at the Crotone airport
Let the KTO team handle this
Balkan’s Team
at the Crotone airport
Let the KTO team handle this
Balkan’s Team
Are there circumstances where the red bits become visible in-sim?
Perhaps someday we could simulate better sinking , breaking in half and/or capsizing.
Thanks for checking, anyway!
You are welcome!
Indeed this may not be texture related issue, but one way or another the texture is incomplete (missing alpha channel). I will make this small correction as 1125 is the same (same alpha).
One brick at the time!
I have looked at the textures.
1126 has been reported as 32bit, but it is missing alpha transparency. 302 is also 32bit and it has a transparency channel.
Do not mix tiles and try to use them for different non Korean theaters. That won’t work.
Korea training, 2012, and TvT should be OK.
Landuse are vector polygons and will reduce the total load if you run per landuse category and not all at once.
So it’s like flag which tiles are which type.
AiTiles has the ability to correct each tile separately, but cannot change its placement in the Terrain. For that, (new tile placement) it needs to know where to place the transition tiles and what transition tiles to use. This is outside the scope of this method.
I am for the future development of different avionic and further implementations of interesting cockpits in BMS.
So after the life of this poll and topic is over why not establish some kind of reference library for various pits as they are and perform in the real world.
That would be some start and would give a better comprehension of what dev work and how much of it is involved.
Your work and methods are innovative and full of great potential.
However, to really improve BMS tiles terrains what needed is:
decrease the repetitiveness of the tiles,
attempt to make the shapes and contours on tiles as close to RL geography,
increase the number of tiles with PR material,
work on a flat line of the shores and maybe slightly sloping rivers,
improve and significantly increase 3D content on the tiles and
correct “stepping” bridges and hanging in the air larger objects.
The resolution and color clarity of the tiles is perhaps not the most pressing priority IMHO.
Having said all this I am fully supporting and very interested in your work and methods which I am sure could be used in BMS terrains old as well possibly new alike.
So what I’m working on now is dealing with the DXT compression artifacts – what I mistakenly thought was upsampling artifacts from a previous generation are actually just the side effects of the texture compression algorithm. I hadn’t understood the algorithm correctly. (This is the algorithm for people who might be interested in the details – you can see just how much detail is lost in each 4x4 block
Yes, this is a DXT compression algorithm artifact which is obviously in each BMS Terrain tile. The originals PSD files have none of that, but obviously, they were too “heavy”.
It was a conscious design and coding decision to go with DDS format and associated DXT compression. 1st because of the size of the files and wide support, 2nd DDS is “free for all” format and this was a rather small price to pay for loss of quality caused by DXT conversion when tiles were created.
Nvidia for PS plugin was used and BTW that was in 2015 and earlier!
Your system could be very valuable in removing tall buildings from satellite photos. As you can see in the 1st sample photo tall buildings are never straight and they also have bad shadows. For 3D cities we just need streets and flat footprints in highrise areas. Smaller buildings have not that much of the problem.