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  #1  
Old 05-26-2011, 04:16 PM
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150GCT_Veltro 150GCT_Veltro is offline
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This was the original tiles.

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Old 05-26-2011, 05:12 PM
Ali Fish
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Quote:
Originally Posted by 150GCT_Veltro View Post
This was the original tiles.

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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Old 05-26-2011, 06:24 PM
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150GCT_Veltro 150GCT_Veltro is offline
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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.
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Old 05-26-2011, 06:25 PM
Ali Fish
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Quote:
Originally Posted by 150GCT_Veltro View Post
Somebody here could have a better one version of this file.


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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Old 05-26-2011, 06:40 PM
RocketDog RocketDog is offline
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Quote:
Originally Posted by 150GCT_Veltro View Post
This was the original tiles.

The contrast between this and what we ended up with is pretty striking. This, to me, looks much better. It has hedges and believable greens. If you compare it to my Wiltshire photos the similarity is obvious. I wonder why they rejected this approach and went for the odd "crayon like" colours and layout of the final textures?

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Old 05-26-2011, 07:15 PM
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philip.ed philip.ed is offline
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I think that they dropped this scheme to try and create a more 'tailored' terrain, whereby textures used were built from scratch do that they worked at all levels of altitude (with terrain textures based on photos/satellite images, you can get that horrible 2-D effect down low.) Having said that, it's only really the images of the trees which give this 2-D impression, and if the dark outlines of the trees were covered by trees or other foliage, I'd imagine it would work just like the current 'carpet' in CloD.

Also, I think as earlier Dev updates showed, the photo-type of textures just looked wrong without correct shaders or bumping.
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Old 05-26-2011, 09:10 PM
Ali Fish
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darkening edges around roads and fields. it works in a way lol, the train line without sort of shows the difference.


Last edited by Ali Fish; 05-26-2011 at 09:15 PM.
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  #8  
Old 05-26-2011, 11:05 PM
41Sqn_Stormcrow
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I really appreciate your recent work but may I say that I feel the dark outlines of the roads to be too much? To me at least they now appear as having been drawn with a pencil.

About the hedges: this is something I miss a bit over England as it is very typical for this country side.

My suspicion is that they created tiles that they could use for France too.
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Old 05-26-2011, 11:56 PM
Ali Fish
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yeh there too wide presently. it was a quick test.
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  #10  
Old 05-27-2011, 04:23 AM
Avala Avala is offline
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All in all, good work.

But why not making totally new, seamless, tileable set of textures, and their normal maps? Google Earth have very fine images of the corresponding terrain, which with some photoshop skills could be easily converted into textures.

In that way you can avoid stupid IL2 (used in enhanced il2 called “CoD”) texture placement, and make textures more blending one with another.
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