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#261
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oh please do, is the visual mod I think we need the most, at least at this moment (besides of some work on some of the shaders though
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#262
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...almost finished 1/4 of entire map set, unfortunately very poor time to dedicate. I'm risking to be fired by my boss, wife and daughter
![]() The goal is to grossly complete the 4 sets and refine them in looking (tuning the wooden areas where needed etc). I downloaded an nvidia tool with which retool the bump channel. I have to study that. Cheers prova5_14062011.jpg |
#263
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#264
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OK ive done the tree colours mod.
http://forum.1cpublishing.eu/showpos...99&postcount=1 |
#265
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Ali Fish,
I like these new tree colors, but am not so sure about the tree trunks. Shouldn't they be be more brown, like tree bark really is? That way, they wouldn't be so obvious in amongst the leaves. Also, is that a crucifix sticking up out of the trees in the background? binky9
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Win10 64 bit 1T Hard Drive ASUS P67 motherboard Intel i7 3.4ghz Processor GTX 780 Graphics Card OC 24GB Ram Track IR5 50" LG HDMI LED 1920x1080 60hrz MS FFB2 Stick CH Pedals Saitek Throttle/Prop/Mixture and Trim wheel Thrustmaster MFDs League City, TX |
#266
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#267
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I've been putting in some time in having a go at redoing the terrain textures.. very slow process... but here's a (detail) comparison screen of default and modified.
http://www.imageupload.org/?d=8889B8991 ![]() I realised that I really do like the tiles in higher res (currently the 1st tile is being authored at 4k), and the photographic detail looks great at low altitudes. There doesn't seem to be much of a performance hit on my computer- but I have not updated the bump maps yet. Issues- It's really slow going. I'm working from stitched together maps taken from Flash Earth, editing out the lighting/shadowing information, and then trying to work out how the bits need to fit into the original template. This comparison shot isn't colour graded yet. Personally I don't have too much of a problem with the original colours, and I've tested ingame some modded textures colour graded to the originals. To me they look fine.. some people may prefer a more muted or desaturated look. Anyway, changing colours is the easy part- it's no big deal. What's really needed is to get that texture detail in there. I noticed in CloD, that anything below around about 900 feet looks awesome- it pretty much does the reverse of all other flight sims- where going higher produces a better visual result. After 900 feet, the vegetation in CloD fades out and you're left with just the plain texture, but to me the resolution isn't really holding up there. Using 4k maps takes care of that problem and things should hopefully look nice from any altitude above that range. Anyway, just thought I'd give a preview. I'm a little busy so no idea when or if this will get done to a finished level. I'd like to imagine I have the energy for it. ![]() Last edited by Ekar; 07-08-2011 at 07:42 PM. |
#268
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dont give up, try to finish!in my opinion this looks great!!!!
if i would have the knowledge to do such stuff, i would give it a try as well. |
#269
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#270
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Very nice work! Out of interest, I think the darker green should be lightened, because even out driving today around the London/Westerham/Sevenoaks area, the grass-fields are still very light in colour (depsite saturation)
Keep up the excellent work though! ![]() |
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