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  #281  
Old 07-09-2011, 12:57 PM
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David198502 David198502 is offline
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ah now i understand the post.i thought you spoke about the trees only.now i see the difference you mentioned.stupid me.
this terrain actually looks way better than the default one.
hope i can test it soon.
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  #282  
Old 07-09-2011, 01:05 PM
pupaxx pupaxx is offline
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Nice job Ali,
please, how did you tuned the distance haze effect?
thx
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  #283  
Old 07-09-2011, 03:13 PM
Wolf_Rider Wolf_Rider is offline
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good effort there Ali... top left shot is looking good
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  #284  
Old 07-09-2011, 10:18 PM
Ali Fish
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thx for the appreciations.

ive given the mod to 3 peoples to try out. the first feedback comment is as i had half expected. Shimmering textures out at the horizon. This is related to mip map settings upon generating them.

Does anyone have any experience with this out of interest from other games modding ? i believe i can fix it but not 100% certain as ive never had the problem before when working with dds& mipmap profiles.

Another issue is the realisation that using Original or even High general texture settings is the root cause of Stuttering in IL2. When you set High your actually using a stage 2 mipmap of the texture. which is always half the resolution of the prior mip map. etc etc. The haze effect might need to be removed coz of this. the mod is for using using High or original settings explicitly due to the special haze effect ive added via the mip maps (your answer pupaxx).

Last edited by Ali Fish; 07-09-2011 at 10:23 PM.
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  #285  
Old 07-09-2011, 11:18 PM
Wolf_Rider Wolf_Rider is offline
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try looking into shadows...
I run Original textures on HIGH and with shadows OFF it is smooth
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  #286  
Old 07-19-2011, 08:45 PM
Ekar Ekar is offline
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Small update:

I was playing around with trying to replicate how bump mapping is done in CloD in order to use some new bumps for the modified terrain textures. Here's what I came up with (Ali, please tell me if this is wrong, as it's a bit weird, but actually seems to work)... Firstly, I extracted a normal map with crazybump- and then the red channel of the normal map, I put into RGB of the modified bump. The green channel of the normal, I put into the alpha channel. Then I saved out as DXT5 (there was a little bit of trial and error in this). Anyway, I tested this new bump out in CloD's evening lighting. Here are some pics...

(please ignore the white empty parts, there's no texture in there yet)












There's still quite a way to go with these textures, but I should proably say, I'm becoming pretty inspired to push ahead now. I'm quite happy with the way things are looking already. The bump map is working (even though I might be doing something wrong there), and I generally feel that the terrain is starting to be lifted to quite a nice level graphically. In motion, things are really starting to look great.

Ok, back to work,

Last edited by Ekar; 07-19-2011 at 09:04 PM.
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  #287  
Old 07-19-2011, 08:54 PM
Ali Fish
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cant see the images.
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  #288  
Old 07-19-2011, 08:58 PM
Ekar Ekar is offline
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I'm trying to work out what happened. They showed up when I first made the post, but now they don't.

If you right click the broken link icon and copy url, then you can see the images. I'll edit this post when I've fixed things.
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  #289  
Old 07-19-2011, 09:12 PM
Ali Fish
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As far as i can see! colour me Interested ! lost of sweet effects your getting with the bumps, If you have emulated whats in the default normal maps. which i presumed as (DXT5_NM) then well i think excellent. youve done dusk shots because it shows the effects better ?, youve clearly given them more impact than the level 1C gave there. very interesting. show me some daytime shots man.
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  #290  
Old 07-19-2011, 09:22 PM
JG1_Wanderfalke JG1_Wanderfalke is offline
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could u post pic during the afternoon ?
Please
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