512 tex - tile progress
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512 tex - tile progress
Tiles so far
generic-------- / -variation- / ---road--- / --river-- / -transitions-
desert -------- /--done-- / ---done-- / dryriver / --done-- kg/bobba)
rough grazing-- / ---done--- / ---done--- / -not yet- / --done-- / (kg)
pastures ------ / ---done--- / ---done--- / --done-- / --done-- / (kg)
irrigated farming/ -not yet- / ---done--- / --done-- / --done-- / (kg+?)
city slums-------/ -not yet- / ---done---/ not yet- / --not yet--/ (no one)
city center------/ ---done--- /---done---/ ----done---- / --done--/(kg)
citysuburb------- ---done--- /---done---/ --not yet-- / --not yet-- /(kg)
woodland forest--/ -done- / -partly- / --done-- / --done-- / (striker)
arable land------/ -done- / --done-- / --done-- / --done-- / (ami)
euphrat/tigris river tiles -1/5 to 1/2 of a tile wide + implementation snakeman
small river templeteas avaialbe from showtime - implementation - (snakeman)
- nightlightning is implemented for city slums and city center - that will fo it
WHAT IS USED FOR WHAT?:
ODS cate map
generic-------- / -variation- / ---road--- / --river-- / -transitions-
desert -------- /--done-- / ---done-- / dryriver / --done-- kg/bobba)
rough grazing-- / ---done--- / ---done--- / -not yet- / --done-- / (kg)
pastures ------ / ---done--- / ---done--- / --done-- / --done-- / (kg)
irrigated farming/ -not yet- / ---done--- / --done-- / --done-- / (kg+?)
city slums-------/ -not yet- / ---done---/ not yet- / --not yet--/ (no one)
city center------/ ---done--- /---done---/ ----done---- / --done--/(kg)
citysuburb------- ---done--- /---done---/ --not yet-- / --not yet-- /(kg)
woodland forest--/ -done- / -partly- / --done-- / --done-- / (striker)
arable land------/ -done- / --done-- / --done-- / --done-- / (ami)
euphrat/tigris river tiles -1/5 to 1/2 of a tile wide + implementation snakeman
small river templeteas avaialbe from showtime - implementation - (snakeman)
- nightlightning is implemented for city slums and city center - that will fo it
WHAT IS USED FOR WHAT?:
ODS cate map
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Re: 512 tex - tile progress
On all tiles transitions with the transiton program are not made and no n8tlightning is implemented so far. We need to paint rivers too for the river program to use (showtime)
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Re: 512 tex - tile progress
You can forget the mountains light/dark. But add there airbase backgrounds and possible tigris/euphoritsaddf rivers, remember 600ft to 1300ft wide.
PMC TFW
Snake Man
PMC TFW
Snake Man
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Re: 512 tex - tile progress
Yes yes...quote:Originally posted by kinggeorge:
We need to paint rivers too for the river program to use (showtime)
Gimmie some time please, got a busy week at the mo...
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Re: 512 tex - tile progress
Scotty(Showtime): This tile is all f*cked up - it needs a week of work!!
Kirk's Voice (kg): I give you 4 hours!
Scotty: Ok i'll do in 2!
Kirk's Voice (kg): I give you 4 hours!
Scotty: Ok i'll do in 2!
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Re: 512 tex - tile progress
2 what? Weeks?
Got a day off tuesday, but will start today to see how the proggie works...
Got a day off tuesday, but will start today to see how the proggie works...
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Re: 512 tex - tile progress
All ODS terrain types listed below
- irrigated farming
- rough grazing/nomadic herding
- pastures/scattered farming (sheep and goats)
- woodland/forest
- arable land (wheat, barley and horticulture)
description: Land worked regularly, generally under a system
of crop rotation, which includes fallow land.
and
- permanent crops
description: crops that are maintained constantly
- - - - NOTE PERMANENT CROPS USE ARABLE LAND FOR NOW!!! - - - -
PMC TFW
Snake Man
- irrigated farming
- rough grazing/nomadic herding
- pastures/scattered farming (sheep and goats)
- woodland/forest
- arable land (wheat, barley and horticulture)
description: Land worked regularly, generally under a system
of crop rotation, which includes fallow land.
and
- permanent crops
description: crops that are maintained constantly
- - - - NOTE PERMANENT CROPS USE ARABLE LAND FOR NOW!!! - - - -
PMC TFW
Snake Man
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Re: 512 tex - tile progress
table in 1st post updated. With Striker, Coradan, Showtime and Ami we will get more and more kickass textures
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Re: 512 tex - tile progress
KG, when I see you online again, I have another you may want to look over.
It´s a generic farm type that can be placed in any "arabic agriculture".
Always feel free to edit.
It´s a generic farm type that can be placed in any "arabic agriculture".
Always feel free to edit.
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Re: 512 tex - tile progress
rgr ami - im also always online in the q-net #semper channel contact me there so we can look at it together
suburban city tile - road in all directions
suburban city tile - road in all directions
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Re: 512 tex - tile progress
Comments on the road tiles
Snake Man
PMC TFWquote:but the roads have alot of work to be done on. You could add more debris to
the side of the roads, as well as make the asphalt abit lighter in shade.
Mostly, high way roads are not perfect straight lines. Also, one of your pix
included a road structure of a zigzag, you'd never find that here.
Snake Man
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Re: 512 tex - tile progress
Ok first we have practically all generic tiles.
Striker is finsihing forest stuff, ami got the arable, Bobba is sending in modified desert textures, snakeman messes with rivers and will try to make the transitions, coasts and rename all to be usable.
I tried to do nightlightning for the city tiles... First try here: http://wuw.stusta.mhn.de/~u001907a/vers ... _20_36.jpg
too bad that the lower level of detail textures mess the whole n8 lightning up - seems like one would have to do it for all M L files too... hmm..
Striker is finsihing forest stuff, ami got the arable, Bobba is sending in modified desert textures, snakeman messes with rivers and will try to make the transitions, coasts and rename all to be usable.
I tried to do nightlightning for the city tiles... First try here: http://wuw.stusta.mhn.de/~u001907a/vers ... _20_36.jpg
too bad that the lower level of detail textures mess the whole n8 lightning up - seems like one would have to do it for all M L files too... hmm..
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Re: 512 tex - tile progress
KG what do you use to resize the images?
to M and L level that is?
/widmak
to M and L level that is?
/widmak
Widmak
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Re: 512 tex - tile progress
TILE PROGRESS TABLE UPDATED
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Re: 512 tex - tile progress
KG, you had better re update the tile status list
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Re: 512 tex - tile progress
KG, Snake tasked me with doing all transitions. I´m still on them. I made a change to the irrigated farming transition which you should look at. I also noticed that by using the CATE programm, the river is placed over the top of forest, IMO, doesn´t look good. Looks more like a swimming pool.
The change I made in the transition from arid agri to irri agri takes only a few seconds per tile to complete. I made the areas near the rivers darker to reflect moister ground which looks great. I have a sat pic of Bagdad which shows this idea.
Awesome......
Also, one other thing, If I send you my river tiles, could make a set of river only for Snakeman ? I´m absolutely loaded down with work on the transitions. 112 tiles to do. Sure I may just invert some tiles, but I´m looking for 300% quality from myself when I mix and match the exsisting tiles from one terrain type to another so no-one will notice the transition.
The change I made in the transition from arid agri to irri agri takes only a few seconds per tile to complete. I made the areas near the rivers darker to reflect moister ground which looks great. I have a sat pic of Bagdad which shows this idea.
Awesome......
Also, one other thing, If I send you my river tiles, could make a set of river only for Snakeman ? I´m absolutely loaded down with work on the transitions. 112 tiles to do. Sure I may just invert some tiles, but I´m looking for 300% quality from myself when I mix and match the exsisting tiles from one terrain type to another so no-one will notice the transition.
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Re: 512 tex - tile progress
Very cool Ami
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Re: 512 tex - tile progress
To pick a nose again, CATE is auto tiler. OTP (ComGP's util which name is just "OTP") is auto tile MAKER.quote:Originally posted by Ami:
by using the CATE programm, the river is placed over the top of forest
Yeah that was the example river on white background made by ComGP just to demonstrate the utilitys ability to make rivers.quote:IMO, doesn´t look good. Looks more like a swimming pool.
Just an example, yet best that I have as of now. Of course I could have done new one reading Rom's tile making tutorial.
That sounds really good. I was known bashing old tilemakers not to mirror/flip the tiles as its lame.quote:I´m absolutely loaded down with work on the transitions. 112 tiles to do. Sure I may just invert some tiles, but I´m looking for 300% quality from myself when I mix and match the exsisting tiles from one terrain type to another so no-one will notice the transition.
I truly appreciate the effort you'll put on the tile making and I'm sure the Falcon 4 flyers will appreciate it too when they receive ODS v0.512
Thanks man, really good stuff!
PMC TFW
Snake Man
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Re: 512 tex - tile progress
He he, my gift to the Falcon world. About time I started giving the F4 world something instead of just downloading.
Oh yeah, Snake, I keep forgetting......"ComGP", never was good at remembering names.
Oh yeah, Snake, I keep forgetting......"ComGP", never was good at remembering names.
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Re: 512 tex - tile progress
you get some nice tiles from USAF if you use the mission builder.
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Re: 512 tex - tile progress
O.T.P. = One-Touch-Proggiequote:Originally posted by Snake Man:
OTP (ComGP's util which name is just "OTP") is auto tile MAKER.
I have no much imagination for names
The name was like this because it is supposed to make all kind of possible tiles at one touch of a key/button.
Com_GP
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Re: 512 tex - tile progress
We prefer to do the tiles ourself for nowquote:Originally posted by shaunman:
you get some nice tiles from USAF if you use the mission builder.
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Re: 512 tex - tile progress
KG, Snake, doing the transitions, I realized I made a mistake in my arid agri roads. I´ve corrected these. All roads were offset. now they all match up and fit to all other tiles easily.
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Re: 512 tex - tile progress
KG, I sent another batch of tiles including the corrected road tiles to Snake. I´ll do another batch tommorrow and then on Saturday, get down onto the harder river transition tiles.
From Snake
Remember our meeting on thursday how that was
From Snake
You shouldn´t be picking you nose bud, that´s bad tastequote:To pick a nose again, CATE is auto tiler. OTP (ComGP's util which name is just "OTP") is auto tile MAKER.
Remember our meeting on thursday how that was
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Re: 512 tex - tile progress
Sry im away and dont yet know when I return. No river tiles made yet *ashamed*
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Re: 512 tex - tile progress
So far thx to the huge work of Snakeman and Ami it works - even if theres quite some tile work and tweaking left
null
Black Phoenix campaign - partly over flot - Tbird 1050 Gf4
null
Black Phoenix campaign - partly over flot - Tbird 1050 Gf4
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Re: 512 tex - tile progress
Boys....you are the best!
Regards
Regards
111th Squadron
1st Iris Rover Squadron
F4 Spanish Translation Team
1st Iris Rover Squadron
F4 Spanish Translation Team
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Re: 512 tex - tile progress
great shots- is the one in the middle rice paddies tile-for Vnam?
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Re: 512 tex - tile progress
Nope it's irrigated farming - believe it or not taken out of a sat pic near a pres palace in the middle of the desert
Tried to make it more brownish but it looks worse then...
Tried to make it more brownish but it looks worse then...
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Re: 512 tex - tile progress
Great job KG!
And it was strange watching the TV converage of northern Iraq and seeing beautiful green valleys and a lot of trees! Hadn't expected that, but I think those tiles look spot on.
Looks really good.
T
And it was strange watching the TV converage of northern Iraq and seeing beautiful green valleys and a lot of trees! Hadn't expected that, but I think those tiles look spot on.
Looks really good.
T
Sic Semper tyrannosauro.
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Re: 512 tex - tile progress
hmm something else - you have point here - it looked this way in northern iraq but this is right now in the south - near tigris etc... Maybe switch with arable land (lowest pic) which is north in ODS
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Re: 512 tex - tile progress
Welcome to the world of 512
I just wish I had T-Bone and T. Wälti´s talent.
I just wish I had T-Bone and T. Wälti´s talent.
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Re: 512 tex - tile progress
hehe i certainly know that you dont have to wish for that at all
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Re: 512 tex - tile progress
Tigris and Euphrates rivers will be aboud 250-300 pixel wide now.
First I create the template tiles to be inserted into texture.bin and to be tiled (L2), then you masters of tile universe guys can work on the tiles to make them actually look good.
PMC TFW
Snake Man
First I create the template tiles to be inserted into texture.bin and to be tiled (L2), then you masters of tile universe guys can work on the tiles to make them actually look good.
PMC TFW
Snake Man
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Re: 512 tex - tile progress
heh no i cant stop flying
Visited Sharm el sheik:
Visited Sharm el sheik:
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Re: 512 tex - tile progress
KG, I did some overflights. Either I have some bad tiles or something. I´ll see you "Mittwoch" Wednsday.
Also, check the airbases I made. When I flew over them, they looked to be the origonal airbase tiles I did. You can tell by looking at the parallel road near the runway.
Also, check the airbases I made. When I flew over them, they looked to be the origonal airbase tiles I did. You can tell by looking at the parallel road near the runway.
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Re: 512 tex - tile progress
Great shots-will airbase tiles got smoother transition to terrain tiles?
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Re: 512 tex - tile progress
Well there's always a lot of room for improvment and also many airbases dont match the surrounding terrain but the priority now is to get the missing, bad loooking or old 128 tiles fixed/finished/done.
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