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  #231  
Old 06-10-2011, 03:17 PM
pupaxx pupaxx is offline
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Default Wip

WIP.jpg

Anyway, field patterns are too much unrealistic to be belivable.
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  #232  
Old 06-10-2011, 03:30 PM
Ali Fish
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nice job, my effort was about 20 mins, I would like to pop yours in the game when its ready ! this was what mine looked like for that test.

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  #233  
Old 06-10-2011, 03:40 PM
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philip.ed philip.ed is offline
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How would it look if the various greens and browns were taken directly from a photo? (using the photoshop colour grabber or whatever it's called)
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  #234  
Old 06-10-2011, 03:49 PM
Ali Fish
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pretty much the same. ingame shaders render what ever colour you pick irrelevant. its the association between all the colours that important. with my test i did i keep it as simple as possible, low range of colours, more consistancy over the pattern of the same colours. also less fields adjacent to different fields. some aspects of it have worked and some not. another aspect im particularly unhappy with is tree placement. so those light coloured fields need to be dark where there are trees. without knowing where trees are placed thats gona be a hard task. another aspect i take from this is that the range of colours the mottled effect on 1C textures destroys the feel of the field so more solid definitive field colour the better. 1 aspect of S.E england scenery is that its not all fields. if they had included a wild countryside tile the scenery in general would be better.

to be honest i just want to make a brand new scenery from scratch.

Last edited by Ali Fish; 06-10-2011 at 03:55 PM.
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  #235  
Old 06-10-2011, 04:09 PM
pupaxx pupaxx is offline
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Quote:
Originally Posted by philip.ed View Post
How would it look if the various greens and browns were taken directly from a photo? (using the photoshop colour grabber or whatever it's called)
I sampled the colors from this picts
sample1.jpg

sample2.jpg

sample3.jpg

but, yes the result is not full convincing
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  #236  
Old 06-10-2011, 04:51 PM
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philip.ed philip.ed is offline
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Yeah, they look completely different to your one (not your fault, really)
The last sample to me screams summer, although a mix of all three would look awesome.
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  #237  
Old 06-10-2011, 08:45 PM
vexx vexx is offline
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Originally Posted by Ali Fish View Post
meh !!! lol id be lying to say i liked this. but thought i'd show it anyways.

This is why i gave up. Seems like everything i did either made things worse or just didn't look right. I finally settled with just darkening my trees and taking all of the excess yellow out of the existing textures and calling it a day.

I was using exact samples of aerial photo's and once in game it looked like crap. I even went so far as taking some actual satellite imagery just to see how real life colors would look in game regardless of nothing else matching and the colors still looked terrible. I finally came to the conclusion that there is either something majorly wrong with the lighting or shaders.
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  #238  
Old 06-10-2011, 09:28 PM
pupaxx pupaxx is offline
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Ali please,
would you make a simple test 4 the community?
Try to load into CloD this sole texture
palette.jpg
just to verify the output given by game shaders. It's a waste of time create a patchwork if we can't control the output color.
As I told before, I sampled the colors in this way.
test2.jpg

Thanks

Last edited by pupaxx; 06-10-2011 at 10:10 PM.
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  #239  
Old 06-11-2011, 01:04 AM
Cobra8472 Cobra8472 is offline
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Ali Fish, your screenshots actually give me a more realistic impression than what is currently in game.

I hope you ARE treating these as diffuse textures however. Do not expect shaders or normal maps to add all the detail for you, most of it is always in the diffuse.

You need to fill those tiles out with detail and or real image overlays.

Keep it up, in any case.
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  #240  
Old 06-12-2011, 12:57 PM
adonys adonys is offline
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Ali, can't you release at least the darker trees first, please, while you're working on a full terrain mod?

pretty please
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