Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > Mods, discussions, links, etc.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-08-2011, 12:03 PM
pupaxx pupaxx is offline
Approved Member
 
Join Date: Feb 2010
Location: Absurdistan - Rome
Posts: 344
Default

[QUOTE=Ali Fish;294719] but its a basic solid colour field colours i need before any detail gets layed down.QUOTE]

sorry, I had not read this..
Reply With Quote
  #2  
Old 06-08-2011, 12:16 PM
Ali Fish
Guest
 
Posts: n/a
Default

thats alright. no need to apologise m8. its given me some ideas, which are very needed ! the reason is that ive got the ground detail planned already to some degree. like the pattern within the field itself etc etc
Reply With Quote
  #3  
Old 06-08-2011, 12:48 PM
pupaxx pupaxx is offline
Approved Member
 
Join Date: Feb 2010
Location: Absurdistan - Rome
Posts: 344
Default

solid colours
test 6 plain.jpg
i selected an average hue for each texture in my previous pict.
But I missed the relation between solid coloured areas and textured areas, how do they work?

Last edited by pupaxx; 06-08-2011 at 01:24 PM.
Reply With Quote
  #4  
Old 06-08-2011, 01:29 PM
Ali Fish
Guest
 
Posts: n/a
Default

well what im going to try is to add the texture detail over the solid colours, that info needs to be taken from the normal channels with a mix of my own art. theres a pic a few posts back of me in photoshop with solid colour and some texture lighting that should explain what im gona try. with your image try not mix more than 2 fields of same colour next to each other. and atleasst 2 light coloured fields in every quadrant. appreciate you thoughts on this pupaxx !

also im realising the the mimmick of the alpha channel needs split up more. like it is on the right hand image. Doh.

Last edited by Ali Fish; 06-08-2011 at 01:34 PM.
Reply With Quote
  #5  
Old 06-08-2011, 03:18 PM
pupaxx pupaxx is offline
Approved Member
 
Join Date: Feb 2010
Location: Absurdistan - Rome
Posts: 344
Default

@Ali
about 'same colored adiacent fields' my thougt is I would avoid to fragment too much the fields, I'm afraid of patch-work looking.
In the pict below u can clearly see a lot of adiacent fields of the same color, they are differentiated by edge row, trees and so on. Here's why I made in this way. i'm with u it doesn't look good without edgerow and trees layer.
pict1.jpg

cheers

Last edited by pupaxx; 06-08-2011 at 03:29 PM.
Reply With Quote
  #6  
Old 06-08-2011, 05:09 PM
Ali Fish
Guest
 
Posts: n/a
Default

yeh agreed on too much fragmented is bad. roads between is currently a good thing tbh given lack of hedge rows. i believe that for those field areas without roads between a simple slight hue change would be good. i think half the problem with the original textures is fragmented nature. radical changes from 1 field to the next adjacent. think i might try 3 similar green everywhere on the map and break it up with the rest. top left quadrant must be fragmented as much as possible. the other quadrants can be "not as fragmented. 1 quadrant should have higher frequency lighter fields.
Reply With Quote
  #7  
Old 06-08-2011, 06:40 PM
GilB57 GilB57 is offline
Approved Member
 
Join Date: May 2010
Posts: 5
Default

Quote:
GilB :cod restraints. the only restraints we have are that trees and buildings are layed upon our tiles. obviously we cant change that yet, so conformity to the current field pattern is necessary ohh and roads. concrete & dirt.

there are 4 field textures that are tilable, my images above show the 4 fitted together. 1C thereafter impose a system to use these 4 tiles tiled accross the whole country
Does this mean that , currently, the roads/buildings pattern repeats the same all other the countryside ?
If only 4 different tiles can be possible, I suppose they have to be chosen very carefully (and also very contrasting to each other) ?

The landscape appeared to me very repetitive (not in the details but in the overall look) but I didn't knew why. Well I'll need to look more downside with my Hurricane I suppose
Reply With Quote
  #8  
Old 06-08-2011, 10:03 PM
Ali Fish
Guest
 
Posts: n/a
Default

well theres 4 for the fields. several for the towns, industrial, cities (london), trees etc and france has the same seperatly.
Reply With Quote
  #9  
Old 06-09-2011, 10:19 AM
Ekar Ekar is offline
Approved Member
 
Join Date: Jun 2010
Posts: 73
Default

Ali- what's the resolution currently of each map tile? Is it 2048?

I've been thinking about having a go in the way that puppax has above, using photographic elements but with the aim of trying to fit them as best I can to the areas designated in the original layouts. I'm not sure whether to go ahead with a 4k resolution per tile or 2k just yet. I'm wondering if it may be better to go with 4k, that way you could have your colour map at 2k in game and possibly(?!) a 4k normal map that was generated from the colour map? It's a bit of a crazy thought really but that would give you a bit more detail down low when flying. It's just a thought (probably more of a brain fart). I'm not even sure if CloD handles 4k textures at present.

Last edited by Ekar; 06-09-2011 at 11:28 AM.
Reply With Quote
  #10  
Old 06-09-2011, 11:39 AM
Ali Fish
Guest
 
Posts: n/a
Default

well doubling the size is a nice idea but by gcard texture memory wont cut it given how its running presently. i could be wrong though as i often am.

imo photographic work is a no go. 1C would have tried this along time ago. they did start with photography but ended up with what we have for numerous reasons. but i'd love to see anyone try !.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:15 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.