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  #141  
Old 05-26-2011, 12:18 AM
Ali Fish
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a day in the life of some IL2 graphics.



its worth having darker trees or is it not ?

Last edited by Ali Fish; 05-26-2011 at 11:04 AM.
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  #142  
Old 05-26-2011, 01:01 AM
jt_medina jt_medina is offline
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It almost look a new scenery!.
Why not release it?.
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  #143  
Old 05-26-2011, 01:47 AM
Formula88
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Looks great with the darker trees, how about darkening the flourescent green landscape as well?
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  #144  
Old 05-26-2011, 02:53 AM
CUJO_1970 CUJO_1970 is offline
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Huge improvement.

Can anything be done with France?
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  #145  
Old 05-26-2011, 04:49 AM
Wolf_Rider Wolf_Rider is offline
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@ Ali Fish...

that's looking pretty good mate. I agree with Formula88 about earthing up the landscape colours though, but on the whole... its a fantastic improvement
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Last edited by Wolf_Rider; 05-26-2011 at 04:52 AM.
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  #146  
Old 05-26-2011, 12:51 PM
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philip.ed philip.ed is offline
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Ali, that looks amazing!

Brilliant work! Whilst I can see what the others mean about earthing the terrain colours up, I don't think they need darkening. I think that a lot of the terrain tiles have colours which look quite acidic. Rather than working on the whole tile-set, maybe it's just these individual areas which need sorting out?

Either way, that really does look quite amazing. The trees darkness makes so much difference.
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  #147  
Old 05-26-2011, 12:56 PM
Ali Fish
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i could change the ground textures for the umpteenth time but i think its the shader that works the brightness that needs changed not the texture itself.
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  #148  
Old 05-26-2011, 01:07 PM
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philip.ed philip.ed is offline
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Quote:
Originally Posted by Ali Fish View Post
i could change the ground textures for the umpteenth time but i think its the shader that works the brightness that needs changed not the texture itself.
I agree with that, however from what I can see, some field textures clearly look a lot different to others. In any case, there are never as many differently coloured fields in real-life as there are in CloD, so whilst the shaders may need improving, the overall layout of this multi-coloured field spectrum does too
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  #149  
Old 05-26-2011, 01:09 PM
Ivan Fooker Ivan Fooker is offline
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Top textures on the tress!
Good work buddy!
Keep it on!
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  #150  
Old 05-26-2011, 01:35 PM
Ali Fish
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Quote:
Originally Posted by philip.ed View Post
I agree with that, however from what I can see, some field textures clearly look a lot different to others. In any case, there are never as many differently coloured fields in real-life as there are in CloD, so whilst the shaders may need improving, the overall layout of this multi-coloured field spectrum does too
ill look into it. Starting with.... this is how the tileable textures tile together. within this whats possible is astounding in theory!. regional field variations might work better and can be done here. theres going to have to be some mathematics here too to keep the tiled nature from revealing its true nature. the job is to break it up create randomisation. so percentages of light fields next to darker fields will need to be thought of. quite a job. but a job for a seperate scenery mod. a new island or theatre. if im going to put that level of work in. it'll be for somthing grand and not just a makeover... i think...


Last edited by Ali Fish; 05-26-2011 at 01:47 PM.
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