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  #1  
Old 06-09-2011, 10:19 AM
Ekar Ekar is offline
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Ali- what's the resolution currently of each map tile? Is it 2048?

I've been thinking about having a go in the way that puppax has above, using photographic elements but with the aim of trying to fit them as best I can to the areas designated in the original layouts. I'm not sure whether to go ahead with a 4k resolution per tile or 2k just yet. I'm wondering if it may be better to go with 4k, that way you could have your colour map at 2k in game and possibly(?!) a 4k normal map that was generated from the colour map? It's a bit of a crazy thought really but that would give you a bit more detail down low when flying. It's just a thought (probably more of a brain fart). I'm not even sure if CloD handles 4k textures at present.

Last edited by Ekar; 06-09-2011 at 11:28 AM.
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Old 06-09-2011, 11:39 AM
Ali Fish
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well doubling the size is a nice idea but by gcard texture memory wont cut it given how its running presently. i could be wrong though as i often am.

imo photographic work is a no go. 1C would have tried this along time ago. they did start with photography but ended up with what we have for numerous reasons. but i'd love to see anyone try !.
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Old 06-09-2011, 12:50 PM
Ekar Ekar is offline
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Cheers Ali.

I agree that it's probably unwise to tempt any further performance headaches by using 4k maps ingame.

I guess I'm interested in trying out a photographic collage/layering approach here as what turned me off originally about the CloD maps was the hand painted feel. Is there any other reason (apart from the insane amount of time this would take to do properly within the guidelines of the current layouts) that you would advise against this approach?
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Old 06-09-2011, 01:36 PM
Ali Fish
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Quote:
Originally Posted by Ekar View Post
Cheers Ali.

Is there any other reason (apart from the insane amount of time this would take to do properly within the guidelines of the current layouts) that you would advise against this approach?
no reason. its technically daunting on one hand but very possible on the other depending upon the approach and consistancy.
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Old 06-10-2011, 03:06 PM
Ali Fish
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meh !!! lol id be lying to say i liked this. but thought i'd show it anyways.


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  #6  
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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  #7  
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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Old 06-10-2011, 08:45 PM
vexx vexx is offline
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Quote:
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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  #9  
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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