512 tex - tile progress

Operation Desert Storm theater

Moderators: Lone Wolf, Snake Man

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

512 tex - tile progress

Post by kinggeorge » 2003-01-18 22:01:00

Tiles so far

generic-------- / -variation- / ---road--- / --river-- / -transitions-

desert -------- /--done-- / ---done-- / dryriver / --done-- kg/bobba)
rough grazing-- / ---done--- / ---done--- / -not yet- / --done-- / (kg)
pastures ------ / ---done--- / ---done--- / --done-- / --done-- / (kg)
irrigated farming/ -not yet- / ---done--- / --done-- / --done-- / (kg+?)
city slums-------/ -not yet- / ---done---/ not yet- / --not yet--/ (no one)
city center------/ ---done--- /---done---/ ----done---- / --done--/(kg)
citysuburb------- ---done--- /---done---/ --not yet-- / --not yet-- /(kg)
woodland forest--/ -done- / -partly- / --done-- / --done-- / (striker)
arable land------/ -done- / --done-- / --done-- / --done-- / (ami)

euphrat/tigris river tiles -1/5 to 1/2 of a tile wide + implementation snakeman
small river templeteas avaialbe from showtime - implementation - (snakeman)

- nightlightning is implemented for city slums and city center - that will fo it :)


WHAT IS USED FOR WHAT?:
ODS cate map

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-01-18 22:19:00

On all tiles transitions with the transiton program are not made and no n8tlightning is implemented so far. We need to paint rivers too for the river program to use (showtime)

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: 512 tex - tile progress

Post by Snake Man » 2003-01-19 00:45:00

You can forget the mountains light/dark. But add there airbase backgrounds and possible tigris/euphoritsaddf rivers, remember 600ft to 1300ft wide.

PMC TFW
Snake Man
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Showtime
Recruit
Posts: 13
Joined: 2003-01-09 23:01:01
Location: Holland
Contact:

Re: 512 tex - tile progress

Post by Showtime » 2003-01-19 10:32:00

quote:Originally posted by kinggeorge:
We need to paint rivers too for the river program to use (showtime)
Yes yes...
Gimmie some time please, got a busy week at the mo...

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-01-19 10:53:00

Scotty(Showtime): This tile is all f*cked up - it needs a week of work!!

Kirk's Voice (kg): I give you 4 hours!

Scotty: Ok i'll do in 2!

Showtime
Recruit
Posts: 13
Joined: 2003-01-09 23:01:01
Location: Holland
Contact:

Re: 512 tex - tile progress

Post by Showtime » 2003-01-19 17:09:00

2 what? Weeks? :D
Got a day off tuesday, but will start today to see how the proggie works...

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: 512 tex - tile progress

Post by Snake Man » 2003-01-19 20:57:00

All ODS terrain types listed below

- irrigated farming
- rough grazing/nomadic herding
- pastures/scattered farming (sheep and goats)
- woodland/forest
- arable land (wheat, barley and horticulture)
description: Land worked regularly, generally under a system
of crop rotation, which includes fallow land.

and

- permanent crops
description: crops that are maintained constantly :)
- - - - NOTE PERMANENT CROPS USE ARABLE LAND FOR NOW!!! - - - -

PMC TFW
Snake Man
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-01-20 02:01:00

table in 1st post updated. With Striker, Coradan, Showtime and Ami we will get more and more kickass textures :)

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-01-20 11:53:00

KG, when I see you online again, I have another you may want to look over.
It´s a generic farm type that can be placed in any "arabic agriculture".
Always feel free to edit.

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-01-20 14:44:00

rgr ami - im also always online in the q-net #semper channel contact me there so we can look at it together :)

suburban city tile - road in all directions

Showtime
Recruit
Posts: 13
Joined: 2003-01-09 23:01:01
Location: Holland
Contact:

Re: 512 tex - tile progress

Post by Showtime » 2003-01-20 16:15:00

;)

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: 512 tex - tile progress

Post by Snake Man » 2003-01-24 20:36:00

Comments on the road tiles
quote:but the roads have alot of work to be done on. You could add more debris to
the side of the roads, as well as make the asphalt abit lighter in shade.
Mostly, high way roads are not perfect straight lines. Also, one of your pix
included a road structure of a zigzag, you'd never find that here.
PMC TFW
Snake Man
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-02-18 02:27:00

Ok first we have practically all generic tiles.
Striker is finsihing forest stuff, ami got the arable, Bobba is sending in modified desert textures, snakeman messes with rivers and will try to make the transitions, coasts and rename all to be usable.

I tried to do nightlightning for the city tiles... First try here: http://wuw.stusta.mhn.de/~u001907a/vers ... _20_36.jpg
too bad that the lower level of detail textures mess the whole n8 lightning up - seems like one would have to do it for all M L files too... hmm..

Widowmaker
Lt. General
Posts: 1002
Joined: 2000-10-30 23:01:01
Gaming Interests: Falcon 4.0
Editing Interests: Terrains
Location: The Netherlands

Re: 512 tex - tile progress

Post by Widowmaker » 2003-02-18 09:40:00

KG what do you use to resize the images?
to M and L level that is?

/widmak
Widmak

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-02-19 19:00:00

TILE PROGRESS TABLE UPDATED

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-03-08 18:08:00

KG, you had better re update the tile status list :D :D

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-03-10 01:15:00

;)

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-03-10 10:12:00

KG, Snake tasked me with doing all transitions. I´m still on them. I made a change to the irrigated farming transition which you should look at. I also noticed that by using the CATE programm, the river is placed over the top of forest, IMO, doesn´t look good. Looks more like a swimming pool.
The change I made in the transition from arid agri to irri agri takes only a few seconds per tile to complete. I made the areas near the rivers darker to reflect moister ground which looks great. I have a sat pic of Bagdad which shows this idea.
Awesome......

Also, one other thing, If I send you my river tiles, could make a set of river only for Snakeman ? I´m absolutely loaded down with work on the transitions. 112 tiles to do. Sure I may just invert some tiles, but I´m looking for 300% quality from myself when I mix and match the exsisting tiles from one terrain type to another so no-one will notice the transition.

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-03-10 12:05:00

Very cool Ami

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: 512 tex - tile progress

Post by Snake Man » 2003-03-10 12:15:00

quote:Originally posted by Ami:
by using the CATE programm, the river is placed over the top of forest
To pick a nose again, CATE is auto tiler. OTP (ComGP's util which name is just "OTP") is auto tile MAKER.
quote:IMO, doesn´t look good. Looks more like a swimming pool.
Yeah that was the example river on white background made by ComGP just to demonstrate the utilitys ability to make rivers.

Just an example, yet best that I have as of now. Of course I could have done new one reading Rom's tile making tutorial.
quote:I´m absolutely loaded down with work on the transitions. 112 tiles to do. Sure I may just invert some tiles, but I´m looking for 300% quality from myself when I mix and match the exsisting tiles from one terrain type to another so no-one will notice the transition.
That sounds really good. I was known bashing old tilemakers not to mirror/flip the tiles as its lame.

I truly appreciate the effort you'll put on the tile making and I'm sure the Falcon 4 flyers will appreciate it too when they receive ODS v0.512

Thanks man, really good stuff!

PMC TFW
Snake Man
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-03-10 21:55:00

He he, my gift to the Falcon world. About time I started giving the F4 world something instead of just downloading. ;)
Oh yeah, Snake, I keep forgetting......"ComGP", never was good at remembering names.

shaunman
2nd Lt
Posts: 79
Joined: 2002-05-14 22:01:01
Location: south africa

Re: 512 tex - tile progress

Post by shaunman » 2003-03-11 23:53:00

you get some nice tiles from USAF if you use the mission builder.

Com_gp
Colonel
Posts: 322
Joined: 2000-12-14 23:01:01
Location: Spain
Contact:

Re: 512 tex - tile progress

Post by Com_gp » 2003-03-12 08:22:00

quote:Originally posted by Snake Man:


OTP (ComGP's util which name is just "OTP") is auto tile MAKER.

O.T.P. = One-Touch-Proggie
I have no much imagination for names ;)
The name was like this because it is supposed to make all kind of possible tiles at one touch of a key/button.

Com_GP

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-03-12 08:54:00

quote:Originally posted by shaunman:
you get some nice tiles from USAF if you use the mission builder.
We prefer to do the tiles ourself for now :D

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-03-12 10:23:00

KG, Snake, doing the transitions, I realized I made a mistake in my arid agri roads. I´ve corrected these. All roads were offset. now they all match up and fit to all other tiles easily.
:roll:

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-03-13 22:00:00

KG, I sent another batch of tiles including the corrected road tiles to Snake. I´ll do another batch tommorrow and then on Saturday, get down onto the harder river transition tiles.

From Snake
quote:To pick a nose again, CATE is auto tiler. OTP (ComGP's util which name is just "OTP") is auto tile MAKER.
You shouldn´t be picking you nose bud, that´s bad taste :D :D :D :D :D ;)

Remember our meeting on thursday how that was ;)

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-03-21 07:57:00

Sry im away and dont yet know when I return. No river tiles made yet *ashamed*

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-04-10 06:49:00

So far thx to the huge work of Snakeman and Ami it works - even if theres quite some tile work and tweaking left

Image
Image

Image null Image
Image

Black Phoenix campaign - partly over flot - Tbird 1050 Gf4

Skorp
Recruit
Posts: 13
Joined: 2003-03-30 22:01:01
Location: Madrid

Re: 512 tex - tile progress

Post by Skorp » 2003-04-10 07:31:00

Boys....you are the best! :)

Regards :cool:
111th Squadron
1st Iris Rover Squadron
F4 Spanish Translation Team

ccc
Chief of Staff
Posts: 4857
Joined: 2000-08-06 22:01:01

Re: 512 tex - tile progress

Post by ccc » 2003-04-10 10:47:00

great shots- is the one in the middle rice paddies tile-for Vnam?

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-04-10 11:14:00

Nope it's irrigated farming - believe it or not taken out of a sat pic near a pres palace in the middle of the desert :D

Tried to make it more brownish but it looks worse then...

T_Rex
FreeFalcon
Posts: 848
Joined: 2001-03-04 23:01:01
Location: here

Re: 512 tex - tile progress

Post by T_Rex » 2003-04-10 16:48:00

Great job KG!

And it was strange watching the TV converage of northern Iraq and seeing beautiful green valleys and a lot of trees! Hadn't expected that, but I think those tiles look spot on.

Looks really good.

T
Sic Semper tyrannosauro.

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-04-10 17:22:00

hmm something else - you have point here - it looked this way in northern iraq but this is right now in the south - near tigris etc... Maybe switch with arable land (lowest pic) which is north in ODS :o

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-04-11 00:24:00

Welcome to the world of 512
I just wish I had T-Bone and T. Wälti´s talent.

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-04-11 00:39:00

hehe i certainly know that you dont have to wish for that at all :)

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Re: 512 tex - tile progress

Post by Snake Man » 2003-04-11 15:06:00

Tigris and Euphrates rivers will be aboud 250-300 pixel wide now.

First I create the template tiles to be inserted into texture.bin and to be tiled (L2), then you masters of tile universe guys can work on the tiles to make them actually look good.

PMC TFW
Snake Man
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-04-14 18:14:00

heh no i cant stop flying :o

Visited Sharm el sheik:

:D

Ami
Recruit
Posts: 66
Joined: 2001-05-14 22:01:01
Location: HR Germany
Contact:

Re: 512 tex - tile progress

Post by Ami » 2003-04-15 02:41:00

KG, I did some overflights. Either I have some bad tiles or something. I´ll see you "Mittwoch" Wednsday.

Also, check the airbases I made. When I flew over them, they looked to be the origonal airbase tiles I did. You can tell by looking at the parallel road near the runway.

ccc
Chief of Staff
Posts: 4857
Joined: 2000-08-06 22:01:01

Re: 512 tex - tile progress

Post by ccc » 2003-04-15 04:30:00

Great shots-will airbase tiles got smoother transition to terrain tiles?

kinggeorge
Major
Posts: 248
Joined: 2002-03-20 23:01:01
Location: Bozen/Bolzano - München

Re: 512 tex - tile progress

Post by kinggeorge » 2003-04-15 08:38:00

Well there's always a lot of room for improvment and also many airbases dont match the surrounding terrain but the priority now is to get the missing, bad loooking or old 128 tiles fixed/finished/done.

Post Reply

Return to “Operation Desert Storm”

Who is online

Users browsing this forum: No registered users and 13 guests