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  #211  
Old 06-07-2011, 06:41 PM
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mungee mungee is offline
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Quote:
Originally Posted by GilB57 View Post
What do you think about this one :

Wow! The colouring looks perfect in my opinion!!
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  #212  
Old 06-07-2011, 07:57 PM
Ali Fish
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Because we cant change building or trees placement etc yet ive gone the long route and made a master map of the original ingame map. this includes absolutely everything seperated, every asset, ive also taken the normal maps and used them over a base colour as a test for my own pseudo bumpmap effect on the diffuse.. after this is complete it should be a case of simple artisticly colouring everything. the detail is present obviously and works alongside the normal maps. its 4096 at present and requires splitting down into 4 x(2048x204. its 600 meg presently lol.

but i'm well on the road to create somthing properly here which has been my hinderance so far. other notable point is we can sellect on a field by field. road by road basis for designing now. im not sure what to do with colours but what i could do is make ye old colouring in sheet if anyone wants to have a go. with a scaled image i can translate any field/colour patterns from that. ???

Last edited by Ali Fish; 06-07-2011 at 09:27 PM.
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  #213  
Old 06-07-2011, 08:16 PM
Ali Fish
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if anyone feels like helping save this and go colouring in !this image is basicly an outline of the roads system and indicating field placement mimmicking what we have presently. It would be great to see folks ideas. of some basic realistic colour blocks simulating field colours and patterns, is anyone up for helping ? dont forget each side matches with its opposite side.
to get full image click twice through Imgur, ive put the cod tiles up as an example. but its a basic solid colour field colours i need before any detail gets layed down.


EDIT: you know , ive been staring at this clod map image for a while and well i think what we might dislike about it is the mix of colours evrywhere, theres to much red in with the green in with the yellows etc etc. to much clour design in each field basicly. anyway i hope some folks can do somthing nice with the fields. after that i will lay detail down on each individual field. and also invoke a proper system for darkening the field hedges and hedge row placement with a view to adding hedges in the future via more official moding methods. and after all this im going to implement my own normal maps which will have more presence. woohoo it got a bit stale there but this is quite a leap forward imo. as opposed to simply trying to recolour that is. ill produce some examples tommorows.

possible colour pallette?

Last edited by Ali Fish; 06-07-2011 at 10:50 PM.
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  #214  
Old 06-08-2011, 09:36 AM
pupaxx pupaxx is offline
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@ Ali,
grabbed 20 mins at work!
just a try
Cheers
test.jpg
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  #215  
Old 06-08-2011, 10:11 AM
GilB57 GilB57 is offline
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If it can help:

A few other shots:


Late afternoon (low alt.)


Early morning (low alt.)


One thing I noticed as important to achieve a good result:
If I put a plane above the landscape, how does it look ?

They should fit well together, I think (planes camouflage colors should be in landscape color palette.

Another rule I found useful : to avoid as much as possible REGULARITY :
So, in a tex-pack I use for a map, there are some nearly uniform ones, others with large fields pattern, others with little fields pattern. Then, landscape are a patch of all that mixed together (some kind of pattern inside pattern )
... I was so disappointed with CoD landscape
(btw, I don't know constraints to make a CoD landscape... )

Last edited by GilB57; 06-08-2011 at 10:15 AM.
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  #216  
Old 06-08-2011, 11:40 AM
pupaxx pupaxx is offline
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Default test5

test5.jpg

due the exiguity of field pattern and shape variation I suggest to limit the palette to:
2/3 textures for cultivated fields green hues (green hues)
2/3 textures for burned or plowed fields (brown hues)
1/2 textures for grass fields (pasture or uncultivated fields on green hues)
1/2 textures for wooded areas
cheers

Last edited by pupaxx; 06-08-2011 at 11:49 AM.
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  #217  
Old 06-08-2011, 11:52 AM
Ali Fish
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Quote:
due the exiguity of field pattern and shape variation I suggest to limit the palette to:
2/3 textures for cultivated fields green hues (green hues)
2/3 textures for burned or plowed fields (brown hues)
1/2 textures for grass fields (pasture or uncultivated fields on green hues)
1/2 textures for wooded areas
Agreed !^

wicked stuff pupaxx! Very interesting the way you have done it. kinda need basic solid colour pattern as opposed to the fields you have put on. but! i may try what you are doing when i get time.


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. as seen here http://forum.1cpublishing.eu/showpos...&postcount=150

Last edited by Ali Fish; 06-08-2011 at 12:05 PM.
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  #218  
Old 06-08-2011, 12:03 PM
pupaxx pupaxx is offline
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[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..
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  #219  
Old 06-08-2011, 12:16 PM
Ali Fish
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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
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  #220  
Old 06-08-2011, 12:48 PM
pupaxx pupaxx is offline
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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.
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