Runway Textures
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well for the runway displayed above to have more detail needs higher resolution… even more then 4096x4096…
Here is an example in 4096:
As u see it could be better.
Also the FPS looks ok.lol my testing tiremarks are huge:
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well the stretching has nothing to do with code. its pure 3d gfx texture mapping, the reason 3ds max files should be available.
on the other one some airports are common on both sides so having the runway with blocks on one side doable but hmmm needs work on other areas and it is mp critical. Sure it is the correct way I’ve done it for Aegean for the shelters.Could you elaborate what do you mean in the 2nd sentence?
And suggesting 4096x4096 size for the runway to see just less distorted surface detail is little not practical. That will not really solve the problem of perpendicular taxiways being not properly coordinated with those runway exits. This is where the main difficulty is and short of creating totally new undistorted textures and new remap all talk is rather empty.
Here we agree that for the above 3D models of airbases are needed. Is there any way to accomplish that? Can Falcon LOD file format be in any way exported to anything else?
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Many of the airports on the database are common. So the same airport is used for North and South Korea. So u can’t have them with different textures.
U must duplicate the airport (Addcopy) alter it’s textures and declare it to te_new.tac and redo the Campaign files probably just the same way as in the te_new.tac
JanHas released HAS shelters for Greek and Turkey side. So I did the above and now (some) airports are per side different.Example in Korea.
Toskan Panghyon and Seosan are exactly the same
Shenyang Sachon Choongwon Sunch’on are exactly the same.In Aegean the same and for the different side.
In my opinion every Airbase should be different. If not the 3D the Textures at least.
About creating them in 3d and integrating them to Falcon well they are 95 (without carriers) It is way Huge project. Not to mention the 3d objects database file will get enormous.
Yes u can export from LOD to 3DS MAX and use the ruller from LE (never used it, I was told there is one) to make it the same size. But as Red Dog said it’s not just that…
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Well Nove just makes it look to easy. they guy is dishing out a new airbase for balkans every week.
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That will not really solve the problem of perpendicular taxiways being not properly coordinated with those runway exits. This is where the main difficulty is and short of creating totally new undistorted textures and new remap all talk is rather empty.
U talk about this:
or this:
don’t mind about the tarmac I’m still experimenting on materials…
Edit: hmmm this looks better:
This can be way easily solved Polak…
I have found some pdf’s about markings but as the default ones are ultra low I can’t really make it which is which…
I tried with GE but still Seosan markings on the spot ain’t clear.
Does anyone have any good reference or some links?I have also two yellow colors.
where is 33655 used and where is 33538?
Also the Red 31136?
Next question where is the Non-Movement Boundary Line used???
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Here we agree that for the above 3D models of airbases are needed. Is there any way to accomplish that? Can Falcon LOD file format be in any way exported to anything else?
I disagree.
(re-)texmapping can also be done in LE. (see LE readme)
Cheers,
LS -
@Arty
Yellow colors are optional.
Non Movement Boundry line - maybe page 13 http://www.faa.gov/airports/runway_safety/media/ground_vehicle_guide_proof_final.pdf
This is FAA regulations for ground vehicles really, but other sources I found were local regulations and who knows how they are in comparison with RL military.
@LS
LE could be way to go as it is native to Falcon and no additional fuss. Thanks. -
@Phait,
I run comparison of your great 3 picture runway texture compilation with the list provided by MigBuster. I found only few textures of some importance missing from your compilation really. They are 49,192,342, 2328,2329. There are some textures on MB list which are of Carriers and they may be skipped , I think here.
Perhaps you would like to update your document, which can become quite handy for someone diving into this quite complex subject. Thanks for your work. -
About the stretching problem - during the OSAN Mod we encountered the same problem. Only way of fixing is remap the Model. AFAIK it could be done with the LODEditor or tolls like that, but for keeping such a high detail like posted here before, you would need more texture files which had to be added to the database. Different parts of the runway use different mapping sizes. For using the same sized textures for every runway part, you would have to remap the whole thing. Otherwise you are stuck with different sized textures for the runway (like seen before). Squeezing the texture is not an option because you would loose some detail. Not an easy decision where to go from here…
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The non-movement area boundary line shows where the movement area ends. Movement area is under ATC control (ground controller). Airline gates area is outside movement area for example. For movement on the ramp or parking areas ATC need not be and usually doesn’t want to be involved.
Here is an example Chicago Executive http://www.chiexec.com/nav/pil/images/mapmovement10-19-12sm.jpg
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I’ve found an old tutorial about (re-)texmapping using LE:
http://pookieweb.dyndns.org:61127/tutorial.htm… sooo if anyone wants to remap the runways …
Credits to the HAPPY CAMPERS.
Cheers,
LS -
Lazy thanx for the guide but I don’t think messing with texture mapping is what I want right now as it will increase the creation time and we don’t know what surprises 4.33 is having for us as for airbases runways and taxiways… So going to all that trouble for nothing hmmm u understand my thinking here I believe.
Till now with the path I take I don’t face vertical problems that remapping is required, even if so the result will be much better than what we have now without altering the mapping I believe.Now I just created a new taxiway asphalt from zero as the initial is copyrighted and I still don’t have permission to use it, and to be ok with BMS rules and freely distribute the final project.
OLD:
NEW: (click on the links bellow the pics to see them in full resolution.)
I believe the new one is even better… what do u say guys?
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I prefered the old colors on asphalt, cause in the real it’s even clearer than the old. In the new one it’s too much dark. Also, I never seen in an airport the taxy so splitted. Too much squares. The size between the lines should be 5 or 6 times bigger and lines almost invisible. The effects on the asphalt is beautiful, but the asphalt color should be light grey.
Beautiful project, Arty!
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Great. I Do really loving that Textures. So keep going please. I waiting for that nice runways and taxiways.
Cheers
Tom -
Really really impressive work. I wish I had that level of talent. I have a thought . To me it appears that the texture is about a third too big in relation to the a/c though. For example yellow stripes “appear” about 2 feet wide, divisions between slabs look to be about 8 to 10 inches.
Cheers: Dave -
well u know what they say:
“Head aches” “Cut off Head”…I will remove the splits so everyone will be fine with it… right? :lol:
Now how big is a cement block in real?
when I mean block I mean this in the red area:
Variations on size and darkness I believe are unlimited per airbase/country examples (sure mine is darker so I will brighten it up):
Greece:
Israel:
USA:
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Arty very nice…
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Is this JanHas F-16? -