The A2A Simulations Community

"Come share your passion for flight"
It is currently Thu Dec 18, 2014 3:09 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2
Author Message
 Post subject:
PostPosted: Tue Feb 13, 2007 6:48 pm 
Offline
Airman Basic

Joined: Sat Feb 10, 2007 4:40 pm
Posts: 1
Is this what you're looking for Vlado7?

Far tiles

http://s22.quicksharing.com/v/9376036/P ... s.rar.html

Ground textures

http://www.checksix-fr.com/bibliotheque ... chier=4924

Peli's cliffs

http://www.checksix-fr.com/bibliotheque ... chier=4328

StickMan's site (absolutely beautiful cockpit pinups, new avgas explosion, clear canopies, more)

http://www.angelfire.com/mech/stickman1/


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 1:25 am 
Offline
Senior Airman

Joined: Mon Oct 03, 2005 9:08 am
Posts: 150
Thank you so much, Lithium! All in one place now. :D


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 15, 2007 2:21 am 
Offline
Airman Basic

Joined: Fri May 19, 2006 7:02 am
Posts: 6
I was thinking of doing some very high res updates (2048 x 2048) for this - I did a test using some images from google earth with good results.


My question is.... on the terrain map how to the tiles join each other..... It does not look like its a straight grid so I guess the texture is assigned to each polly...... In which case how do u ensure if a tile is only half shown that u don't get half a building - especially the city tiles

I can prob work it out but if there is anyone who knows it would be much appreciated

Thanks

JP


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 15, 2007 3:15 am 
Offline
BDG
User avatar

Joined: Sat Nov 13, 2004 8:21 am
Posts: 4474
Location: wet coast, Canada
Imagine that a single terrain texture is tiled onto a plane. To map into the terrain, a landuse shape in the terrain is used as a mask for dropping in a chunk of that plane onto the terrain. Thus, you want the edges of the texture to mate with each other so you can't see where the left edge of one becomes the right edge of the next, etc. The images are all deviously constructed to work this way - try putting two city tiles side by side to see.

Yes, at the edge of the masked region, the texture is chopped. In most cases this is nat a problem, though for some city textures it does look a little flakey. There is always room for improvement.

If you are at all interested in more ambitious edits than texture replacement, you could take a peek at my terrain editing tutorial. I just posted the first new version since last summer, not more than an hour ago, but it may take a day or two to be updated. It is (and will be) available at
http://www.airwarfare.com/Sims/GMX%20BO ... ls.htm#003

EDIT: The current Terrain Editing Tutorial can now be found at http://www3.telus.net/v1ncent/bob/BoB-T ... rialV2.zip


Last edited by PV on Tue Nov 10, 2009 5:45 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 15, 2007 10:50 am 
Offline
BDG
User avatar

Joined: Fri Nov 05, 2004 2:10 pm
Posts: 9662
Location: Bletchingley, Surrey, UK.
Damon,
As PV points out, it's important that each 2048x2048 texture can be placed next to itself (in all four directions) and mate well. Do take a look at the existing textures and you should see the effect.

Other than that, then a high res update would be excellent. Video memory is abundant these days and so we could get away with it. There are some great sources for high res textures now- they just need to be fitted together.


As an aside, one thing we probably want to do is enable mip-mapping for the high res .dds textures or allow something like .pcx to stop texture shimmering. That was an issue when I did similar tests a while back. But they won't be showstoppers.



Look forward to the results.

_________________
"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

Intel Core I7 920 @3.57GHz
GA-EX58-UD3R Mobo
8GB Corsair Vengeance DDR3 PC3-12800 (1600MHz)
ATI HD4870 1024M
Win 7 Home
Saitek X52 Pro


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 15, 2007 1:27 pm 
Offline
BDG
User avatar

Joined: Tue Aug 30, 2005 7:32 am
Posts: 1221
Also bear in mind that your new texture should be at a scale where it is equal to about 1.4km. This is important with the fields and towns at least for looks.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 15, 2007 3:52 pm 
Offline
Airman Basic

Joined: Fri May 19, 2006 7:02 am
Posts: 6
Well I did a seamless city texture 2048 x 2048 sourced from Google Earth.

Took about one and half hours - but will get quicker and the city ones are the most difficult.

However still not as sharp as i had hoped but better

Here is an in game pic at 325ft alt
http://img140.imageshack.us/img140/460/bob2048sr9.jpg

Thoughts......


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 15, 2007 5:07 pm 
Offline
BDG
User avatar

Joined: Sat Nov 13, 2004 8:21 am
Posts: 4474
Location: wet coast, Canada
The higher resolution looks nice. One of the problems with using modern aerial pics is you want to locate regions where only 65+ year old buildings are visible, which can be a problem, unless you are a local and know what you're looking at; and then you want to go through the pics and remove modern items like brightly coloured cars - in 1940, there were almost entirely only dark colours and blacks, except for the rare roadster. Also, I wonder about the paving - I suspect there weren't a lot of curbs and sidewalks in the suburbs, similar to how it was in north america, where most of that stuff was put in during the 50s and 60s.

To get an idea what things should look like, you can access The RAF WWII Aerial Reconaissance photo Archive, TARA, which is now handled by "Cities Revealed". It has many views of southern England in 1941-3 (in B&W, of course), if you can cope with their bizarre user interface. The site is here:
http://www.shockymap.com/timemachine/1942/1942.htm

Click on the "Find Image", then flail helplessly in the face of their boneheaded shockwave-flash map navigation scheme. In my tutorial, I talk very briefly about how to navigate their system. It uses "National Grid Reference" points, but I haven't found a convenient map yet to look up the numbers easily. If you are fortunate enough to stumble on a suburb image, you can get more magnification by using your mouse wheel (if you have one) than they allow with their little + button.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Mar 03, 2008 3:18 am 
Offline
BDG
User avatar

Joined: Sat Nov 13, 2004 8:21 am
Posts: 4474
Location: wet coast, Canada
Sorry to say, it appears that "Cities Revealed" have reworked their website, and the preview search function of aerial reconnaissance images seems to have been removed. Perhaps it may resurface in another form, but for now, that very useful avenue for terrain information is closed.

Later: the UK images are now available at http://www.ukaerialphotos.com/
and continent images are found at http://aerial.rcahms.gov.uk/worldwide/


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group