Runway Textures
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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!
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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.
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Some amazing work there guys. Looking forward to seeing a release.
Keep it up.
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Hell I need more ram…those detailed runway tiremarks are killing me :lol:
Oh and don’t get hairy… those r just tries… needs some variations for smaller aircraft as those r from the heavies and a general dark layer underneath to blend nicely with the runway tarmac…
Does anyone have some nice clean FOCUSED EXTRA HUGE photo of the F-16 tires as I create those marks from the tire footprint… So it’s tiremarks on the runway will be from the source it’s self… hehehe
and a small update on the progress:
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F-16 tire marks… hehehe
Those are made from JanHas LVN2_PSD_Skins_by_JanHas_v2 / 8-hori_stab.psd
@JanHas… Please please please In case I don’t find another source can I use this?
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This DireStraits Brothers In Arms is very Inspiring… The disk will melt repeating it… :lol:
And it’s just a first time test… no effects on it… Must make and a realistic set for the F-16 tiremarks as the one now is about 4-8 times thicker then the tires :lol:
dds resolution 4096x4096 FPS above 50… I drop to 30ish but it’s from other factors I had the same with stock dds.
Now I must put and some heavies to size the tire tracks to the ones of the 3d model… la la la Happy camber here…
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Looks great Arty!
You have good taste for nice music!
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Arty, just for clarification. Are just testing what can be done or you are working on a “product”?
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Arty, just for clarification. Are just testing what can be done or you are working on a “product”?
I wouldn’t call it a product as a product has a money price too.
This will be a mod on the current airbases runways and taxiways textures. But on the process tests are made and I want input for your satisfaction… I don’t do it for me.
It is and will be conformed with the BMS rules. And it will be free for all. Also the source files will be available for everyone that would like to take it further or whatever. In case BMS want’s to use it it will be an honor for me. For sure it will get it’s place in the e-HAF 320VFW Aegean theater 2.1.2
In case some developer sees something that would like to use it don’t hesitate to ask.
As I’m not that much in the texturing path that is why I post photos mostly to ask for your input if I’m gone far or some details slip my mind.
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Arty,
Are you going to tackle all of the taxiways and runways to deliver one comprehensive remake of ALL textures? By all means it is huge and time consuming task and workload! Another challenging in this project issues are tackling problems of graphic inaccuracies and artifacts current airbases have:stretching textures and resulting in poor seam between two textures as below:
difficult to allign thickness of yellow and brown taxilines:
lack of correct seams between adjoining taxiway textures with any regular patterns (like slab connections)
seen on the photo abovejaggies when viewed from very close (when you sit in the cockpit) - perhaps your vector method may help
excessive repetition of any clearly defined patterns - tires, stains or just concrete slab groves when viewed from some distance and on repeating textures - really quite annoying!
IMHO all those issues can be addressed, but it is my firm opinion that they would require very extensive retexturing and remaping of all airbases and their 3D components. Airbases where taxiways are not squared are specially difficult.
Sorry to throw at you problems and not a solutions. But we know you are tenacious fellow and can do it if comited! Good luck with all that!
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yeap Polak I will work on all and try and fix as many hickups as I can see - spot.
I’m working tile by tile… but some might be used in others also, so for now I can’t be so sure.
About the alignment yes, about thickens yes. Here is an example BUT without the thickens for now:
Also I will try and add new things like the circles for static electricity grounding on Ramp areas, ILS Critical Area Boundary Sign. Runway numbers on taxiway on Holding point on the Tarmac. Maybe arresting cable (although it would be better with 3d object) and whatever u guys can contribute with (info photos etc and can be done that it’s not there already…)
About the stretching reference as I wrote it was a quick and dirty example. It will be just perfect when I’m done with it.
About the lack of seams I will see what I can do. I can’t promise miracles or perfect results on all aspects. So as far I don’t have 3d limitation I will try it.
Excessive repetition sorry will not do it. I can but this means database edit and I want it more simple. Let’s not forget that some airbases as we speak r redone from scratch as stated in the BMS Article so those matters I’m confident will be solved there.
I could even make every airbase unique or different per side (Blue-Red) as I did for some in e-HAF 320VFW Aegean 2.1.1 but again no point for the previous reasons.
More troubles will be caused with messing up squads and members then benefit. Not to mention that by the time it will take me to finish such project (unique airbases textures) not 4.33 but 5.33 will be released :lol:
No problem with throwing to me problems some might help understand and get some to my attention that I might forgot.
Till now what u wrote ain’t new to me.
In the past I was one click to start this project but I was tired as I was in the finish of e-HAF 320VFW Aegean 2.1.1 and let it go. Now 320VFW members will just kill me cause I let go the campaign project for this. I believe I rewarded them enough, time for the rest of the community.
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Or we find a way to let the sim generate the taxiway textures.
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Or we find a way to let the sim generate the taxiway textures.
+1
but not on my hand…
Basic Info for Taxiway and ramp point is already there cause of the point data. They r all lines only no curves but this also is doable…
For now let’s stick with what we have and what is known.
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Lookin good Arty keep goin. Cant wait to takoff!