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#151
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Wow, that's really interesting! Do each of the coloured regions apply to a way in which the textures fit together? Or, as you allude to, are they regions in themselves?
Interesting stuff! I agree, I can see how cosmetic work like you have done on the trees may be nice to release as a short-term mod, but complete modding projects at this stage may be rather pointless, because we don't really have any idea on what the team are planning to do, or have already done. Aside from the terrain, those top-cloud layers are in desperate need of work. They look like something produced in 2001! Benders cloud mod for Il-2 included some awesome textures for the high-cloud layers, which really improved the game. A simple enough fix to do (if CloD is using .tga files like Il-2 classic did) which can make a whole lot of difference. |
#152
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for the bulk of the scenery is 4 textures. ive just painted each of them a full colour. they fit together in any order really but im gona check that .
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#153
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wow! didnt notice before but each main fields tile is a clone of each other with same road networks but slightly different design to it. if i could dictate what tile sits where, ie have 4 red tiles in close proximation theoretically you could add some serious regional variations. like kilometres of a predominatly single field type. and not so random. but doing that wouldnt be too good the bigger the size of variation or collection of colour in 1 area is enough to make it start looking repeated which is what we want to avoid, the balance of what they have done is actually very good. suppose there is no harm in trying a few experiments with this with all your help & feedback. france is more appealing as a playground.
heres the 4 tiles ! they can all be interchanged . 1/8 scale ![]() if we had a few more tiles on offer one could make seriously elaborate scenery. im excited for the SDK. Last edited by Ali Fish; 05-26-2011 at 03:30 PM. |
#154
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Looking at them, for an area with that many fields, there are far too many differently coloured fields, and there are some really odd colours going on there as well. Either way, the method they have employed does have it's merits.
An issues that I can see, though, is the 3-D grass. If one changes the colour of the tile/field, does this then change the colour of the associated grass/crop? It certainly does look very interesting though. Roll on the SDK! |
#155
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as far as i can tell the grass is independant but i might be wrong, ive no doubt it could though. . incidentaly in arma2 that effect does occur ! and going from high altitude to ground level see's a blend of 3 sources in that respect.
Last edited by Ali Fish; 05-26-2011 at 04:13 PM. |
#156
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This was the original tiles.
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#157
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At the moment, the game really needs a blue atmospheric haze to make the LoD a lot smoother and realistic.
With that in mind, Ali, have you seen this before? http://www.windwardmark.net/products...sub=technology (also, check out their nimble cloud-generator. It certainly looks good to my eyes. It's hard to tell if the effect is over the top or not, but I'd imagine it's adjustable) EDIT-apart from the blue fields, the old tiles look much more realistic; clear areas of foliage and trees, and apparent borders to the fields as well. |
#158
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indeed it is. awesome!. and wow this explains alot of things. like why the trees were made the colour they were. where did u get that image from then ? its tilable so that must be from the devs?
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#159
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This tile has been posted several years ago from Oleg himself, to show us the way to work of these "symmetrical" tiles.
Somebody here could have a better one version of this file. |
#160
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that would be great if sombody did. anyway lots of info to go on with. ![]() Last edited by Ali Fish; 05-26-2011 at 06:29 PM. |
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