phait
                phait @Arty last edited by

                Well here’s a big problem… stretching! I don’t know if it’s an engine limitation or just how the texture was applied to this particular runway (Seosan, I believe, takeoff training TE)

                In LOD editor, CT# 988

                Arty Dee-Jay 2 Replies Last reply Reply Quote 0
                • Arty
                  Arty @phait last edited by

                  It has to do with the uv mapping of the 3d object on 3dsmax.
                  U have to try and counterstretch it to get to the point it must be.

                  It needs some time and effort… one of the reasons I left it as I didn’t had time…

                  Also since u r there… one good (maybe) idea would be to create and some dark ones…

                  Meaning u do the ones u started and then black them out… select the tarmac of the runway only (not taxi not the markings) and play with brightness and contrast and maybe some HDR would be nice…

                  If u create masks (save them 😉 ) of the markings I can give u the black runway tarmac to apply it.

                  HOT LISTalt text

                  System Specs:

                  i7-2600K @ 4.8 Ghz WaterCooled / 16GB Ram. 128GB SSD/1TB HDD / GTX980Ti 6GB DDR5 / HOTAS COUGAR. TrackIR 4 / 3x24" Mon. & SoftTH. (res:5760x1200) / Cougar MFD's / Wheel Pedals / Win 10 64 bit.

                  alt text

                  phait 1 Reply Last reply Reply Quote 0
                  • phait
                    phait @Arty last edited by

                    @Arty:

                    It has to do with the uv mapping of the 3d object on 3dsmax.
                    U have to try and counterstretch it to get to the point it must be.

                    It needs some time and effort… one of the reasons I left it as I didn’t had time…

                    I have barely any knowledge with the LOD editor, but know how to replace a DDS in Windows explorer 😛

                    Do I need a 3D package to fix this?

                    1 Reply Last reply Reply Quote 0
                    • Dee-Jay
                      Dee-Jay @phait last edited by

                      Good luck… And looking forward to try your mod. 🙂

                      But I’m afraid that the 1024*1024 textures will put the computer on the knee, especially on the future version. 😞

                      ASUSTeK ROG MAXIMUS X HERO / Intel Core i5-8600K (4.6 GHz) / NVIDIA GeForce RTX 3080 Ti FE 12GB / 32GB DDR4 Ballistix Elite 3200 MHz / Samsung SSD 970 EVO Plus 2TB / Be Quiet! Straight Power 11 1000W Platinum / Windows 10 Home 64-bit / HOTAS Cougar FSSB R1 (Warthog grip) / SIMPED / MFD Cougar / ViperGear ICP / SimShaker JetPad / Track IR 5 / Curved LED 27'' Monitor 1080p Samsung C27F396 / HP Reverb G2 VR Headset.

                      phait 1 Reply Last reply Reply Quote 0
                      • phait
                        phait @Dee-Jay last edited by

                        @Dee-Jay:

                        Good luck… And looking forward to try your mod. 🙂

                        But I’m afraid that the 1024*1024 textures will put the computer on the knee, especially on the future version. 😞

                        How so? If I can’t remedy the stretching then project is null and void. (At least, as long as I won’t accept the stretching)

                        Dee-Jay Arty Polak WB1899 5 Replies Last reply Reply Quote 0
                        • Dee-Jay
                          Dee-Jay @phait last edited by

                          I gonna see with someone who could (?) help you… Not sure.

                          ASUSTeK ROG MAXIMUS X HERO / Intel Core i5-8600K (4.6 GHz) / NVIDIA GeForce RTX 3080 Ti FE 12GB / 32GB DDR4 Ballistix Elite 3200 MHz / Samsung SSD 970 EVO Plus 2TB / Be Quiet! Straight Power 11 1000W Platinum / Windows 10 Home 64-bit / HOTAS Cougar FSSB R1 (Warthog grip) / SIMPED / MFD Cougar / ViperGear ICP / SimShaker JetPad / Track IR 5 / Curved LED 27'' Monitor 1080p Samsung C27F396 / HP Reverb G2 VR Headset.

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                          • Arty
                            Arty @phait last edited by

                            No 3d needed.
                            just photoshop.
                            U see the stretching in Falcon… U just unstrech and try… just a part of it to finetune the stretching then u use that part (since u got the correct stretching) and copy paste it to cover the whole area.

                            adding more tilesets to the runway with LE ain’t hard but doable. The trick - heavy load is with the markings and specially the numbers as those are declared to the object as what number the runway is. If u replace the exact numbers u r ok if u want a second set (darker or different texture) than all those must be done by LE first to declare the new sets and then in Falcon Editor to declare the correct texture used.

                            What I don’t recall and have to see is the texture sets limitations… as those are many textures…

                            HOT LISTalt text

                            System Specs:

                            i7-2600K @ 4.8 Ghz WaterCooled / 16GB Ram. 128GB SSD/1TB HDD / GTX980Ti 6GB DDR5 / HOTAS COUGAR. TrackIR 4 / 3x24" Mon. & SoftTH. (res:5760x1200) / Cougar MFD's / Wheel Pedals / Win 10 64 bit.

                            alt text

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                            • Dee-Jay
                              Dee-Jay @phait last edited by

                              In any cases … Updating the runway could maybe be possible (?), but IMO, changing taxiway is impossible without re-doing all the 3D mapping = need for you to have the 3D models of airbases and re-do the entire mapping under 3DSmax of all object and re-import them into BMS… = loooooooooooot of work.

                              ASUSTeK ROG MAXIMUS X HERO / Intel Core i5-8600K (4.6 GHz) / NVIDIA GeForce RTX 3080 Ti FE 12GB / 32GB DDR4 Ballistix Elite 3200 MHz / Samsung SSD 970 EVO Plus 2TB / Be Quiet! Straight Power 11 1000W Platinum / Windows 10 Home 64-bit / HOTAS Cougar FSSB R1 (Warthog grip) / SIMPED / MFD Cougar / ViperGear ICP / SimShaker JetPad / Track IR 5 / Curved LED 27'' Monitor 1080p Samsung C27F396 / HP Reverb G2 VR Headset.

                              Dee-Jay Arty 2 Replies Last reply Reply Quote 0
                              • Dee-Jay
                                Dee-Jay @Dee-Jay last edited by

                                … Just had some info.

                                Not possible without a total re-mapping of all airbases.

                                Furthermore, Kunsan is already using 2048*2048 textures (can’t be increased) … and generic airbase mapping is wrong anyway.

                                In other words … It is much much much more complicate than it seems to be … You are probably loosing your time.

                                😞

                                ASUSTeK ROG MAXIMUS X HERO / Intel Core i5-8600K (4.6 GHz) / NVIDIA GeForce RTX 3080 Ti FE 12GB / 32GB DDR4 Ballistix Elite 3200 MHz / Samsung SSD 970 EVO Plus 2TB / Be Quiet! Straight Power 11 1000W Platinum / Windows 10 Home 64-bit / HOTAS Cougar FSSB R1 (Warthog grip) / SIMPED / MFD Cougar / ViperGear ICP / SimShaker JetPad / Track IR 5 / Curved LED 27'' Monitor 1080p Samsung C27F396 / HP Reverb G2 VR Headset.

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                                • Arty
                                  Arty @Dee-Jay last edited by

                                  well not exactly…

                                  This is where vectoring programs come in (Corel or AI)…

                                  U can take the texture convert it to png make it vector per color and then apply your colors-textures convert it back to bitmap then to DDS done.

                                  Yes needs some work but (for me) it’s easier then 3d and maybe the same work as if u had the 3d model. Either way is texturing just different tool.

                                  But having the 3d model I believe is out of the question so using a vector program is just cool and the way to go… If I have time I might do an example to let u see how.

                                  About the FPS hit sure we don’t know about the new version but using JanHas new shelters that has enormous textures on it 24mb each IIRC there was no significant FPS hit… So fingers crossed DeeJay…

                                  Also in my tests can’t recall 1024 or 2048 (searching the files but can’t find them ) I show no fps hit.

                                  Yeap I found a source it was 2048…

                                  HOT LISTalt text

                                  System Specs:

                                  i7-2600K @ 4.8 Ghz WaterCooled / 16GB Ram. 128GB SSD/1TB HDD / GTX980Ti 6GB DDR5 / HOTAS COUGAR. TrackIR 4 / 3x24" Mon. & SoftTH. (res:5760x1200) / Cougar MFD's / Wheel Pedals / Win 10 64 bit.

                                  alt text

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                                  • Polak
                                    Polak @phait last edited by

                                    Very nice idea! Just for the start try to work your textures in this order :174,186,187,192, 193,194, and then 2328, 2329, 1154,1158,329.
                                    Let us know if you can get them repainted with decent “in game” results (I am talking taxi line alignments, arcs that “stretching”, etc, etc.) 2328 and 2329 are also special! Do not go with upward re sizing to ALL textures, some of them really have impact on performance. About that stretching and misalignment, I am afraid, just repainting would not do it.

                                    I wrote before I read everything….

                                    In any cases … Updating the runway could maybe be possible (?), but IMO, changing taxiway is impossible without re-doing all the 3D mapping = need for you to have the 3D models of airbases and re-do the entire mapping under 3DSmax of all object and re-import them into BMS… = loooooooooooot of work.

                                    Basically this is the only method in the nutshell.

                                    Polak phait 2 Replies Last reply Reply Quote 0
                                    • Polak
                                      Polak @Polak last edited by

                                      But having the 3d model I believe is out of the question so using a vector program is just cool and the way to go… If I have time I might do an example to let u see how.

                                      Please do (!) and let us all see what happens. Hey, you never know……

                                      dema 1 Reply Last reply Reply Quote 0
                                      • dema
                                        dema @Polak last edited by

                                        In BFB theater all the runways are in higher resolution respect the stock install.

                                        Regards

                                        dema

                                        System specs:
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                                        • phait
                                          phait @Polak last edited by

                                          @Arty:

                                          No 3d needed.
                                          just photoshop.
                                          U see the stretching in Falcon… U just unstrech and try… just a part of it to finetune the stretching then u use that part (since u got the correct stretching) and copy paste it to cover the whole area.

                                          Do you mean stretching the texture in the source file?

                                          …adding more tilesets to the runway with LE ain’t hard but doable. The trick - heavy load is with the markings and specially the numbers as those are declared to the object as what number the runway is. If u replace the exact numbers u r ok if u want a second set (darker or different texture) than all those must be done by LE first to declare the new sets and then in Falcon Editor to declare the correct texture used.

                                          What I don’t recall and have to see is the texture sets limitations… as those are many textures…

                                          So there are runway number/marker etc. “decals” that are placed over textures I’m redoing?

                                          @Dee-Jay:

                                          In any cases … Updating the runway could maybe be possible (?), but IMO, changing taxiway is impossible without re-doing all the 3D mapping = need for you to have the 3D models of airbases and re-do the entire mapping under 3DSmax of all object and re-import them into BMS… = loooooooooooot of work.

                                          Not sure that makes sense to me. I could just work over the original texture as a base, as I have with these examples. Or is there something I’m not understanding?

                                          @Dee-Jay:

                                          … Just had some info.

                                          Not possible without a total re-mapping of all airbases.

                                          Furthermore, Kunsan is already using 2048*2048 textures (can’t be increased) … and generic airbase mapping is wrong anyway.

                                          In other words … It is much much much more complicate than it seems to be … You are probably loosing your time.

                                          😞

                                          You mean re-texture mapping the 3D objects (more than a simple DDS replacement)?

                                          @Arty:

                                          well not exactly…

                                          This is where vectoring programs come in (Corel or AI)…

                                          U can take the texture convert it to png make it vector per color and then apply your colors-textures convert it back to bitmap then to DDS done.

                                          Makes sense, but IMO very unnecessary. As you can see, one is quite able to work from the original texture.

                                          Sometimes it looks alright… until you get closer.

                                          But still not sharp and ideal.

                                          Arty 1 Reply Last reply Reply Quote 0
                                          • Arty
                                            Arty @phait last edited by

                                            In just 10 minutes 2048x2048:

                                            this is 182.dds after it’s converted to vector:

                                            Here is the final wireframe… the semicyrcle not perfect (just a quick display here):

                                            And the final outcome:

                                            and the files one is dxt5 the small dxt1
                                            https://www.mediafire.com/folder/zpcd3gzkdo355/runway_tests

                                            HOT LISTalt text

                                            System Specs:

                                            i7-2600K @ 4.8 Ghz WaterCooled / 16GB Ram. 128GB SSD/1TB HDD / GTX980Ti 6GB DDR5 / HOTAS COUGAR. TrackIR 4 / 3x24" Mon. & SoftTH. (res:5760x1200) / Cougar MFD's / Wheel Pedals / Win 10 64 bit.

                                            alt text

                                            Polak 1 Reply Last reply Reply Quote 0
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